mirror of
https://github.com/RPG-Research/bcirpg.git
synced 2024-04-16 14:23:01 +00:00
Clean up, as there were issue working with escape characters within the phase 2 folder.
This commit is contained in:
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source_md5="47313fa4c47a9963fddd764e1ec6e4a8"
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dest_md5="2ded9e7f9060e2b530aab678b135fc5b"
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extends Node
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
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# var a = 2
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||||
# var b = "text"
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
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||||
func _ready():
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pass # Replace with function body.
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|
||||
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||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
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||||
#func _process(delta):
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# pass
|
Binary file not shown.
101
Phase2/Godot _Game_Code/MainMenu/GodotUserInterface_Luke/Date.gd
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101
Phase2/Godot _Game_Code/MainMenu/GodotUserInterface_Luke/Date.gd
Normal file
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#extention of Date.gd from vanskodje-godotengine / godot-plugin-calendar-button
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extends Node
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|
||||
class_name Date
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|
||||
var day : int setget set_day
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var month : int setget set_month
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var year : int setget set_year
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var hour : int setget set_hour
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var minute : int setget set_minute
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var seconds : int setget set_seconds
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func _init(day : int = OS.get_datetime()["day"],
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month : int = OS.get_datetime()["month"],
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year : int = OS.get_datetime()["year"],
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hour : int = OS.get_datetime()["hour"],
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minute : int = OS.get_datetime()["minute"],
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seconds : int = OS.get_datetime()["second"]):
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self.day = day
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self.month = month
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self.year = year
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self.hour = hour
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self.minute = minute
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self.seconds = seconds
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|
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# Supported Date Formats:
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# DD : Two digit day of month
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# MM : Two digit month
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# YY : Two digit year
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# YYYY : Four digit year
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func date(date_format = "DD-MM-YY") -> String:
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if("DD".is_subsequence_of(date_format)):
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date_format = date_format.replace("DD", str(day()).pad_zeros(2))
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if("MM".is_subsequence_of(date_format)):
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date_format = date_format.replace("MM", str(month()).pad_zeros(2))
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if("YYYY".is_subsequence_of(date_format)):
|
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date_format = date_format.replace("YYYY", str(year()))
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elif("YY".is_subsequence_of(date_format)):
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date_format = date_format.replace("YY", str(year()).substr(2,3))
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return date_format
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func day() -> int:
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return day
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func month() -> int:
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return month
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func year() -> int:
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return year
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func hour() -> int:
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return hour
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func minute() -> int:
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return minute
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func seconds() -> int:
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return seconds
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func set_day(var _day : int):
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day = _day
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|
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func set_month(var _month : int):
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month = _month
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|
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func set_year(var _year : int):
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year = _year
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|
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func set_hour(var _hour : int):
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hour = _hour
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func set_minute(var _minute : int):
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minute = _minute
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func set_seconds(var _seconds : int):
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seconds = _seconds
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|
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func change_to_prev_month():
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var selected_month = month()
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selected_month -= 1
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if(selected_month < 1):
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set_month(12)
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set_year(year() - 1)
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else:
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set_month(selected_month)
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|
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func change_to_next_month():
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var selected_month = month()
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selected_month += 1
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if(selected_month > 12):
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set_month(1)
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set_year(year() + 1)
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||||
else:
|
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set_month(selected_month)
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|
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func change_to_prev_year():
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set_year(year() - 1)
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||||
|
||||
func change_to_next_year():
|
||||
set_year(year() + 1)
|
@ -0,0 +1,67 @@
|
||||
extends Node
|
||||
class_name Die
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||||
|
||||
enum DieCategory{
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||||
D4 = 4,
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D6 = 6,
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||||
D8 = 8,
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||||
D10 = 10,
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||||
D12 = 12,
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||||
D00 = 00,
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||||
D20 = 20
|
||||
}
|
||||
|
||||
var DieType = DieCategory
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var NumberOfFaces = 0
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|
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func RollDie(InputDie):
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#InputDie is supposed to be DieType for example.
|
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var DieFaceResult = 0;
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var LowestPossibleNumberOnDie = 0
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var rng = RandomNumberGenerator.new()
|
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rng.randomize()
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|
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var NoOfSides = NumberOfFaces
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|
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match NoOfSides:
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100:
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LowestPossibleNumberOnDie = 1
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DieFaceResult = rng.randi_range(LowestPossibleNumberOnDie, 10)
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DieFaceResult *= 10
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|
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_:
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LowestPossibleNumberOnDie = 1
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DieFaceResult = rng.randi_range(LowestPossibleNumberOnDie, NumberOfFaces)
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|
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var DieSuccessPercentage = (float(DieFaceResult)/float(NumberOfFaces))
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|
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print("DieFace:")
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print(DieFaceResult)
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print("Die Success Rate")
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print(DieSuccessPercentage)
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func SetNumberOfSides():
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var DSides = DieType
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match DSides:
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4:
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NumberOfFaces = 4
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6:
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NumberOfFaces = 6
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8:
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NumberOfFaces = 8
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10:
|
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NumberOfFaces = 10
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12:
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NumberOfFaces = 12
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00:
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NumberOfFaces = 100
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||||
20:
|
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NumberOfFaces = 20
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||||
|
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print(NumberOfFaces)
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# Called when the node enters the scene tree for the first time.
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||||
func _ready():
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DieType = DieCategory.D00
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SetNumberOfSides()
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RollDie(NumberOfFaces)
|
@ -0,0 +1,57 @@
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extends MarginContainer
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||||
|
||||
|
||||
onready var currentSelection_Start = get_node("HBoxContainer/VBoxContainer/MenuOptions/StartGame")
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onready var currentSelection_DieTest = get_node("HBoxContainer/VBoxContainer/MenuOptions/DieTest")
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onready var currentSelection_LoadGame = get_node("HBoxContainer/VBoxContainer/MenuOptions/LoadGame")
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onready var currentSelection_HostAndJoinGame = get_node("HBoxContainer/VBoxContainer/MenuOptions/HostAndJoinGame")
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onready var currentSelection_PlayerSettings = get_node("HBoxContainer/VBoxContainer/MenuOptions/PlayerSettings")
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||||
|
||||
var currentSelectionIndex = 0;
|
||||
var currentIndexObject = currentSelection_Start;
|
||||
|
||||
func _ready():
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||||
SetMenuSelections(currentSelectionIndex)
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||||
|
||||
func _process(delta):
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||||
|
||||
## 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):
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||||
currentSelectionIndex = 0
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SetMenuSelections(currentSelectionIndex)
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||||
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||||
|
||||
func SetMenuSelections(CurrentSelection):
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currentSelection_Start.set_uppercase(false)
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currentSelection_DieTest.set_uppercase(false)
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currentSelection_LoadGame.set_uppercase(false)
|
||||
currentSelection_HostAndJoinGame.set_uppercase(false)
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||||
currentSelection_PlayerSettings.set_uppercase(false)
|
||||
|
||||
var index = CurrentSelection
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||||
|
||||
match index:
|
||||
0:
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currentSelection_PlayerSettings.set("custom_colors/default_color", Color(1,1,1,1))
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currentSelection_Start.set_uppercase(true)
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get_node("HBoxContainer/VBoxContainer/MenuOptions/StartGame").set("custom_colors/default_color", Color(0,0,0,1))
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1:
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currentSelection_Start.set("custom_colors/default_color", Color(1,1,1,1))
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||||
currentSelection_DieTest.set_uppercase(true)
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currentSelection_DieTest.set("custom_colors/default_color", Color(0,0,0,1))
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2:
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currentSelection_DieTest.set("custom_colors/default_color", Color(1,1,1,1))
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currentSelection_LoadGame.set_uppercase(true)
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currentSelection_LoadGame.set("custom_colors/default_color", Color(0,0,0,1))
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3:
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currentSelection_LoadGame.set("custom_colors/default_color", Color(1,1,1,1))
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currentSelection_HostAndJoinGame.set_uppercase(true)
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currentSelection_HostAndJoinGame.set("custom_colors/default_color", Color(0,0,0,1))
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4:
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currentSelection_HostAndJoinGame.set("custom_colors/default_color", Color(1,1,1,1))
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currentSelection_PlayerSettings.set_uppercase(true)
|
||||
currentSelection_PlayerSettings.set("custom_colors/default_color", Color(0,0,0,1))
|
@ -0,0 +1,137 @@
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[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"]
|
@ -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 )
|
@ -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")
|
@ -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
|
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@ -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,
|
||||
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|
||||
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|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
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|
||||
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|
||||
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|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
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|
||||
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|
||||
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|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
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|
||||
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|
||||
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|
||||
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"Contribution" shall mean any work of authorship, including
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||||
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||||
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|
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
You may add Your own copyright statement to Your modifications and
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||||
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|
||||
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|
||||
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||||
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||||
Notwithstanding the above, nothing herein shall supersede or modify
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||||
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||||
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||||
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|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
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||||
To apply the Apache License to your work, attach the following
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||||
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|
Binary file not shown.
Binary file not shown.
@ -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 aren’t 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.
|
Binary file not shown.
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@ -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")
|
@ -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
|
@ -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
|
@ -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
|
@ -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)
|
||||
|
||||
|
@ -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
|
@ -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
|
@ -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
|
||||
}
|
@ -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
|
@ -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)
|
@ -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.
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -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=[ ]
|
@ -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 )
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -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
|
@ -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"
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -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 |
@ -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
|
@ -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"
|
Reference in New Issue
Block a user