Change 2 for cleanup

This commit is contained in:
PersonGuyGit
2023-07-09 12:28:09 -06:00
parent 707e8a5b16
commit 2c971b6e7c
1741 changed files with 0 additions and 0 deletions

View File

@ -0,0 +1,3 @@
source_md5="47313fa4c47a9963fddd764e1ec6e4a8"
dest_md5="2ded9e7f9060e2b530aab678b135fc5b"

View File

@ -0,0 +1,16 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -0,0 +1,101 @@
#extention of Date.gd from vanskodje-godotengine / godot-plugin-calendar-button
extends Node
class_name Date
var day : int setget set_day
var month : int setget set_month
var year : int setget set_year
var hour : int setget set_hour
var minute : int setget set_minute
var seconds : int setget set_seconds
func _init(day : int = OS.get_datetime()["day"],
month : int = OS.get_datetime()["month"],
year : int = OS.get_datetime()["year"],
hour : int = OS.get_datetime()["hour"],
minute : int = OS.get_datetime()["minute"],
seconds : int = OS.get_datetime()["second"]):
self.day = day
self.month = month
self.year = year
self.hour = hour
self.minute = minute
self.seconds = seconds
# Supported Date Formats:
# DD : Two digit day of month
# MM : Two digit month
# YY : Two digit year
# YYYY : Four digit year
func date(date_format = "DD-MM-YY") -> String:
if("DD".is_subsequence_of(date_format)):
date_format = date_format.replace("DD", str(day()).pad_zeros(2))
if("MM".is_subsequence_of(date_format)):
date_format = date_format.replace("MM", str(month()).pad_zeros(2))
if("YYYY".is_subsequence_of(date_format)):
date_format = date_format.replace("YYYY", str(year()))
elif("YY".is_subsequence_of(date_format)):
date_format = date_format.replace("YY", str(year()).substr(2,3))
return date_format
func day() -> int:
return day
func month() -> int:
return month
func year() -> int:
return year
func hour() -> int:
return hour
func minute() -> int:
return minute
func seconds() -> int:
return seconds
func set_day(var _day : int):
day = _day
func set_month(var _month : int):
month = _month
func set_year(var _year : int):
year = _year
func set_hour(var _hour : int):
hour = _hour
func set_minute(var _minute : int):
minute = _minute
func set_seconds(var _seconds : int):
seconds = _seconds
func change_to_prev_month():
var selected_month = month()
selected_month -= 1
if(selected_month < 1):
set_month(12)
set_year(year() - 1)
else:
set_month(selected_month)
func change_to_next_month():
var selected_month = month()
selected_month += 1
if(selected_month > 12):
set_month(1)
set_year(year() + 1)
else:
set_month(selected_month)
func change_to_prev_year():
set_year(year() - 1)
func change_to_next_year():
set_year(year() + 1)

View File

@ -0,0 +1,67 @@
extends Node
class_name Die
enum DieCategory{
D4 = 4,
D6 = 6,
D8 = 8,
D10 = 10,
D12 = 12,
D00 = 00,
D20 = 20
}
var DieType = DieCategory
var NumberOfFaces = 0
func RollDie(InputDie):
#InputDie is supposed to be DieType for example.
var DieFaceResult = 0;
var LowestPossibleNumberOnDie = 0
var rng = RandomNumberGenerator.new()
rng.randomize()
var NoOfSides = NumberOfFaces
match NoOfSides:
100:
LowestPossibleNumberOnDie = 1
DieFaceResult = rng.randi_range(LowestPossibleNumberOnDie, 10)
DieFaceResult *= 10
_:
LowestPossibleNumberOnDie = 1
DieFaceResult = rng.randi_range(LowestPossibleNumberOnDie, NumberOfFaces)
var DieSuccessPercentage = (float(DieFaceResult)/float(NumberOfFaces))
print("DieFace:")
print(DieFaceResult)
print("Die Success Rate")
print(DieSuccessPercentage)
func SetNumberOfSides():
var DSides = DieType
match DSides:
4:
NumberOfFaces = 4
6:
NumberOfFaces = 6
8:
NumberOfFaces = 8
10:
NumberOfFaces = 10
12:
NumberOfFaces = 12
00:
NumberOfFaces = 100
20:
NumberOfFaces = 20
print(NumberOfFaces)
# Called when the node enters the scene tree for the first time.
func _ready():
DieType = DieCategory.D00
SetNumberOfSides()
RollDie(NumberOfFaces)

View File

@ -0,0 +1,57 @@
extends MarginContainer
onready var currentSelection_Start = get_node("HBoxContainer/VBoxContainer/MenuOptions/StartGame")
onready var currentSelection_DieTest = get_node("HBoxContainer/VBoxContainer/MenuOptions/DieTest")
onready var currentSelection_LoadGame = get_node("HBoxContainer/VBoxContainer/MenuOptions/LoadGame")
onready var currentSelection_HostAndJoinGame = get_node("HBoxContainer/VBoxContainer/MenuOptions/HostAndJoinGame")
onready var currentSelection_PlayerSettings = get_node("HBoxContainer/VBoxContainer/MenuOptions/PlayerSettings")
var currentSelectionIndex = 0;
var currentIndexObject = currentSelection_Start;
func _ready():
SetMenuSelections(currentSelectionIndex)
func _process(delta):
## Tab is ui_focus_next. Check Input Maps under project settings
## To find the usable map names, for the keys.
if Input.is_action_just_pressed("ui_focus_next"):
currentSelectionIndex +=1;
if(currentSelectionIndex == 5):
currentSelectionIndex = 0
SetMenuSelections(currentSelectionIndex)
func SetMenuSelections(CurrentSelection):
currentSelection_Start.set_uppercase(false)
currentSelection_DieTest.set_uppercase(false)
currentSelection_LoadGame.set_uppercase(false)
currentSelection_HostAndJoinGame.set_uppercase(false)
currentSelection_PlayerSettings.set_uppercase(false)
var index = CurrentSelection
match index:
0:
currentSelection_PlayerSettings.set("custom_colors/default_color", Color(1,1,1,1))
currentSelection_Start.set_uppercase(true)
get_node("HBoxContainer/VBoxContainer/MenuOptions/StartGame").set("custom_colors/default_color", Color(0,0,0,1))
1:
currentSelection_Start.set("custom_colors/default_color", Color(1,1,1,1))
currentSelection_DieTest.set_uppercase(true)
currentSelection_DieTest.set("custom_colors/default_color", Color(0,0,0,1))
2:
currentSelection_DieTest.set("custom_colors/default_color", Color(1,1,1,1))
currentSelection_LoadGame.set_uppercase(true)
currentSelection_LoadGame.set("custom_colors/default_color", Color(0,0,0,1))
3:
currentSelection_LoadGame.set("custom_colors/default_color", Color(1,1,1,1))
currentSelection_HostAndJoinGame.set_uppercase(true)
currentSelection_HostAndJoinGame.set("custom_colors/default_color", Color(0,0,0,1))
4:
currentSelection_HostAndJoinGame.set("custom_colors/default_color", Color(1,1,1,1))
currentSelection_PlayerSettings.set_uppercase(true)
currentSelection_PlayerSettings.set("custom_colors/default_color", Color(0,0,0,1))

View File

@ -0,0 +1,137 @@
[gd_scene load_steps=14 format=2]
[ext_resource path="res://Player_Settings_Button.gd" type="Script" id=1]
[ext_resource path="res://HostAndJoinGame.gd" type="Script" id=2]
[ext_resource path="res://Start Game.gd" type="Script" id=3]
[ext_resource path="res://GUI.gd" type="Script" id=4]
[ext_resource path="res://Die.gd" type="Script" id=5]
[ext_resource path="res://OpenSans-Bold.ttf" type="DynamicFontData" id=6]
[ext_resource path="res://OpenSans-BoldItalic.ttf" type="DynamicFontData" id=7]
[sub_resource type="DynamicFont" id=1]
size = 24
font_data = ExtResource( 6 )
[sub_resource type="DynamicFont" id=2]
size = 24
font_data = ExtResource( 6 )
[sub_resource type="DynamicFont" id=3]
size = 24
font_data = ExtResource( 6 )
[sub_resource type="DynamicFont" id=4]
size = 24
font_data = ExtResource( 6 )
[sub_resource type="DynamicFont" id=5]
size = 24
font_data = ExtResource( 6 )
[sub_resource type="DynamicFont" id=6]
size = 20
font_data = ExtResource( 7 )
[node name="GUI" type="MarginContainer"]
anchor_right = 1.0
anchor_bottom = 1.0
margin_top = -0.418091
margin_bottom = -0.418091
custom_constants/margin_right = 120
custom_constants/margin_top = 80
custom_constants/margin_left = 120
custom_constants/margin_bottom = 80
script = ExtResource( 4 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect" type="ColorRect" parent="."]
margin_left = 120.0
margin_top = 80.0
margin_right = 904.0
margin_bottom = 520.0
color = Color( 0.858824, 0.333333, 0.129412, 1 )
[node name="HBoxContainer" type="HBoxContainer" parent="."]
margin_left = 120.0
margin_top = 80.0
margin_right = 904.0
margin_bottom = 520.0
[node name="VBoxContainer" type="VBoxContainer" parent="HBoxContainer"]
margin_right = 205.0
margin_bottom = 440.0
[node name="MenuOptions" type="VBoxContainer" parent="HBoxContainer/VBoxContainer"]
margin_right = 205.0
margin_bottom = 440.0
size_flags_vertical = 3
custom_constants/separation = 30
alignment = 1
[node name="StartGame" type="Label" parent="HBoxContainer/VBoxContainer/MenuOptions"]
margin_top = 75.0
margin_right = 205.0
margin_bottom = 109.0
mouse_filter = 1
custom_fonts/font = SubResource( 1 )
text = "Start Game"
script = ExtResource( 3 )
[node name="DieTest" type="Label" parent="HBoxContainer/VBoxContainer/MenuOptions"]
margin_top = 139.0
margin_right = 205.0
margin_bottom = 173.0
mouse_filter = 1
custom_fonts/font = SubResource( 2 )
text = "Die Test"
script = ExtResource( 5 )
[node name="LoadGame" type="Label" parent="HBoxContainer/VBoxContainer/MenuOptions"]
margin_top = 203.0
margin_right = 205.0
margin_bottom = 237.0
mouse_filter = 1
custom_fonts/font = SubResource( 3 )
text = "Load Game"
script = ExtResource( 3 )
[node name="HostAndJoinGame" type="Label" parent="HBoxContainer/VBoxContainer/MenuOptions"]
margin_top = 267.0
margin_right = 205.0
margin_bottom = 301.0
mouse_filter = 1
custom_fonts/font = SubResource( 4 )
text = "Host / Join Game"
script = ExtResource( 2 )
[node name="PlayerSettings" type="Label" parent="HBoxContainer/VBoxContainer/MenuOptions"]
margin_top = 331.0
margin_right = 205.0
margin_bottom = 365.0
mouse_filter = 1
custom_fonts/font = SubResource( 5 )
text = "Player Settings"
script = ExtResource( 1 )
[node name="CenterContainer" type="CenterContainer" parent="HBoxContainer"]
margin_left = 209.0
margin_right = 784.0
margin_bottom = 440.0
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="Label" type="Label" parent="HBoxContainer/CenterContainer"]
margin_left = 239.0
margin_top = 206.0
margin_right = 336.0
margin_bottom = 234.0
custom_fonts/font = SubResource( 6 )
text = "Test Menu"
[connection signal="gui_input" from="HBoxContainer/VBoxContainer/MenuOptions/StartGame" to="HBoxContainer/VBoxContainer/MenuOptions/StartGame" method="_on_Start_Game_gui_input"]
[connection signal="gui_input" from="HBoxContainer/VBoxContainer/MenuOptions/DieTest" to="HBoxContainer/VBoxContainer/MenuOptions/DieTest" method="_on_Start_Game_gui_input"]
[connection signal="gui_input" from="HBoxContainer/VBoxContainer/MenuOptions/LoadGame" to="HBoxContainer/VBoxContainer/MenuOptions/LoadGame" method="_on_Start_Game_gui_input"]
[connection signal="gui_input" from="HBoxContainer/VBoxContainer/MenuOptions/HostAndJoinGame" to="HBoxContainer/VBoxContainer/MenuOptions/HostAndJoinGame" method="_on_HostAndJoinGame_gui_input"]
[connection signal="gui_input" from="HBoxContainer/VBoxContainer/MenuOptions/PlayerSettings" to="HBoxContainer/VBoxContainer/MenuOptions/PlayerSettings" method="_on_Player_Settings_gui_input"]

View File

@ -0,0 +1,58 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://GUI.gd" type="Script" id=1]
[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 0.129412, 0.129412, 0.129412, 1 )
[sub_resource type="StyleBoxFlat" id=2]
bg_color = Color( 0.215686, 0.215686, 0.215686, 1 )
[sub_resource type="StyleBoxFlat" id=3]
bg_color = Color( 0.309804, 0.305882, 0.305882, 1 )
[node name="Game" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Background" type="PanelContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 1.0
margin_right = 1.0
custom_styles/panel = SubResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MarginContainer" type="MarginContainer" parent="Background"]
margin_right = 1024.0
margin_bottom = 600.0
custom_constants/margin_right = 20
custom_constants/margin_top = 20
custom_constants/margin_left = 20
custom_constants/margin_bottom = 20
[node name="Rows" type="VBoxContainer" parent="Background/MarginContainer"]
margin_left = 20.0
margin_top = 20.0
margin_right = 1004.0
margin_bottom = 580.0
custom_constants/separation = 20
[node name="GameInfo" type="PanelContainer" parent="Background/MarginContainer/Rows"]
margin_right = 984.0
margin_bottom = 480.0
size_flags_vertical = 3
custom_styles/panel = SubResource( 2 )
[node name="InputArea" type="PanelContainer" parent="Background/MarginContainer/Rows"]
margin_top = 500.0
margin_right = 984.0
margin_bottom = 560.0
rect_min_size = Vector2( 0, 60 )
custom_styles/panel = SubResource( 3 )

View File

@ -0,0 +1,21 @@
extends Label
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _on_HostAndJoinGame_gui_input(event):
if (event is InputEventMouseButton && event.pressed && event.button_index == 1):
print("Clicked Host and Join Game")

View File

@ -0,0 +1,20 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var isPaused = false
func isPausedFunc():
print("Status is " + isPaused)
return isPaused
# Called when the node enters the scene tree for the first time.
func _ready():
isPausedFunc()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -0,0 +1,202 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
the copyright owner. For the purposes of this definition, "submitted"
means any form of electronic, verbal, or written communication sent
to the Licensor or its representatives, including but not limited to
communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
Licensor for the purpose of discussing and improving the Work, but
excluding communication that is conspicuously marked or otherwise
designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
publicly display, publicly perform, sublicense, and distribute the
Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
(a) You must give any other recipients of the Work or
Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its
distribution, then any Derivative Works that You distribute must
include a readable copy of the attribution notices contained
within such NOTICE file, excluding those notices that do not
pertain to any part of the Derivative Works, in at least one
of the following places: within a NOTICE text file distributed
as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or,
within a display generated by the Derivative Works, if and
wherever such third-party notices normally appear. The contents
of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed
as modifying the License.
You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
reproduction, and distribution of the Work otherwise complies with
the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
comment syntax for the file format. We also recommend that a
file or class name and description of purpose be included on the
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright [yyyy] [name of copyright owner]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

View File

@ -0,0 +1,100 @@
Open Sans Variable Font
=======================
This download contains Open Sans as both variable fonts and static fonts.
Open Sans is a variable font with these axes:
wdth
wght
This means all the styles are contained in these files:
OpenSans-VariableFont_wdth,wght.ttf
OpenSans-Italic-VariableFont_wdth,wght.ttf
If your app fully supports variable fonts, you can now pick intermediate styles
that arent available as static fonts. Not all apps support variable fonts, and
in those cases you can use the static font files for Open Sans:
static/OpenSans_Condensed/OpenSans_Condensed-Light.ttf
static/OpenSans_Condensed/OpenSans_Condensed-Regular.ttf
static/OpenSans_Condensed/OpenSans_Condensed-Medium.ttf
static/OpenSans_Condensed/OpenSans_Condensed-SemiBold.ttf
static/OpenSans_Condensed/OpenSans_Condensed-Bold.ttf
static/OpenSans_Condensed/OpenSans_Condensed-ExtraBold.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-Light.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-Regular.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-Medium.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-SemiBold.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-Bold.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-ExtraBold.ttf
static/OpenSans/OpenSans-Light.ttf
static/OpenSans/OpenSans-Regular.ttf
static/OpenSans/OpenSans-Medium.ttf
static/OpenSans/OpenSans-SemiBold.ttf
static/OpenSans/OpenSans-Bold.ttf
static/OpenSans/OpenSans-ExtraBold.ttf
static/OpenSans_Condensed/OpenSans_Condensed-LightItalic.ttf
static/OpenSans_Condensed/OpenSans_Condensed-Italic.ttf
static/OpenSans_Condensed/OpenSans_Condensed-MediumItalic.ttf
static/OpenSans_Condensed/OpenSans_Condensed-SemiBoldItalic.ttf
static/OpenSans_Condensed/OpenSans_Condensed-BoldItalic.ttf
static/OpenSans_Condensed/OpenSans_Condensed-ExtraBoldItalic.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-LightItalic.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-Italic.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-MediumItalic.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-SemiBoldItalic.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-BoldItalic.ttf
static/OpenSans_SemiCondensed/OpenSans_SemiCondensed-ExtraBoldItalic.ttf
static/OpenSans/OpenSans-LightItalic.ttf
static/OpenSans/OpenSans-Italic.ttf
static/OpenSans/OpenSans-MediumItalic.ttf
static/OpenSans/OpenSans-SemiBoldItalic.ttf
static/OpenSans/OpenSans-BoldItalic.ttf
static/OpenSans/OpenSans-ExtraBoldItalic.ttf
Get started
-----------
1. Install the font files you want to use
2. Use your app's font picker to view the font family and all the
available styles
Learn more about variable fonts
-------------------------------
https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts
https://variablefonts.typenetwork.com
https://medium.com/variable-fonts
In desktop apps
https://theblog.adobe.com/can-variable-fonts-illustrator-cc
https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts
Online
https://developers.google.com/fonts/docs/getting_started
https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide
https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts
Installing fonts
MacOS: https://support.apple.com/en-us/HT201749
Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux
Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows
Android Apps
https://developers.google.com/fonts/docs/android
https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts
License
-------
Please read the full license text (LICENSE.txt) to understand the permissions,
restrictions and requirements for usage, redistribution, and modification.
You can use them freely in your products & projects - print or digital,
commercial or otherwise.
This isn't legal advice, please consider consulting a lawyer and see the full
license for all details.

View File

@ -0,0 +1,24 @@
extends Label
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.scancode == KEY_ESCAPE:
get_tree().quit()
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _on_Player_Settings_gui_input(event):
if (event is InputEventMouseButton && event.pressed && event.button_index == 1):
print("Clicked Player Settings")

View File

@ -0,0 +1,58 @@
extends Node
const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
var db
var db_name = "res://DataStore/database"
var isPaused = false
func isPausedFunc():
print(isPaused)
return isPaused
func _ready():
db = SQLite.new()
db.path = db_name
commitDataToDB()
#readFromDB()
getItemsByUserID(1)
isPausedFunc()
func onSaveGame():
print() #Return World object
func onLoadGame():
print() #Return World object
func commitDataToDB():
db.open_db()
var tableName = "PlayerInfo"
var dict : Dictionary = Dictionary()
dict["Name"] = "Elon Musk"
dict["Archetype"] = "The Best One"
dict["Culture"] = "South African"
dict["Desc"] = "One of the richest people alive"
dict["Bio"] = "A Rich Guy"
dict["Health"] = 100
dict["Gold"] = 6000
db.insert_row(tableName,dict)
print("Row Inserted")
func readFromDB():
db.open_db()
var tableName = "PlayerInfo"
db.query("select * from " + tableName + ";")
for i in range(0,db.query_result.size()):
print("Query results ", db.query_result[i]["Name"], db.query_result[i])
func getItemsByUserID(id):
db.open_db()
#To Do, we should probably make this more generic, so it can query differnt tables
db.query("select playerinfo.name as pname, ItemIventory.name as iname from playerinfo left join ItemIventory on playerinfo.ID = ItemIventory.PlayerID where playerinfo.id = " + str(id))
for i in range(0, db.query_result.size()):
print("Query results ", db.query_result[i]["pname"], db.query_result[i]["iname"])
return db.query_result# pass

View File

@ -0,0 +1,21 @@
extends Resource
# Authors Luke Gebbink
# Last Changed 10/03/2021
# found
#
class_name SaveGame
export var game_version : String = ''
export var data : Dictionary = {}
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -0,0 +1,36 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var time_start = 0
var time_now = 0
class_name WorldObject
var Players: String = ''
var Scene: Scene
var History: = Array()
var decisions:
var totalTime:
# Called when the node enters the scene tree for the first time.
func _ready():
time_start = OS.get_unix_time()
set_process(true)
# Should we tie time to the save files or the application?
# I would think the save files.
func _process(delta):
time_now = OS.get_unix_time()
var elapsed = time_now - time_start
var minutes = elapsed / 60
var seconds = elapsed % 60
var str_elapsed = "%02d : %02d" % [minutes, seconds]
print("elapsed : ", str_elapsed)
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -0,0 +1,43 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
const SaveGame = preload('res://SaveSystem/GameSave.gd')
var SAVE_FOLDER : String = "res://SaveSystem/SaveLocations"
var SAVE_NAME_TEMPLATE : String = "save_%03D.tres"
func save(id : int):
"""
Passes a save game resource to all nodes to save data from and writes it to the disk
Modfied from GDQuest's Godot Lesson Found Here: https://www.youtube.com/watch?v=ML-hiNytIqE
"""
var save_game := SaveGame.new()
save_game.game_version = ProjectSettings.get_setting("application/config/version")
for node in get_tree().get_nodes_in_group('save'):
node.save(save_game)
var directory : Directory = Directory.new()
if not directory.dir.exists(SAVE_FOLDER):
directory.make_dir_recursive(SAVE_FOLDER)
var save_path = SAVE_FOLDER.plus_file(SAVE_NAME_TEMPLATE % id)
var error : int = ResourceSaver.save(save_path, save_game)
if error != OK:
print('There was an issue writing the save %s to %s' % [id, save_path])
func load(id : int):
var save_file_path : String = SAVE_FOLDER.plus_file(SAVE_NAME_TEMPLATE % id)
var file : File = File.new()
if not file.file_exists(save_file_path):
print("Save file %s doesn't exist" % save_file_path)
return
var save_game : Resource = load(save_file_path)
for node in get_tree().get_nodes_in_group('save'):
node.load(save_game)

View File

@ -0,0 +1,16 @@
extends Label
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var option = 0
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _on_Start_Game_gui_input(event):
if (event is InputEventMouseButton && event.pressed && event.button_index == 1):
print("Clicked Start Game")
get_tree().change_scene("res://TestNode2D.tscn")
# Start Game button opens a new node for that purpose

View File

@ -0,0 +1,37 @@
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var isPaused = false
var wantsNewGame = false
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func CreateNewGame():
print("Create World Object to save")
func _wantsNewGame():
if wantsNewGame == true:
print("Yes")
if wantsNewGame == false:
print("No")
return wantsNewGame
# Make this function return a boolean.
func _isPaused():
if isPaused == true:
print("Unpaused")
if isPaused == false:
print("Paused")
return isPaused
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -0,0 +1,14 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://TestNode2D.gd" type="Script" id=1]
[node name="Node2D" type="Node2D"]
script = ExtResource( 1 )
[node name="Label" type="Label" parent="."]
margin_right = 40.0
margin_bottom = 14.0
text = "Game Started Node"
__meta__ = {
"_edit_use_anchors_": false
}

View File

@ -0,0 +1,43 @@
extends MarginContainer
const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
var db
var db_name = "res://DataStore/database"
var isPaused = false
var isGameOver = false
func _ready():
db = SQLite.new()
db.path = db_name
commitDataToDB()
getItemsByUserID(1)
func commitDataToDB():
db.open_db()
var tableName = "PlayerInfo"
var dict : Dictionary = Dictionary()
dict["Name"] = "Elon Musk"
dict["Archetype"] = "The Best One"
dict["Culture"] = "South African"
dict["Desc"] = "One of the richest people alive"
dict["Bio"] = "A Rich Guy"
dict["Health"] = 100
dict["Gold"] = 6000
db.insert_row(tableName,dict)
print("Row Inserted")
func readFromDB():
db.open_db()
var tableName = "PlayerInfo"
db.query("select * from " + tableName + ";")
for i in range(0,db.query_result.size()):
print("Query results ", db.query_result[i]["Name"], db.query_result[i])
func getItemsByUserID(id):
db.open_db()
#To Do, we should probably make this more generic, so it can query differnt tables
db.query("select playerinfo.name as pname, ItemIventory.name as iname from playerinfo left join ItemIventory on playerinfo.ID = ItemIventory.PlayerID where playerinfo.id = " + str(id))
for i in range(0, db.query_result.size()):
print("Query results ", db.query_result[i]["pname"], db.query_result[i]["iname"])
return db.query_result

View File

@ -0,0 +1,16 @@
extends Node
const date = preload("res://Date.gd")
var isPaused = false
var isGameOver = false
var Scene = SceneTree
# var players = Array or Similar for Actors
# var history = Array or Similar for Nodes
# var decisions = Array or Similar for ints
var DateTime = date.new()
func _ready():
var TimeTest = OS.get_datetime()
print(TimeTest)

View File

@ -0,0 +1,21 @@
MIT License
Copyright (c) 2019-2021 Piet Bronders & Jeroen De Geeter
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@ -0,0 +1,32 @@
[general]
singleton=false
load_once=true
symbol_prefix="godot_"
reloadable=false
[entry]
Android.armeabi-v7a="res://addons/godot-sqlite/bin/android/armeabi-v7a/libgdsqlite.so"
Android.arm64-v8a="res://addons/godot-sqlite/bin/android/arm64-v8a/libgdsqlite.so"
Android.x86="res://addons/godot-sqlite/bin/android/x86/libgdsqlite.so"
HTML5.wasm32="res://addons/godot-sqlite/bin/javascript/libgdsqlite.wasm"
OSX.64="res://addons/godot-sqlite/bin/osx/libgdsqlite.dylib"
Windows.64="res://addons/godot-sqlite/bin/win64/libgdsqlite.dll"
X11.64="res://addons/godot-sqlite/bin/x11/libgdsqlite.so"
iOS.armv7="res://addons/godot-sqlite/bin/ios/armv7/libgdsqlite.a"
iOS.arm64="res://addons/godot-sqlite/bin/ios/arm64/libgdsqlite.a"
Server="res://addons/godot-sqlite/bin/x11/libgdsqlite.so"
[dependencies]
Android.armeabi-v7a=[ ]
Android.arm64-v8a=[ ]
Android.x86=[ ]
HTML5.wasm32=[ ]
OSX.64=[ ]
Windows.64=[ ]
X11.64=[ ]
iOS.armv7=[ ]
iOS.arm64=[ ]
Server=[ ]

View File

@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://addons/godot-sqlite/bin/gdsqlite.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "gdsqlite"
class_name = "SQLite"
library = ExtResource( 1 )

View File

@ -0,0 +1,14 @@
# ############################################################################ #
# Copyright © 2019-2021 Piet Bronders & Jeroen De Geeter <piet.bronders@gmail.com>
# Licensed under the MIT License.
# See LICENSE in the project root for license information.
# ############################################################################ #
tool
extends EditorPlugin
func _enter_tree():
pass
func _exit_tree():
pass

View File

@ -0,0 +1,7 @@
[plugin]
name="Godot SQLite"
description="GDNative wrapper for SQLite (Godot 3.2+), making it possible to use SQLite databases as data storage in all your future games."
author="Piet Bronders & Jeroen De Geeter"
version="3.0"
script="godot-sqlite.gd"

View File

@ -0,0 +1,7 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.2 KiB

View File

@ -0,0 +1,34 @@
[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

@ -0,0 +1,59 @@
; 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
_global_script_classes=[ {
"base": "Node",
"class": "Date",
"language": "GDScript",
"path": "res://Date.gd"
}, {
"base": "Node",
"class": "Die",
"language": "GDScript",
"path": "res://Die.gd"
}, {
"base": "Resource",
"class": "SaveGame",
"language": "GDScript",
"path": "res://SaveSystem/GameSave.gd"
}, {
"base": "Node",
"class": "WorldObject",
"language": "GDScript",
"path": "res://SaveSystem/SceneObject.gd"
} ]
_global_script_class_icons={
"Date": "",
"Die": "",
"SaveGame": "",
"WorldObject": ""
}
[application]
config/name="Godot Ui"
run/main_scene="res://GUI.tscn"
config/icon="res://icon.png"
config/Version="0.001"
[config]
description=""
[global]
description=""
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_environment="res://default_env.tres"