Removed the visualscript folder.

This commit is contained in:
Relintai 2023-04-06 23:04:59 +02:00
parent af17f82b96
commit 9d493ee250
38 changed files with 0 additions and 605 deletions

View File

@ -1,8 +0,0 @@
# VisualScript Demos
These demos are written in [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html).
Languages: All are [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html),
Multitouch View has some GDScript
Renderers: All are GLES 2

View File

@ -1,20 +0,0 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://white-circle.png" type="Texture" id=1]
[ext_resource path="res://CircleArea.vs" type="Script" id=2]
[sub_resource type="CanvasItemMaterial" id=1]
blend_mode = 1
[sub_resource type="CircleShape2D" id=2]
radius = 128.0
[node name="Sprite" type="Sprite"]
material = SubResource( 1 )
texture = ExtResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
script = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 2 )

View File

@ -1,11 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://Main.vs" type="Script" id=1]
[node name="Main" type="Node2D"]
script = ExtResource( 1 )
[node name="Timer" type="Timer" parent="."]
autostart = true
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]

Binary file not shown.

View File

@ -1,15 +0,0 @@
# Circle Pop
Demo of a simple game using visual script.
You must click the circles to "pop" them in
order to stop their invasion of the screen.
Language: [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html)
Renderer: GLES 2
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/137
## Screenshots
![Screenshot](screenshots/circle.png)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.4 KiB

View File

@ -1,34 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@ -1,29 +0,0 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="CirclePop"
config/description="Demo of a simple game using visual script.
You must click the circles to 'pop' them in
order to stop their invasion of the screen."
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[gdnative]
singletons=[ ]
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_clear_color=Color( 0.113725, 0.133333, 0.196078, 1 )

Binary file not shown.

Before

Width:  |  Height:  |  Size: 48 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 51 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.3 KiB

View File

@ -1,34 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/white-circle.png-fd9ec96f5f813bd0d459d50130c980de.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://white-circle.png"
dest_files=[ "res://.import/white-circle.png-fd9ec96f5f813bd0d459d50130c980de.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://Main.vs" type="Script" id=1]
[node name="Main" type="Node2D"]
script = ExtResource( 1 )

View File

@ -1,16 +0,0 @@
# Multitouch View with VisualScript
Simple debugger for multitouch input.
Shows red dots everywhere you press.
Language: [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html)
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/multitouch_view).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/135
## Screenshots
![Screenshot](../../misc/multitouch_view/screenshots/multitouch.png)

View File

@ -1,20 +0,0 @@
extends Node
# This will track the position of every pointer in its public `state` property, which is a
# Dictionary, in which each key is a pointer index (integer) and each value its position (Vector2).
# It works by listening to input events not handled by other means.
# It also remaps the pointer indices coming from the OS to the lowest available to be friendlier.
# It can be conveniently setup as a singleton.
var state = {}
func _unhandled_input(event):
if event is InputEventScreenTouch:
if event.pressed: # Down.
state[event.index] = event.position
else: # Up.
state.erase(event.index)
get_tree().set_input_as_handled()
elif event is InputEventScreenDrag: # Movement.
state[event.index] = event.position
get_tree().set_input_as_handled()

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.3 KiB

View File

@ -1,34 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@ -1,36 +0,0 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="Multitouch View with VisualScript"
config/description="Simple debugger for multitouch input.
Shows red dots everywhere you press."
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[autoload]
TouchHelper="*res://TouchHelper.gd"
[gdnative]
singletons=[ ]
[input_devices]
pointing/emulate_touch_from_mouse=true
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_clear_color=Color( 0.113725, 0.133333, 0.196078, 1 )

View File

@ -1,26 +0,0 @@
# Pong with VisualScript
A simple Pong game. This demo shows best practices
for game development in Godot, including
[signals](https://docs.godotengine.org/en/latest/getting_started/step_by_step/signals.html).
Language: [VisualScript](https://docs.godotengine.org/en/latest/tutorials/scripting/visual_script/index.html)
Renderer: GLES 2
Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/2d/pong).
Note: There is a C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/pong).
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/136
## How does it work?
The walls, paddle, and ball are all
[`Area2D`](https://docs.godotengine.org/en/latest/classes/class_area2d.html)
nodes. When the ball touches the walls or the paddles,
they emit signals and modify the ball.
## Screenshots
![Screenshot](screenshots/pong.png)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 115 B

View File

@ -1,34 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/ball.png-9a4ca347acb7532f6ae347744a6b04f7.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://ball.png"
dest_files=[ "res://.import/ball.png-9a4ca347acb7532f6ae347744a6b04f7.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

Before

Width:  |  Height:  |  Size: 549 B

View File

@ -1,34 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

Before

Width:  |  Height:  |  Size: 84 B

View File

@ -1,34 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://paddle.png"
dest_files=[ "res://.import/paddle.png-0e798fb0912613386507c9904d5cc01a.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@ -1,108 +0,0 @@
[gd_scene load_steps=12 format=2]
[ext_resource path="res://scripts/paddle.vs" type="Script" id=1]
[ext_resource path="res://paddle.png" type="Texture" id=2]
[ext_resource path="res://scripts/ball.vs" type="Script" id=4]
[ext_resource path="res://ball.png" type="Texture" id=5]
[ext_resource path="res://separator.png" type="Texture" id=6]
[ext_resource path="res://scripts/wall.vs" type="Script" id=7]
[ext_resource path="res://scripts/ceiling_floor.vs" type="Script" id=8]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 4, 16 )
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 4, 4 )
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 10, 200 )
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2( 320, 10 )
[node name="Pong" type="Node2D"]
[node name="Background" type="ColorRect" parent="."]
margin_right = 640.0
margin_bottom = 400.0
color = Color( 0.141176, 0.152941, 0.164706, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Left" type="Area2D" parent="."]
modulate = Color( 0, 1, 1, 1 )
position = Vector2( 67.6285, 192.594 )
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="Left"]
texture = ExtResource( 2 )
[node name="Collision" type="CollisionShape2D" parent="Left"]
shape = SubResource( 1 )
[node name="Right" type="Area2D" parent="."]
modulate = Color( 1, 0, 1, 1 )
position = Vector2( 563.815, 188.919 )
script = ExtResource( 1 )
ball_dir = -1.0
[node name="Sprite" type="Sprite" parent="Right"]
texture = ExtResource( 2 )
[node name="Collision" type="CollisionShape2D" parent="Right"]
shape = SubResource( 1 )
[node name="Ball" type="Area2D" parent="."]
position = Vector2( 320.5, 191.124 )
script = ExtResource( 4 )
[node name="Sprite" type="Sprite" parent="Ball"]
texture = ExtResource( 5 )
[node name="Collision" type="CollisionShape2D" parent="Ball"]
shape = SubResource( 2 )
[node name="Separator" type="Sprite" parent="."]
position = Vector2( 320, 200 )
texture = ExtResource( 6 )
[node name="LeftWall" type="Area2D" parent="."]
position = Vector2( -10, 200 )
script = ExtResource( 7 )
[node name="Collision" type="CollisionShape2D" parent="LeftWall"]
shape = SubResource( 3 )
[node name="RightWall" type="Area2D" parent="."]
position = Vector2( 650, 200 )
script = ExtResource( 7 )
[node name="Collision" type="CollisionShape2D" parent="RightWall"]
shape = SubResource( 3 )
[node name="Ceiling" type="Area2D" parent="."]
position = Vector2( 320, -10 )
script = ExtResource( 8 )
[node name="Collision" type="CollisionShape2D" parent="Ceiling"]
shape = SubResource( 4 )
[node name="Floor" type="Area2D" parent="."]
position = Vector2( 320, 410 )
script = ExtResource( 8 )
bounce_direction = -1.0
[node name="Collision" type="CollisionShape2D" parent="Floor"]
shape = SubResource( 4 )
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2( 320, 200 )
current = true
[connection signal="area_entered" from="Left" to="Left" method="_on_area_entered"]
[connection signal="area_entered" from="Right" to="Right" method="_on_area_entered"]
[connection signal="area_entered" from="LeftWall" to="LeftWall" method="_on_area_entered"]
[connection signal="area_entered" from="RightWall" to="RightWall" method="_on_area_entered"]
[connection signal="area_entered" from="Ceiling" to="Ceiling" method="_on_area_entered"]
[connection signal="area_entered" from="Floor" to="Floor" method="_on_area_entered"]

View File

@ -1,72 +0,0 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="Pong with VisualScript"
config/description="A simple Pong game. This demo shows best practices
for game development in Godot, including signals."
run/main_scene="pong.tscn"
config/icon="res://icon.png"
[display]
window/size/width=640
window/size/height=400
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="expand"
stretch_2d=true
[gdnative]
singletons=[ ]
[input]
left_move_down={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
left_move_up={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
right_move_down={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":1,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":1,"axis":1,"axis_value":1.0,"script":null)
]
}
right_move_up={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":1,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":1,"axis":1,"axis_value":-1.0,"script":null)
]
}
[rendering]
quality/driver/driver_name="GLES2"
2d/snapping/use_gpu_pixel_snap=true
vram_compression/import_etc=true
vram_compression/import_etc2=false
quality/2d/use_pixel_snap=true
viewport/default_clear_color=Color( 0, 0, 0, 1 )

Binary file not shown.

Before

Width:  |  Height:  |  Size: 481 B

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 108 B

View File

@ -1,34 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/separator.png-f981c8489b9148e2e1dc63398273da74.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://separator.png"
dest_files=[ "res://.import/separator.png-f981c8489b9148e2e1dc63398273da74.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0