Conflicts:
	demos/2d/motion/engine.cfg
This commit is contained in:
Juan Linietsky
2015-06-06 11:09:00 -03:00
125 changed files with 5769 additions and 823 deletions

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@ -4,6 +4,13 @@ name="Kinematic Collision"
main_scene="res://colworld.scn"
icon="res://icon.png"
[display]
width=800
height=600
stretch_mode="2d"
stretch_aspect="keep"
[input]
move_up=[key(Up)]

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@ -6,6 +6,9 @@ main_scene="res://light_shadows.scn"
[display]
stretch_mode="2d"
width=800
height=600
stretch_aspect="keep"
[rasterizer]

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@ -3,3 +3,12 @@
name="Motion Test"
main_scene="res://motion.scn"
<<<<<<< HEAD
=======
[display]
width=800
height=600
stretch_mode="2d"
stretch_aspect="keep"
>>>>>>> ab99671bb835a5fe24a092ec34afe1ad862ac254

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@ -2,3 +2,10 @@
name="Navigation Polygon (2D)"
main_scene="res://navigation.scn"
[display]
width=800
height=600
stretch_mode="2d"
stretch_aspect="keep"

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@ -2,3 +2,10 @@
name="2D Normal Mapping"
main_scene="res://normalmap.scn"
[display]
stretch_mode="2d"
width=800
height=600
stretch_aspect="ignore"

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@ -3,3 +3,9 @@
name="Screen-Space Shaders"
main_scene="res://screen_shaders.scn"
[display]
width=780
height=600
stretch_mode="2d"
stretch_aspect="keep"

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@ -2,3 +2,10 @@
name="Glass Bubbles (Texscreen)"
main_scene="res://bubbles.scn"
[display]
width=800
height=600
stretch_mode="2d"
stretch_aspect="keep"

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@ -0,0 +1,49 @@
# Note for the reader:
#
# This demo conveniently uses the same names for actions and for the container nodes
# that hold each remapping button. This allow to get back to the button based simply
# on the name of the corresponding action, but it might not be so simple in your project.
#
# A better approach for large-scale input remapping might be to do the connections between
# buttons and wait_for_input through the code, passing as arguments both the name of the
# action and the node, e.g.:
# button.connect("pressed", self, "wait_for_input", [ button, action ])
extends Control
var player_actions = [ "move_up", "move_down", "move_left", "move_right", "jump" ]
var action # To register the action the UI is currently handling
var button # Button node corresponding to the above action
func wait_for_input(action_bind):
action = action_bind
# See note at the beginning of the script
button = get_node("bindings").get_node(action).get_node("Button")
get_node("contextual_help").set_text("Press a key to assign to the '" + action + "' action.")
set_process_input(true)
func _input(event):
# Handle the first pressed key
if (event.type == InputEvent.KEY):
# Register the event as handled and stop polling
get_tree().set_input_as_handled()
set_process_input(false)
# Reinitialise the contextual help label
get_node("contextual_help").set_text("Click a key binding to reassign it, or press the Cancel action.")
if (not event.is_action("ui_cancel")):
# Display the string corresponding to the pressed key
button.set_text(OS.get_scancode_string(event.scancode))
# Start by removing previously key binding(s)
for old_event in InputMap.get_action_list(action):
InputMap.action_erase_event(action, old_event)
# Add the new key binding
InputMap.action_add_event(action, event)
func _ready():
# Initialise each button with the default key binding from InputMap
var input_event
for action in player_actions:
# We assume that the key binding that we want is the first one (0), if there are several
input_event = InputMap.get_action_list(action)[0]
# See note at the beginning of the script
get_node("bindings").get_node(action).get_node("Button").set_text(OS.get_scancode_string(input_event.scancode))

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@ -0,0 +1,18 @@
[application]
name="Input Mapping GUI"
main_scene="res://controls.scn"
icon="icon.png"
[display]
width=640
height=480
[input]
move_up=[key(Up)]
move_down=[key(Down)]
move_left=[key(Left)]
move_right=[key(Right)]
jump=[key(Space)]