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140a97a15a
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main
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| 9eb5099b0e |
@@ -2,16 +2,16 @@
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importer="texture"
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type="CompressedTexture2D"
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||||
uid="uid://bk3khvviorvmm"
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path="res://.godot/imported/untitled.png-d7b497081dc8ae225dae2b6ac59973dc.ctex"
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uid="uid://bpsjhyhlis3ov"
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path="res://.godot/imported/.exr-a7725c7e971a9679cf60303f5fa7defa.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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||||
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source_file="res://assets/Weapons/Bullet/untitled.png"
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dest_files=["res://.godot/imported/untitled.png-d7b497081dc8ae225dae2b6ac59973dc.ctex"]
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source_file="res://.exr"
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dest_files=["res://.godot/imported/.exr-a7725c7e971a9679cf60303f5fa7defa.ctex"]
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[params]
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3
.gitmodules
vendored
Normal file
@@ -0,0 +1,3 @@
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[submodule "scoom"]
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path = scoom
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url = ssh://git@git.peroxy.dev:222/kookroach/Scoom-Data.git
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@@ -1,28 +0,0 @@
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[remap]
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importer="2d_array_texture"
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type="CompressedTexture2DArray"
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uid="uid://djhovwrdokme0"
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path.etc2="res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.etc2.ctexarray"
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path.s3tc="res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.s3tc.ctexarray"
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metadata={
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"imported_formats": ["etc2", "s3tc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://Game.exr"
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dest_files=["res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.etc2.ctexarray", "res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.s3tc.ctexarray"]
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[params]
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compress/mode=2
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/channel_pack=1
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mipmaps/generate=false
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mipmaps/limit=-1
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slices/horizontal=1
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slices/vertical=1
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29
Game.gd
@@ -1,18 +1,30 @@
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extends Node3D
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class_name Game
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signal game_loaded
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@onready var label : Label = $CanvasLayer/Label
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@onready var player : CharacterBody3D = $PlayerQ3
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var init_config
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var weapon_config
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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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weapon_config = Runtimeloader.loadConfig("weapons.cfg") as ConfigFile
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init_config = Runtimeloader.loadConfig("init.cfg") as ConfigFile
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print("Loading PCK...")
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for map_list in init_config.get_section_keys("MAPS"):
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for map in init_config.get_value("MAPS", map_list):
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Runtimeloader.loadPCK(map)
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func _process(_delta):
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label.text = "H Velocity: %3.2f" % [Vector2(player.velocity.x, player.velocity.z).length()]
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label.text += "\nV Velocity: %3.2f" % [player.velocity.y]
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label.text += "\nOn floor: %s" % player.is_on_floor()
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for weapons_list in init_config.get_section_keys("WEAPONS"):
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for weapon in init_config.get_value("WEAPONS", weapons_list):
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Runtimeloader.loadPCK(weapon)
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print("Loading Resources Done.")
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func load_map():
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Runtimeloader.loadScene("maps/test_map.tscn", self)
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#Runtimeloader.get_all_entities(node)
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game_loaded.emit()
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func _input(event):
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@@ -24,3 +36,4 @@ func _input(event):
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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elif event.keycode == KEY_ESCAPE:
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get_tree().quit()
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BIN
Game.lmbake
51
Game.tscn
@@ -1,51 +0,0 @@
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[gd_scene load_steps=8 format=3 uid="uid://cqutof7bvocqc"]
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[ext_resource type="LightmapGIData" uid="uid://k5haifo34pp6" path="res://Game.lmbake" id="2_3k1jt"]
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[ext_resource type="PackedScene" uid="uid://bl7jynld7s25o" path="res://scenes/player/PlayerQ3.tscn" id="2_dhifo"]
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[ext_resource type="Script" path="res://Game.gd" id="3"]
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[ext_resource type="PackedScene" uid="uid://bke5cip8sjpoq" path="res://scenes/map/entity_0_worldspawn.tscn" id="3_3r3q4"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_mv01y"]
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[sub_resource type="Sky" id="Sky_ybtis"]
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sky_material = SubResource("PhysicalSkyMaterial_mv01y")
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[sub_resource type="Environment" id="Environment_ul6y4"]
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background_mode = 2
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sky = SubResource("Sky_ybtis")
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ambient_light_source = 3
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reflected_light_source = 2
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tonemap_mode = 2
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tonemap_exposure = 2.0
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[node name="Game" type="Node3D"]
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script = ExtResource("3")
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[node name="LightmapGI" type="LightmapGI" parent="."]
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visible = false
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quality = 2
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bounces = 6
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light_data = ExtResource("2_3k1jt")
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[node name="LightmapProbe" type="LightmapProbe" parent="."]
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visible = false
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_ul6y4")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.77938, 0.395123, -0.486256, 0.383799, 0.312364, 0.86898, 0.495243, -0.86389, 0.0918022, 0, 22.9909, 0)
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light_indirect_energy = 1.5
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light_bake_mode = 1
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shadow_enabled = true
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[node name="entity_0_worldspawn" parent="." instance=ExtResource("3_3r3q4")]
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="Label" type="Label" parent="CanvasLayer"]
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offset_right = 40.0
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offset_bottom = 14.0
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[node name="PlayerQ3" parent="." instance=ExtResource("2_dhifo")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.6672, 11.2181)
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@@ -2,5 +2,5 @@
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Developing a 3D game inspired by Doom64 on Godot 4 engine.
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Using:
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[Simple-Q3-Controller](https://github.com/fossegutten/Simple-Q3-Controller) by fossegutten
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[CrosshairShader](https://github.com/0xspig/CrosshairShader) by 0xspig
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- [Simple-Q3-Controller](https://github.com/fossegutten/Simple-Q3-Controller) by fossegutten
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- [CrosshairShader](https://github.com/0xspig/CrosshairShader) by 0xspig
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@@ -1,20 +0,0 @@
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@tool
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extends EditorPlugin
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func _enter_tree() -> void:
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add_custom_type(
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"SfxrStreamPlayer", "AudioStreamPlayer", load("res://addons/godot_sfxr/SfxrStreamPlayer.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer", "EditorIcons"))
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add_custom_type(
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"SfxrStreamPlayer2D", "AudioStreamPlayer2D", load("res://addons/godot_sfxr/SfxrStreamPlayer2D.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer2D", "EditorIcons"))
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add_custom_type(
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"SfxrStreamPlayer3D", "AudioStreamPlayer3D", load("res://addons/godot_sfxr/SfxrStreamPlayer3D.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer3D", "EditorIcons"))
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func _exit_tree() -> void:
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remove_custom_type("SfxrStreamPlayer")
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remove_custom_type("SfxrStreamPlayer2D")
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remove_custom_type("SfxrStreamPlayer3D")
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@@ -1,309 +0,0 @@
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extends RefCounted
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class_name SfxrGenerator
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var params
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var wave_shape: int
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var repeat_time: float
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var elapsed_since_repeat: float
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var arpeggio_time: int
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var arpeggio_multiplier: float
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var period: float
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var period_mult: float
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var period_mult_slide: float
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var period_max: float
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var enable_frequency_cutoff: bool
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var duty_cycle: float
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var duty_cycle_slide: float
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var fltw: float
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var fltw_d: float
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var fltdmp: float
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var flthp: float
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var flthp_d: float
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var enable_low_pass_filter: bool
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var vibrato_speed: float
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var vibrato_amplitude: float
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var envelope_length: Array
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var envelope_punch: float
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var flanger_offset: float
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var flanger_offset_slide: float
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var gain: float
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var sample_rate: float
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func init_params(stream_player) -> void:
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params = stream_player
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prepare_values()
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# Wave shape
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wave_shape = params.wave_type
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# Filter
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fltw = pow(params.p_lpf_freq, 3.0) * 0.1
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enable_low_pass_filter = params.p_lpf_freq != 1.0
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fltw_d = 1.0 + params.p_lpf_ramp * 0.0001
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fltdmp = 5.0 / (1.0 + pow(params.p_lpf_resonance, 2.0) * 20.0) * (0.01 + fltw)
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if (fltdmp > 0.8):
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fltdmp = 0.8
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flthp = pow(params.p_hpf_freq, 2.0) * 0.1
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flthp_d = 1 + params.p_hpf_ramp * 0.0003
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# Vibrato
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vibrato_speed = pow(params.p_vib_speed, 2.0) * 0.01
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vibrato_amplitude = params.p_vib_strength * 0.5
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# Envelope
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envelope_length = [
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floor(params.p_env_attack * params.p_env_attack * 100000.0),
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floor(params.p_env_sustain * params.p_env_sustain * 100000.0),
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floor(params.p_env_decay * params.p_env_decay * 100000.0),
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]
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envelope_punch = params.p_env_punch
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# Flanger
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flanger_offset = pow(params.p_pha_offset, 2.0) * 1020.0
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if (params.p_pha_offset < 0.0):
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flanger_offset = -flanger_offset
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flanger_offset_slide = pow(params.p_pha_ramp, 2.0) * 1.0
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if (params.p_pha_ramp < 0.0):
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flanger_offset_slide = -flanger_offset_slide
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# Repeat
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repeat_time = floor(pow(1 - params.p_repeat_speed, 2.0) * 20000.0 + 32.0)
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if (params.p_repeat_speed == 0.0):
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repeat_time = 0.0
|
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|
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gain = exp(params.sound_vol) - 1.0
|
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sample_rate = params.sample_rate
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|
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|
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func prepare_values() -> void:
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elapsed_since_repeat = 0.0
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|
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period = 100.0 / (params.p_base_freq * params.p_base_freq + 0.001)
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period_max = 100.0 / (params.p_freq_limit * params.p_freq_limit + 0.001)
|
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enable_frequency_cutoff = params.p_freq_limit > 0.0
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period_mult = 1.0 - pow(params.p_freq_ramp, 3.0) * 0.01
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period_mult_slide = -pow(params.p_freq_dramp, 3.0) * 0.000001
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|
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duty_cycle = 0.5 - params.p_duty * 0.5
|
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duty_cycle_slide = -params.p_duty_ramp * 0.00005
|
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|
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if (params.p_arp_mod >= 0.0):
|
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arpeggio_multiplier = 1.0 - pow(params.p_arp_mod, 2.0) * 0.9
|
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else:
|
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arpeggio_multiplier = 1.0 + pow(params.p_arp_mod, 2.0) * 10.0
|
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arpeggio_time = floor(pow(1.0 - params.p_arp_speed, 2.0) * 20000.0 + 32.0)
|
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if (params.p_arp_speed == 1.0):
|
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arpeggio_time = 0
|
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|
||||
|
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func get_raw_buffer() -> Array:
|
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randomize()
|
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|
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var fltp: float = 0.0
|
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var fltdp: float = 0.0
|
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var fltphp: float = 0.0
|
||||
|
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var noise_buffer_length: int = 32
|
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var noise_buffer: Array = []
|
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for i in noise_buffer_length:
|
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noise_buffer.append(randf() * 2.0 - 1.0)
|
||||
|
||||
var envelope_stage: int = 0
|
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var envelope_elapsed: float = 0.0
|
||||
|
||||
var vibrato_phase: float = 0.0
|
||||
|
||||
var phase: int = 0
|
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var ipp: int = 0
|
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var flanger_buffer_length: int = 1024
|
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var flanger_buffer: Array = []
|
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for i in flanger_buffer_length:
|
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flanger_buffer.append(0.0)
|
||||
|
||||
var _buffer: Array = []
|
||||
|
||||
var sample_sum: float = 0.0
|
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var num_summed: float = 0.0
|
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var summands: int = floor(44100.0 / sample_rate)
|
||||
|
||||
var t: float = -1.0
|
||||
while t < INF:
|
||||
t += 1
|
||||
|
||||
# Repeats
|
||||
elapsed_since_repeat += 1.0
|
||||
if (repeat_time != 0.0 and elapsed_since_repeat >= repeat_time):
|
||||
prepare_values()
|
||||
|
||||
# Arpeggio (single)
|
||||
if (arpeggio_time != 0 and t >= arpeggio_time):
|
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arpeggio_time = 0
|
||||
period *= arpeggio_multiplier
|
||||
|
||||
# Frequency slide, and frequency slide slide!
|
||||
period_mult += period_mult_slide
|
||||
period *= period_mult
|
||||
if (period > period_max):
|
||||
period = period_max
|
||||
if (enable_frequency_cutoff):
|
||||
break
|
||||
|
||||
# Vibrato
|
||||
var rfperiod: float = period
|
||||
if (vibrato_amplitude > 0.0):
|
||||
vibrato_phase += vibrato_speed
|
||||
rfperiod = period * (1.0 + sin(vibrato_phase) * vibrato_amplitude)
|
||||
var iperiod: int = floor(rfperiod)
|
||||
if (iperiod < SfxrGlobals.OVERSAMPLING):
|
||||
iperiod = SfxrGlobals.OVERSAMPLING
|
||||
|
||||
# Square wave duty cycle
|
||||
duty_cycle = duty_cycle + duty_cycle_slide
|
||||
if (duty_cycle > 0.5):
|
||||
duty_cycle = 0.5
|
||||
elif (duty_cycle < 0.0):
|
||||
duty_cycle = 0.0
|
||||
|
||||
# Volume envelope
|
||||
envelope_elapsed += 1.0
|
||||
if (envelope_elapsed > envelope_length[envelope_stage]):
|
||||
envelope_elapsed = 0.0
|
||||
envelope_stage += 1.0
|
||||
if (envelope_stage > 2.0):
|
||||
break
|
||||
|
||||
if (envelope_length[envelope_stage] == 0):
|
||||
continue
|
||||
|
||||
var env_vol: float = 0.0
|
||||
var envf: float = envelope_elapsed / envelope_length[envelope_stage]
|
||||
if (envelope_stage == 0.0): # Attack
|
||||
env_vol = envf
|
||||
elif (envelope_stage == 1.0): # Sustain
|
||||
env_vol = 1.0 + (1.0 - envf) * 2.0 * envelope_punch
|
||||
else: # Decay
|
||||
env_vol = 1.0 - envf
|
||||
|
||||
# Flanger step
|
||||
flanger_offset += flanger_offset_slide
|
||||
var iphase: int = abs(floor(flanger_offset))
|
||||
if (iphase > 1023):
|
||||
iphase = 1023
|
||||
|
||||
if (flthp_d != 0.0):
|
||||
flthp = flthp * flthp_d
|
||||
if (flthp > 0.1):
|
||||
flthp = 0.1
|
||||
elif (flthp < 0.00001):
|
||||
flthp = 0.00001
|
||||
|
||||
# 8x Oversampling
|
||||
var sample: float = 0.0
|
||||
for i in SfxrGlobals.OVERSAMPLING:
|
||||
var sub_sample: float = 0.0
|
||||
phase += 1
|
||||
if (phase >= iperiod):
|
||||
phase %= iperiod
|
||||
if (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
|
||||
for j in noise_buffer_length:
|
||||
noise_buffer[i] = randf() * 2.0 - 1.0
|
||||
|
||||
# Base waveform
|
||||
var fp: float = float(phase) / float(iperiod)
|
||||
if (wave_shape == SfxrGlobals.WAVE_SHAPES.SQUARE):
|
||||
if (fp < duty_cycle):
|
||||
sub_sample = 0.5
|
||||
else:
|
||||
sub_sample = -0.5
|
||||
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SAWTOOTH):
|
||||
if (fp < duty_cycle):
|
||||
sub_sample = -1.0 + 2.0 * fp / duty_cycle
|
||||
else:
|
||||
sub_sample = 1.0 - 2.0 * (fp - duty_cycle) / (1 - duty_cycle)
|
||||
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SINE):
|
||||
sub_sample = sin(fp * 2.0 * PI)
|
||||
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
|
||||
sub_sample = noise_buffer[int(floor(phase * 32.0 / iperiod))]
|
||||
else:
|
||||
printerr("ERROR: Bad wave type: " + str(wave_shape))
|
||||
sub_sample = 0
|
||||
|
||||
# Low-pass filter
|
||||
var pp: float = fltp
|
||||
fltw *= fltw_d
|
||||
if (fltw > 0.1):
|
||||
fltw = 0.1
|
||||
elif (fltw < 0.0):
|
||||
fltw = 0.0
|
||||
if (enable_low_pass_filter):
|
||||
fltdp += (sub_sample - fltp) * fltw
|
||||
fltdp -= fltdp * fltdmp
|
||||
else:
|
||||
fltp = sub_sample
|
||||
fltdp = 0.0
|
||||
fltp += fltdp
|
||||
|
||||
# High-pass filter
|
||||
fltphp += fltp - pp
|
||||
fltphp -= fltphp * flthp
|
||||
sub_sample = fltphp
|
||||
|
||||
# Flanger
|
||||
flanger_buffer[ipp & 1023] = sub_sample
|
||||
sub_sample += flanger_buffer[(ipp - iphase + 1024) & 1023]
|
||||
|
||||
ipp = (ipp + 1) & 1023
|
||||
|
||||
# Final accumulation and envelope application
|
||||
sample += sub_sample * env_vol
|
||||
|
||||
# Accumulate samples appropriately for sample rate
|
||||
sample_sum += sample
|
||||
num_summed += 1.0
|
||||
if (num_summed >= summands):
|
||||
num_summed = 0.0
|
||||
sample = sample_sum / summands
|
||||
sample_sum = 0.0
|
||||
else:
|
||||
continue
|
||||
|
||||
sample = sample / SfxrGlobals.OVERSAMPLING * SfxrGlobals.MASTER_VOLUME
|
||||
sample *= gain
|
||||
|
||||
sample = floor((sample + 1) * 128)
|
||||
if (sample > 255):
|
||||
sample = 255;
|
||||
elif (sample < 0):
|
||||
sample = 0
|
||||
sample += 128
|
||||
if sample > 255:
|
||||
sample -= 255
|
||||
|
||||
_buffer.append(sample)
|
||||
|
||||
return _buffer
|
||||
|
||||
|
||||
func build_sample(stream_player):
|
||||
init_params(stream_player)
|
||||
var sample: AudioStreamWAV = stream_player.stream
|
||||
if (not sample):
|
||||
stream_player.stream = AudioStreamWAV.new()
|
||||
sample = stream_player.stream
|
||||
sample.mix_rate = sample_rate
|
||||
sample.data = PackedByteArray(get_raw_buffer())
|
||||
return sample
|
||||
@@ -1,30 +0,0 @@
|
||||
extends Object
|
||||
class_name SfxrGlobals
|
||||
|
||||
|
||||
enum WAVE_SHAPES {
|
||||
SQUARE,
|
||||
SAWTOOTH,
|
||||
SINE,
|
||||
NOISE,
|
||||
}
|
||||
|
||||
enum PRESETS {
|
||||
NONE,
|
||||
PICKUP,
|
||||
LASER,
|
||||
EXPLOSION,
|
||||
POWERUP,
|
||||
HIT,
|
||||
JUMP,
|
||||
CLICK,
|
||||
BLIP,
|
||||
SYNTH,
|
||||
RANDOM,
|
||||
TONE,
|
||||
MUTATE,
|
||||
}
|
||||
|
||||
const OVERSAMPLING = 8
|
||||
|
||||
const MASTER_VOLUME = 1
|
||||
@@ -1,119 +0,0 @@
|
||||
@tool
|
||||
extends AudioStreamPlayer
|
||||
|
||||
|
||||
# Wave Shape
|
||||
var wave_type: int
|
||||
|
||||
# Envelope
|
||||
var p_env_attack: float
|
||||
var p_env_sustain: float
|
||||
var p_env_punch: float
|
||||
var p_env_decay: float
|
||||
|
||||
# Tone
|
||||
var p_base_freq: float
|
||||
var p_freq_limit: float
|
||||
var p_freq_ramp: float
|
||||
var p_freq_dramp: float
|
||||
|
||||
# Vibrato
|
||||
var p_vib_strength: float
|
||||
var p_vib_speed: float
|
||||
|
||||
# Tonal Change
|
||||
var p_arp_mod: float
|
||||
var p_arp_speed: float
|
||||
|
||||
# Square wve duty (proportion of time signal is high vs low)
|
||||
var p_duty: float
|
||||
var p_duty_ramp: float
|
||||
|
||||
# Repeat
|
||||
var p_repeat_speed: float
|
||||
|
||||
# Flanger
|
||||
var p_pha_offset: float
|
||||
var p_pha_ramp: float
|
||||
|
||||
# Low-pass filter
|
||||
var p_lpf_freq: float
|
||||
var p_lpf_ramp: float
|
||||
var p_lpf_resonance: float
|
||||
|
||||
# High-pass filter
|
||||
var p_hpf_freq: float
|
||||
var p_hpf_ramp: float
|
||||
|
||||
# Sample parameters
|
||||
var sound_vol: float
|
||||
var sample_rate: float
|
||||
|
||||
# Sfx Generation
|
||||
var sfx_timer: SceneTreeTimer
|
||||
|
||||
|
||||
##################################
|
||||
# Inspector Properties
|
||||
##################################
|
||||
|
||||
|
||||
func _get_property_list() -> Array:
|
||||
return SfxrStreamPlayerInterface.object_get_property_list()
|
||||
|
||||
|
||||
func _get(property):
|
||||
return SfxrStreamPlayerInterface.object_get(self, property)
|
||||
|
||||
|
||||
func _set(property, value) -> bool:
|
||||
return SfxrStreamPlayerInterface.object_set(self, property, value)
|
||||
|
||||
|
||||
##################################
|
||||
# Defaults
|
||||
##################################
|
||||
|
||||
|
||||
func _init():
|
||||
SfxrStreamPlayerInterface.object_set_defaults(self)
|
||||
|
||||
|
||||
func property_can_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_can_revert(property)
|
||||
|
||||
|
||||
func property_get_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_get_revert(property)
|
||||
|
||||
|
||||
##################################
|
||||
# Presets
|
||||
##################################
|
||||
|
||||
|
||||
func random_preset() -> bool:
|
||||
return SfxrStreamPlayerInterface.random_preset(self)
|
||||
|
||||
|
||||
func preset_values(preset_key: int) -> bool:
|
||||
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
|
||||
|
||||
|
||||
##################################
|
||||
# Playback
|
||||
##################################
|
||||
|
||||
|
||||
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
|
||||
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
|
||||
|
||||
|
||||
func build_sfx(play_after_build: bool = false):
|
||||
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
|
||||
|
||||
|
||||
func play(from_position: float = 0.0):
|
||||
if playing:
|
||||
stop()
|
||||
super.play(from_position)
|
||||
@@ -1,119 +0,0 @@
|
||||
@tool
|
||||
extends AudioStreamPlayer2D
|
||||
|
||||
|
||||
# Wave Shape
|
||||
var wave_type: int
|
||||
|
||||
# Envelope
|
||||
var p_env_attack: float
|
||||
var p_env_sustain: float
|
||||
var p_env_punch: float
|
||||
var p_env_decay: float
|
||||
|
||||
# Tone
|
||||
var p_base_freq: float
|
||||
var p_freq_limit: float
|
||||
var p_freq_ramp: float
|
||||
var p_freq_dramp: float
|
||||
|
||||
# Vibrato
|
||||
var p_vib_strength: float
|
||||
var p_vib_speed: float
|
||||
|
||||
# Tonal Change
|
||||
var p_arp_mod: float
|
||||
var p_arp_speed: float
|
||||
|
||||
# Square wve duty (proportion of time signal is high vs low)
|
||||
var p_duty: float
|
||||
var p_duty_ramp: float
|
||||
|
||||
# Repeat
|
||||
var p_repeat_speed: float
|
||||
|
||||
# Flanger
|
||||
var p_pha_offset: float
|
||||
var p_pha_ramp: float
|
||||
|
||||
# Low-pass filter
|
||||
var p_lpf_freq: float
|
||||
var p_lpf_ramp: float
|
||||
var p_lpf_resonance: float
|
||||
|
||||
# High-pass filter
|
||||
var p_hpf_freq: float
|
||||
var p_hpf_ramp: float
|
||||
|
||||
# Sample parameters
|
||||
var sound_vol: float
|
||||
var sample_rate: float
|
||||
|
||||
# Sfx Generation
|
||||
var sfx_timer: SceneTreeTimer
|
||||
|
||||
|
||||
##################################
|
||||
# Inspector Properties
|
||||
##################################
|
||||
|
||||
|
||||
func _get_property_list() -> Array:
|
||||
return SfxrStreamPlayerInterface.object_get_property_list()
|
||||
|
||||
|
||||
func _get(property):
|
||||
return SfxrStreamPlayerInterface.object_get(self, property)
|
||||
|
||||
|
||||
func _set(property, value) -> bool:
|
||||
return SfxrStreamPlayerInterface.object_set(self, property, value)
|
||||
|
||||
|
||||
##################################
|
||||
# Defaults
|
||||
##################################
|
||||
|
||||
|
||||
func _init():
|
||||
SfxrStreamPlayerInterface.object_set_defaults(self)
|
||||
|
||||
|
||||
func property_can_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_can_revert(property)
|
||||
|
||||
|
||||
func property_get_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_get_revert(property)
|
||||
|
||||
|
||||
##################################
|
||||
# Presets
|
||||
##################################
|
||||
|
||||
|
||||
func random_preset() -> bool:
|
||||
return SfxrStreamPlayerInterface.random_preset(self)
|
||||
|
||||
|
||||
func preset_values(preset_key: int) -> bool:
|
||||
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
|
||||
|
||||
|
||||
##################################
|
||||
# Playback
|
||||
##################################
|
||||
|
||||
|
||||
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
|
||||
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
|
||||
|
||||
|
||||
func build_sfx(play_after_build: bool = false):
|
||||
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
|
||||
|
||||
|
||||
func play(from_position: float = 0.0):
|
||||
if playing:
|
||||
stop()
|
||||
super.play(from_position)
|
||||
@@ -1,119 +0,0 @@
|
||||
@tool
|
||||
extends AudioStreamPlayer3D
|
||||
|
||||
|
||||
# Wave Shape
|
||||
var wave_type: int
|
||||
|
||||
# Envelope
|
||||
var p_env_attack: float
|
||||
var p_env_sustain: float
|
||||
var p_env_punch: float
|
||||
var p_env_decay: float
|
||||
|
||||
# Tone
|
||||
var p_base_freq: float
|
||||
var p_freq_limit: float
|
||||
var p_freq_ramp: float
|
||||
var p_freq_dramp: float
|
||||
|
||||
# Vibrato
|
||||
var p_vib_strength: float
|
||||
var p_vib_speed: float
|
||||
|
||||
# Tonal Change
|
||||
var p_arp_mod: float
|
||||
var p_arp_speed: float
|
||||
|
||||
# Square wve duty (proportion of time signal is high vs low)
|
||||
var p_duty: float
|
||||
var p_duty_ramp: float
|
||||
|
||||
# Repeat
|
||||
var p_repeat_speed: float
|
||||
|
||||
# Flanger
|
||||
var p_pha_offset: float
|
||||
var p_pha_ramp: float
|
||||
|
||||
# Low-pass filter
|
||||
var p_lpf_freq: float
|
||||
var p_lpf_ramp: float
|
||||
var p_lpf_resonance: float
|
||||
|
||||
# High-pass filter
|
||||
var p_hpf_freq: float
|
||||
var p_hpf_ramp: float
|
||||
|
||||
# Sample parameters
|
||||
var sound_vol: float
|
||||
var sample_rate: float
|
||||
|
||||
# Sfx Generation
|
||||
var sfx_timer: SceneTreeTimer
|
||||
|
||||
|
||||
##################################
|
||||
# Inspector Properties
|
||||
##################################
|
||||
|
||||
|
||||
func _get_property_list() -> Array:
|
||||
return SfxrStreamPlayerInterface.object_get_property_list()
|
||||
|
||||
|
||||
func _get(property):
|
||||
return SfxrStreamPlayerInterface.object_get(self, property)
|
||||
|
||||
|
||||
func _set(property, value):
|
||||
return SfxrStreamPlayerInterface.object_set(self, property, value)
|
||||
|
||||
|
||||
##################################
|
||||
# Defaults
|
||||
##################################
|
||||
|
||||
|
||||
func _init():
|
||||
SfxrStreamPlayerInterface.object_set_defaults(self)
|
||||
|
||||
|
||||
func property_can_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_can_revert(property)
|
||||
|
||||
|
||||
func property_get_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_get_revert(property)
|
||||
|
||||
|
||||
##################################
|
||||
# Presets
|
||||
##################################
|
||||
|
||||
|
||||
func random_preset() -> bool:
|
||||
return SfxrStreamPlayerInterface.random_preset(self)
|
||||
|
||||
|
||||
func preset_values(preset_key: int) -> bool:
|
||||
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
|
||||
|
||||
|
||||
##################################
|
||||
# Playback
|
||||
##################################
|
||||
|
||||
|
||||
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
|
||||
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
|
||||
|
||||
|
||||
func build_sfx(play_after_build: bool = false):
|
||||
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
|
||||
|
||||
|
||||
func play(from_position: float = 0.0):
|
||||
if playing:
|
||||
stop()
|
||||
super.play(from_position)
|
||||
@@ -1,477 +0,0 @@
|
||||
extends Object
|
||||
class_name SfxrStreamPlayerInterface
|
||||
|
||||
|
||||
##################################
|
||||
# Inspector Properties
|
||||
##################################
|
||||
|
||||
|
||||
const PROPERTY_MAP = {
|
||||
# Sample params
|
||||
"sample_params/sound_vol": {"name": "sound_vol", "hint_string": "0,1,0.000000001", "default": 0.25},
|
||||
"sample_params/sample_rate": {"name": "sample_rate", "hint_string": "6000,44100,1", "default": 44100.0},
|
||||
# Envelope
|
||||
"envelope/attack_time": {"name": "p_env_attack", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"envelope/sustain_time": {"name": "p_env_sustain", "hint_string": "0,1,0.000000001", "default": 0.6641},
|
||||
"envelope/punch_time": {"name": "p_env_punch", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"envelope/decay_time": {"name": "p_env_decay", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# Frequency
|
||||
"frequency/start_frequency": {"name": "p_base_freq", "hint_string": "0,1,0.000000001", "default": 0.35173364},
|
||||
"frequency/min_freq_cutoff": {"name": "p_freq_limit", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"frequency/slide": {"name": "p_freq_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
"frequency/delta_slide": {"name": "p_freq_dramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
# Vibrato
|
||||
"vibrato/depth": {"name": "p_vib_strength", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"vibrato/speed": {"name": "p_vib_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# Arpeggiation
|
||||
"arpeggiation/frequency_mult": {"name": "p_arp_mod", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
"arpeggiation/change_speed": {"name": "p_arp_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# Duty cycle
|
||||
"duty_cycle/duty_cycle": {"name": "p_duty", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"duty_cycle/sweep": {"name": "p_duty_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
# Retrigger
|
||||
"retrigger/rate": {"name": "p_repeat_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# Flanger
|
||||
"flanger/offset": {"name": "p_pha_offset", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
"flanger/sweep": {"name": "p_pha_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
# Low-pass filter
|
||||
"low_pass_filter/cutoff_frequency": {"name": "p_lpf_freq", "hint_string": "0,1,0.000000001", "default": 1.0},
|
||||
"low_pass_filter/cutoff_sweep": {"name": "p_lpf_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
"low_pass_filter/resonance": {"name": "p_lpf_resonance", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# High-pass filter
|
||||
"high_pass_filter/cutoff_frequency": {"name": "p_hpf_freq", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"high_pass_filter/cutoff_sweep": {"name": "p_hpf_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
}
|
||||
|
||||
|
||||
static func object_get_property_list() -> Array:
|
||||
var presets = SfxrGlobals.PRESETS.keys()
|
||||
presets.pop_front()
|
||||
var props = []
|
||||
props.append({
|
||||
"name": "SfxrStreamPlayer",
|
||||
"type": TYPE_NIL,
|
||||
"usage": PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE,
|
||||
})
|
||||
for preset in presets:
|
||||
props.append({
|
||||
"name": "generators/" + str(preset).to_lower(),
|
||||
"type": TYPE_BOOL,
|
||||
"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NO_INSTANCE_STATE,
|
||||
})
|
||||
props.append({
|
||||
"name": "wave/type",
|
||||
"type": TYPE_INT,
|
||||
"hint": PROPERTY_HINT_ENUM,
|
||||
"hint_string": ",".join(PackedStringArray(SfxrGlobals.WAVE_SHAPES.keys())),
|
||||
})
|
||||
for property in PROPERTY_MAP:
|
||||
props.append({
|
||||
"name": property,
|
||||
"type": TYPE_FLOAT,
|
||||
"hint": PROPERTY_HINT_RANGE,
|
||||
"hint_string": PROPERTY_MAP[property]["hint_string"],
|
||||
})
|
||||
props.append_array([
|
||||
{
|
||||
"name": "actions/force_rebuild",
|
||||
"type": TYPE_BOOL,
|
||||
"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NO_INSTANCE_STATE,
|
||||
},
|
||||
])
|
||||
return props
|
||||
|
||||
|
||||
static func object_get(object: Node, property: String):
|
||||
if property in PROPERTY_MAP:
|
||||
return object[PROPERTY_MAP[property]["name"]]
|
||||
elif property == "wave/type":
|
||||
return object.wave_type
|
||||
|
||||
|
||||
static func object_set(object: Node, property: String, value) -> bool:
|
||||
var auto_build = Engine.is_editor_hint() and object.is_inside_tree()
|
||||
if property in PROPERTY_MAP:
|
||||
object[PROPERTY_MAP[property]["name"]] = value
|
||||
if auto_build:
|
||||
_schedule_build_sfx(object, true)
|
||||
return true
|
||||
elif property == "wave/type":
|
||||
object.wave_type = value
|
||||
if auto_build:
|
||||
_schedule_build_sfx(object, true)
|
||||
return true
|
||||
elif property == "actions/force_rebuild":
|
||||
if value and auto_build:
|
||||
build_sfx(object, true)
|
||||
return true
|
||||
elif property == "sfxr_generator":
|
||||
if not value:
|
||||
value = 0
|
||||
if preset_values(object, value) and auto_build:
|
||||
build_sfx(object, true)
|
||||
return true
|
||||
elif property.begins_with("generators/"):
|
||||
property = property.replace("generators/", "").to_upper()
|
||||
if preset_values(object, SfxrGlobals.PRESETS.get(property, -1)) and auto_build:
|
||||
build_sfx(object, true)
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
##################################
|
||||
# Defaults
|
||||
##################################
|
||||
|
||||
|
||||
static func object_set_defaults(object: Node):
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
|
||||
for property in PROPERTY_MAP:
|
||||
object[PROPERTY_MAP[property]["name"]] = PROPERTY_MAP[property]["default"]
|
||||
|
||||
|
||||
static func object_property_can_revert(property: String):
|
||||
return property in PROPERTY_MAP
|
||||
|
||||
|
||||
static func object_property_get_revert(property: String):
|
||||
return PROPERTY_MAP[property]["default"]
|
||||
|
||||
|
||||
##################################
|
||||
# Helpers
|
||||
##################################
|
||||
|
||||
|
||||
static func frnd(rrange) -> float:
|
||||
return randf() * rrange
|
||||
|
||||
|
||||
static func rndr(from, to) -> float:
|
||||
return randf() * (to - from) + from
|
||||
|
||||
|
||||
static func rnd(rmax) -> float:
|
||||
return floor(randf() * (rmax + 1))
|
||||
|
||||
|
||||
##################################
|
||||
# Presets
|
||||
##################################
|
||||
|
||||
|
||||
static func _presets_pickup(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
|
||||
object.p_base_freq = 0.4 + frnd(0.5)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = frnd(0.1)
|
||||
object.p_env_decay = 0.1 + frnd(0.4)
|
||||
object.p_env_punch = 0.3 + frnd(0.3)
|
||||
if rnd(1):
|
||||
object.p_arp_speed = 0.5 + frnd(0.2)
|
||||
object.p_arp_mod = 0.2 + frnd(0.4)
|
||||
|
||||
|
||||
static func _presets_laser(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(2)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SINE and rnd(1):
|
||||
object.wave_type = rnd(1)
|
||||
if rnd(2) == 0:
|
||||
object.p_base_freq = 0.3 + frnd(0.6)
|
||||
object.p_freq_limit = frnd(0.1)
|
||||
object.p_freq_ramp = -0.35 - frnd(0.3)
|
||||
else:
|
||||
object.p_base_freq = 0.5 + frnd(0.5)
|
||||
object.p_freq_limit = object.p_base_freq - 0.2 - frnd(0.6)
|
||||
if object.p_freq_limit < 0.2:
|
||||
object.p_freq_limit = 0.2
|
||||
object.p_freq_ramp = -0.15 - frnd(0.2)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SAWTOOTH:
|
||||
object.p_duty = 1
|
||||
if rnd(1):
|
||||
object.p_duty = frnd(0.5)
|
||||
object.p_duty_ramp = frnd(0.2)
|
||||
else:
|
||||
object.p_duty = 0.4 + frnd(0.5)
|
||||
object.p_duty_ramp = -frnd(0.7)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = 0.1 + frnd(0.2)
|
||||
object.p_env_decay = frnd(0.4)
|
||||
if rnd(1):
|
||||
object.p_env_punch = frnd(0.3)
|
||||
if rnd(2) == 0:
|
||||
object.p_pha_offset = frnd(0.2)
|
||||
object.p_pha_ramp = -frnd(0.2)
|
||||
object.p_hpf_freq = frnd(0.3)
|
||||
|
||||
|
||||
static func _presets_explosion(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.NOISE
|
||||
if rnd(1):
|
||||
object.p_base_freq = pow(0.1 + frnd(0.4), 2)
|
||||
object.p_freq_ramp = -0.1 + frnd(0.4)
|
||||
else:
|
||||
object.p_base_freq = pow(0.2 + frnd(0.7), 2)
|
||||
object.p_freq_ramp = -0.2 - frnd(0.2)
|
||||
if rnd(4) == 0:
|
||||
object.p_freq_ramp = 0
|
||||
if rnd(2) == 0:
|
||||
object.p_repeat_speed = 0.3 + frnd(0.5)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = 0.1 + frnd(0.3)
|
||||
object.p_env_decay = frnd(0.5)
|
||||
if rnd(1):
|
||||
object.p_pha_offset = -0.3 + frnd(0.9)
|
||||
object.p_pha_ramp = -frnd(0.3)
|
||||
object.p_env_punch = 0.2 + frnd(0.6)
|
||||
if rnd(1):
|
||||
object.p_vib_strength = frnd(0.7)
|
||||
object.p_vib_speed = frnd(0.6)
|
||||
if rnd(2) == 0:
|
||||
object.p_arp_speed = 0.6 + frnd(0.3)
|
||||
object.p_arp_mod = 0.8 - frnd(1.6)
|
||||
|
||||
|
||||
static func _presets_powerup(object: Node):
|
||||
object_set_defaults(object)
|
||||
if rnd(1):
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
|
||||
object.p_duty = 1
|
||||
else:
|
||||
object.p_duty = frnd(0.6)
|
||||
object.p_base_freq = 0.2 + frnd(0.3)
|
||||
if rnd(1):
|
||||
object.p_freq_ramp = 0.1 + frnd(0.4)
|
||||
object.p_repeat_speed = 0.4 + frnd(0.4)
|
||||
else:
|
||||
object.p_freq_ramp = 0.05 + frnd(0.2)
|
||||
if rnd(1):
|
||||
object.p_vib_strength = frnd(0.7)
|
||||
object.p_vib_speed = frnd(0.6)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = frnd(0.4)
|
||||
object.p_env_decay = 0.1 + frnd(0.4)
|
||||
|
||||
|
||||
static func _presets_hit(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(2)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SINE:
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.NOISE
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SQUARE:
|
||||
object.p_duty = frnd(0.6)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SAWTOOTH:
|
||||
object.p_duty = 1
|
||||
object.p_base_freq = 0.2 + frnd(0.6)
|
||||
object.p_freq_ramp = -0.3 - frnd(0.4)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = frnd(0.1)
|
||||
object.p_env_decay = 0.1 + frnd(0.2)
|
||||
if rnd(1):
|
||||
object.p_hpf_freq = frnd(0.3)
|
||||
|
||||
|
||||
static func _presets_jump(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.SQUARE
|
||||
object.p_duty = frnd(0.6)
|
||||
object.p_base_freq = 0.3 + frnd(0.3)
|
||||
object.p_freq_ramp = 0.1 + frnd(0.2)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = 0.1 + frnd(0.3)
|
||||
object.p_env_decay = 0.1 + frnd(0.2)
|
||||
if rnd(1):
|
||||
object.p_hpf_freq = frnd(0.3)
|
||||
if rnd(1):
|
||||
object.p_lpf_freq = 1 - frnd(0.6)
|
||||
|
||||
|
||||
static func _presets_blip(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(1)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SQUARE:
|
||||
object.p_duty = frnd(0.6)
|
||||
else:
|
||||
object.p_duty = 1
|
||||
object.p_base_freq = 0.2 + frnd(0.4)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = 0.1 + frnd(0.1)
|
||||
object.p_env_decay = frnd(0.2)
|
||||
object.p_hpf_freq = 0.1
|
||||
|
||||
|
||||
static func _presets_synth(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(1)
|
||||
object.p_base_freq = [0.2723171360931539, 0.19255692561524382, 0.13615778746815113][rnd(2)]
|
||||
object.p_env_attack = frnd(0.5) if rnd(4) > 3 else 0
|
||||
object.p_env_sustain = frnd(1)
|
||||
object.p_env_punch = frnd(1)
|
||||
object.p_env_decay = frnd(0.9) + 0.1
|
||||
object.p_arp_mod = [0, 0, 0, 0, -0.3162, 0.7454, 0.7454][rnd(6)]
|
||||
object.p_arp_speed = frnd(0.5) + 0.4
|
||||
object.p_duty = frnd(1)
|
||||
object.p_duty_ramp = frnd(1) if rnd(2) == 2 else 0
|
||||
object.p_lpf_freq = [1, frnd(1) * frnd(1)][rnd(1)]
|
||||
object.p_lpf_ramp = rndr(-1, 1)
|
||||
object.p_lpf_resonance = frnd(1)
|
||||
object.p_hpf_freq = frnd(1) if rnd(3) == 3 else 0
|
||||
object.p_hpf_ramp = frnd(1) if rnd(3) == 3 else 0
|
||||
|
||||
|
||||
static func _presets_tone(object: Node):
|
||||
object_set_defaults(object)
|
||||
|
||||
|
||||
static func _presets_click(object: Node):
|
||||
if rnd(1):
|
||||
_presets_hit(object)
|
||||
else:
|
||||
_presets_explosion(object)
|
||||
if rnd(1):
|
||||
object.p_freq_ramp = -0.5 + frnd(1.0)
|
||||
if rnd(1):
|
||||
object.p_env_sustain = (frnd(0.4) + 0.2) * object.p_env_sustain
|
||||
object.p_env_decay = (frnd(0.4) + 0.2) * object.p_env_decay
|
||||
if rnd(3) == 0:
|
||||
object.p_env_attack = frnd(0.3)
|
||||
object.p_base_freq = 1 - frnd(0.25)
|
||||
object.p_hpf_freq = 1 - frnd(0.1)
|
||||
|
||||
|
||||
static func _presets_random(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(3)
|
||||
if rnd(1):
|
||||
object.p_base_freq = pow(frnd(2) - 1, 3) + 0.5
|
||||
else:
|
||||
object.p_base_freq = pow(frnd(1), 2)
|
||||
object.p_freq_limit = 0
|
||||
object.p_freq_ramp = pow(frnd(2) - 1, 5)
|
||||
if object.p_base_freq > 0.7 and object.p_freq_ramp > 0.2:
|
||||
object.p_freq_ramp = -object.p_freq_ramp
|
||||
if object.p_base_freq < 0.2 and object.p_freq_ramp < -0.05:
|
||||
object.p_freq_ramp = -object.p_freq_ramp
|
||||
object.p_freq_dramp = pow(frnd(2) - 1, 3)
|
||||
object.p_duty = frnd(2) - 1
|
||||
object.p_duty_ramp = pow(frnd(2) - 1, 3)
|
||||
object.p_vib_strength = pow(frnd(2) - 1, 3)
|
||||
object.p_vib_speed = rndr(-1, 1)
|
||||
object.p_env_attack = pow(rndr(-1, 1), 3)
|
||||
object.p_env_sustain = pow(rndr(-1, 1), 2)
|
||||
object.p_env_decay = rndr(-1, 1)
|
||||
object.p_env_punch = pow(frnd(0.8), 2)
|
||||
if object.p_env_attack + object.p_env_sustain + object.p_env_decay < 0.2:
|
||||
object.p_env_sustain += 0.2 + frnd(0.3)
|
||||
object.p_env_decay += 0.2 + frnd(0.3)
|
||||
object.p_lpf_resonance = rndr(-1, 1)
|
||||
object.p_lpf_freq = 1 - pow(frnd(1), 3)
|
||||
object.p_lpf_ramp = pow(frnd(2) - 1, 3)
|
||||
if object.p_lpf_freq < 0.1 and object.p_lpf_ramp < -0.05:
|
||||
object.p_lpf_ramp = -object.p_lpf_ramp
|
||||
object.p_hpf_freq = pow(frnd(1), 5)
|
||||
object.p_hpf_ramp = pow(frnd(2) - 1, 5)
|
||||
object.p_pha_offset = pow(frnd(2) - 1, 3)
|
||||
object.p_pha_ramp = pow(frnd(2) - 1, 3)
|
||||
object.p_repeat_speed = frnd(2) - 1
|
||||
object.p_arp_speed = frnd(2) - 1
|
||||
object.p_arp_mod = frnd(2) - 1
|
||||
|
||||
|
||||
static func _presets_mutate(object: Node):
|
||||
if rnd(1): object.p_base_freq += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_freq_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_freq_dramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_duty += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_duty_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_vib_strength += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_vib_speed += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_env_attack += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_env_sustain += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_env_decay += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_env_punch += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_lpf_resonance += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_lpf_freq += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_lpf_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_hpf_freq += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_hpf_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_pha_offset += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_pha_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_repeat_speed += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_arp_speed += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_arp_mod += frnd(0.1) - 0.05
|
||||
|
||||
|
||||
static func random_preset(object: Node) -> bool:
|
||||
return preset_values(object, (randi() % (len(SfxrGlobals.PRESETS) - 1)) + 1)
|
||||
|
||||
|
||||
static func preset_values(object: Node, preset_key: int) -> bool:
|
||||
if preset_key >= 0 and preset_key < len(SfxrGlobals.PRESETS):
|
||||
var preset = SfxrGlobals.PRESETS.keys()[preset_key].to_lower()
|
||||
match preset:
|
||||
"pickup":
|
||||
_presets_pickup(object)
|
||||
return true
|
||||
"laser":
|
||||
_presets_laser(object)
|
||||
return true
|
||||
"explosion":
|
||||
_presets_explosion(object)
|
||||
return true
|
||||
"powerup":
|
||||
_presets_powerup(object)
|
||||
return true
|
||||
"hit":
|
||||
_presets_hit(object)
|
||||
return true
|
||||
"jump":
|
||||
_presets_jump(object)
|
||||
return true
|
||||
"click":
|
||||
_presets_click(object)
|
||||
return true
|
||||
"blip":
|
||||
_presets_blip(object)
|
||||
return true
|
||||
"synth":
|
||||
_presets_synth(object)
|
||||
return true
|
||||
"random":
|
||||
_presets_random(object)
|
||||
return true
|
||||
"tone":
|
||||
_presets_tone(object)
|
||||
return true
|
||||
"mutate":
|
||||
_presets_mutate(object)
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
##################################
|
||||
# Playback
|
||||
##################################
|
||||
|
||||
|
||||
static func _schedule_build_sfx(object: Node, play_after_build: bool):
|
||||
var timer: SceneTreeTimer = object.get_tree().create_timer(.5)
|
||||
object.sfx_timer = timer
|
||||
timer.timeout.connect(func(): object._on_sfx_timer_timeout(timer, play_after_build))
|
||||
|
||||
|
||||
static func _on_sfx_timer_timeout(object: Node, timer: SceneTreeTimer, play_after_build: bool):
|
||||
if timer == object.sfx_timer:
|
||||
build_sfx(object, play_after_build)
|
||||
|
||||
|
||||
static func build_sfx(object: Node, play_after_build: bool = false):
|
||||
var sfxg = SfxrGenerator.new()
|
||||
sfxg.build_sample(object)
|
||||
if play_after_build:
|
||||
object.play()
|
||||
object.notify_property_list_changed()
|
||||
@@ -1,7 +0,0 @@
|
||||
[plugin]
|
||||
|
||||
name="GodotSfxr"
|
||||
description="Sfx Generator. Port of jsfxr (https://sfxr.me - by Eric Fredricksen) which is a port of sfxr (https://www.drpetter.se/project_sfxr.html - by DrPetter)."
|
||||
author="Tomeyro"
|
||||
version="1.0"
|
||||
script="GodotSfxr.gd"
|
||||
BIN
addons/tbloader/bin/libtbloader.linux.x86_64.so
Normal file
BIN
addons/tbloader/bin/libtbloader.macos.universal.dylib
Normal file
BIN
addons/tbloader/bin/tbloader.windows.x86_64.dll
Normal file
BIN
addons/tbloader/icon.png
Normal file
|
After Width: | Height: | Size: 4.9 KiB |
@@ -2,16 +2,16 @@
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dqv5atotjgx01"
|
||||
path="res://.godot/imported/untitled_DefaultMaterial_Normal.png-1d66825270be8b0e737ff63c686f533c.ctex"
|
||||
uid="uid://cbbpw5sol06i6"
|
||||
path="res://.godot/imported/icon.png-7c6403be1be0a98a34b14bf837b41c44.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/Weapons/Bullet/untitled_DefaultMaterial_Normal.png"
|
||||
dest_files=["res://.godot/imported/untitled_DefaultMaterial_Normal.png-1d66825270be8b0e737ff63c686f533c.ctex"]
|
||||
source_file="res://addons/tbloader/icon.png"
|
||||
dest_files=["res://.godot/imported/icon.png-7c6403be1be0a98a34b14bf837b41c44.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
16
addons/tbloader/icons/tbloader.svg
Normal file
@@ -0,0 +1,16 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<svg version="1.1" viewBox="0 0 16 16" xmlns="http://www.w3.org/2000/svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<title>TBLoader</title>
|
||||
<metadata>
|
||||
<rdf:RDF>
|
||||
<cc:Work rdf:about="">
|
||||
<dc:title>TBLoader</dc:title>
|
||||
</cc:Work>
|
||||
</rdf:RDF>
|
||||
</metadata>
|
||||
<g transform="matrix(.23996 0 0 .24633 -15.301 -26.547)" fill="none">
|
||||
<path d="m97.213 109.57-30.357 8.4385-5.37e-4 -5.6e-4 8.3597 29.977 21.989 21.198v8.6e-4l9.36e-4 -5.5e-4 5.35e-4 5.5e-4v-8.6e-4l21.99-21.198 8.356-29.965 0.0192-0.0115zm0 25.412 0.0083 0.5401-0.01402 9e-3zm-0.0083 0.54822 0.0022 8.5e-4 -9.37e-4 0.94463z" stop-color="#000000" style="-inkscape-stroke:none;font-variation-settings:normal"/>
|
||||
<path transform="translate(-6.7616,1.2332)" d="m103.97 109.62-29.045 8.0742 29.039 16.766 6e-3 -0.52539 8e-3 0.52539 29.039-16.766z" stop-color="#000000" stroke="#fb8080" stroke-miterlimit="3" stroke-width="3.3" style="-inkscape-stroke:none;font-variation-settings:normal;paint-order:normal"/>
|
||||
<path d="m68.168 118.93 29.038 16.766 0.01581 32.214-21.055-20.297zm58.077 0-29.038 16.766-0.01581 32.214 21.055-20.297z" stop-color="#000000" stroke="#fb8080" stroke-miterlimit="3" stroke-width="3.3" style="-inkscape-stroke:none;font-variation-settings:normal;paint-order:normal"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
37
addons/tbloader/icons/tbloader.svg.import
Normal file
@@ -0,0 +1,37 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b6bigon1m2gl"
|
||||
path="res://.godot/imported/tbloader.svg-ac537690612434f49f9a80d3b536a819.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/tbloader/icons/tbloader.svg"
|
||||
dest_files=["res://.godot/imported/tbloader.svg-ac537690612434f49f9a80d3b536a819.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
||||
7
addons/tbloader/plugin.cfg
Normal file
@@ -0,0 +1,7 @@
|
||||
[plugin]
|
||||
|
||||
name="TBLoader"
|
||||
description="TrenchBroom map loader."
|
||||
author="Codecat"
|
||||
version="0.9.0"
|
||||
script="src/plugin.gd"
|
||||
64
addons/tbloader/src/plugin.gd
Normal file
@@ -0,0 +1,64 @@
|
||||
@tool
|
||||
extends EditorPlugin
|
||||
class_name TBPlugin
|
||||
|
||||
var map_control: Control = null
|
||||
var editing_loader: WeakRef = weakref(null)
|
||||
|
||||
func _enter_tree():
|
||||
set_icons(true)
|
||||
|
||||
map_control = create_map_control()
|
||||
map_control.set_visible(false)
|
||||
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, map_control)
|
||||
|
||||
func _exit_tree():
|
||||
set_icons(false)
|
||||
|
||||
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, map_control)
|
||||
map_control.queue_free()
|
||||
map_control = null
|
||||
|
||||
func _handles(object):
|
||||
return object is TBLoader
|
||||
|
||||
func _make_visible(visible: bool):
|
||||
map_control.set_visible(visible)
|
||||
|
||||
func _edit(object):
|
||||
editing_loader = weakref(object)
|
||||
|
||||
func create_map_control() -> Control:
|
||||
var button_build_meshes = Button.new()
|
||||
button_build_meshes.flat = true
|
||||
button_build_meshes.text = "Build Meshes"
|
||||
button_build_meshes.connect("pressed", Callable(self, "build_meshes"))
|
||||
|
||||
var button_build_csg = Button.new()
|
||||
button_build_csg.flat = true
|
||||
button_build_csg.text = "Build Combined CSG"
|
||||
button_build_csg.connect("pressed", Callable(self, "build_combined_csg"))
|
||||
|
||||
var ret = HBoxContainer.new()
|
||||
ret.add_child(button_build_meshes)
|
||||
ret.add_child(button_build_csg)
|
||||
return ret
|
||||
|
||||
func build_meshes():
|
||||
var loader = editing_loader.get_ref()
|
||||
loader.build_meshes()
|
||||
|
||||
func build_combined_csg():
|
||||
var loader = editing_loader.get_ref()
|
||||
loader.build_combined_csg()
|
||||
|
||||
func set_icons(on):
|
||||
var editor_interface = get_editor_interface()
|
||||
var base_control = editor_interface.get_base_control()
|
||||
var theme = base_control.theme
|
||||
|
||||
if on:
|
||||
var texture = ResourceLoader.load("res://addons/tbloader/icons/tbloader.svg")
|
||||
theme.set_icon("TBLoader", "EditorIcons", texture)
|
||||
else:
|
||||
theme.clear_icon("TBLoader", "EditorIcons")
|
||||
7
addons/tbloader/tbloader.gdextension
Normal file
@@ -0,0 +1,7 @@
|
||||
[configuration]
|
||||
entry_symbol = "tbloader_init"
|
||||
|
||||
[libraries]
|
||||
windows.64 = "bin/tbloader.windows.x86_64.dll"
|
||||
linux.64 = "bin/libtbloader.linux.x86_64.so"
|
||||
macos.64 = "bin/libtbloader.macos.universal.dylib"
|
||||
201
addons/yet_another_behavior_tree/LICENSE.md
Normal file
@@ -0,0 +1,201 @@
|
||||
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
|
||||
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|
||||
|
||||
"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
|
||||
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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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|
||||
of this License, Derivative Works shall not include works that remain
|
||||
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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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|
||||
to the Licensor or its representatives, including but not limited to
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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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|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
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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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|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
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||||
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|
||||
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||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
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|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
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|
||||
|
||||
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|
||||
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||||
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||||
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||||
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|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
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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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||||
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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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||||
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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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||||
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||||
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||||
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||||
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||||
you may not use this file except in compliance with the License.
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||||
You may obtain a copy of the License at
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||||
|
||||
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||||
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||||
Unless required by applicable law or agreed to in writing, software
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||||
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||||
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||||
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|
||||
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|
||||
7
addons/yet_another_behavior_tree/plugin.cfg
Normal file
@@ -0,0 +1,7 @@
|
||||
[plugin]
|
||||
|
||||
name="Yet Another Behavior Tree"
|
||||
description="A Behavior Tree implementation for Godot Engine"
|
||||
author="Adrien Quillet"
|
||||
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|
||||
@@ -0,0 +1,59 @@
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btblackboard.png")
|
||||
extends Node
|
||||
class_name BTBlackboard
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
@export var data:Dictionary = {}
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
var _execution_data:Dictionary = {}
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func _ready() -> void:
|
||||
# On copie le dico défini par l'utilisateur dans le dico privé
|
||||
_execution_data.merge(data)
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func get_delta() -> float:
|
||||
return get_data("delta")
|
||||
|
||||
func has_data(key:Variant) -> bool:
|
||||
return get_data(key) != null
|
||||
|
||||
func get_data(key:Variant, default_value:Variant = null) -> Variant:
|
||||
var result:Variant = _execution_data.get(key, default_value)
|
||||
return result.get_ref() if result is WeakRef else result
|
||||
|
||||
func set_data(key:Variant, value:Variant) -> Variant:
|
||||
var old_value:Variant = _execution_data[key] if _execution_data.has(key) else null
|
||||
_execution_data[key] = weakref(value) if value is Node else value
|
||||
return old_value.get_ref() if old_value is WeakRef else old_value
|
||||
|
||||
func delete_data(key:Variant) -> Variant:
|
||||
var old_value = _execution_data[key] if _execution_data.has(key) else null
|
||||
_execution_data.erase(key)
|
||||
return old_value.get_ref() if old_value is WeakRef else old_value
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
116
addons/yet_another_behavior_tree/src/Nodes/BTNode.gd
Normal file
@@ -0,0 +1,116 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btnode.png")
|
||||
extends Node
|
||||
class_name BTNode
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
@onready var _is_in_editor:bool = Engine.is_editor_hint()
|
||||
var _children:Array[BTNode] = []
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func _init() -> void:
|
||||
super._init()
|
||||
if _is_in_editor:
|
||||
child_entered_tree.connect(_update_configuration_warnings_1)
|
||||
child_exiting_tree.connect(_update_configuration_warnings_1)
|
||||
tree_entered.connect(_update_configuration_warnings_0)
|
||||
tree_exited.connect(_update_configuration_warnings_0)
|
||||
child_entered_tree.connect(_update_cached_children)
|
||||
child_exiting_tree.connect(_update_cached_children)
|
||||
|
||||
func _ready() -> void:
|
||||
if _is_in_editor:
|
||||
update_configuration_warnings()
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
return BTTickResult.SUCCESS
|
||||
|
||||
func is_leaf() -> bool:
|
||||
return false
|
||||
|
||||
func enter(blackboard:BTBlackboard) -> void:
|
||||
pass
|
||||
|
||||
func start(blackboard:BTBlackboard) -> void:
|
||||
pass
|
||||
|
||||
func stop(blackboard:BTBlackboard) -> void:
|
||||
pass
|
||||
|
||||
func exit(blackboard:BTBlackboard) -> void:
|
||||
pass
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func _update_configuration_warnings_0() -> void:
|
||||
update_configuration_warnings()
|
||||
|
||||
func _update_configuration_warnings_1(any) -> void:
|
||||
update_configuration_warnings()
|
||||
|
||||
func is_valid() -> bool:
|
||||
return false
|
||||
|
||||
func _update_cached_children(any) -> void:
|
||||
_children = get_children().map(_node_as_bt_node)
|
||||
|
||||
func _execute(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
if _is_in_editor:
|
||||
return BTTickResult.FAILURE
|
||||
|
||||
_enter(blackboard);
|
||||
|
||||
_start(blackboard)
|
||||
|
||||
var result:int = tick(actor, blackboard)
|
||||
if result != BTTickResult.RUNNING:
|
||||
_stop(blackboard)
|
||||
|
||||
_exit(blackboard)
|
||||
return result
|
||||
|
||||
func _node_as_bt_node(node:Node) -> BTNode:
|
||||
return node as BTNode
|
||||
|
||||
func _enter(blackboard:BTBlackboard) -> void:
|
||||
enter(blackboard)
|
||||
pass
|
||||
|
||||
func _start(blackboard:BTBlackboard) -> void:
|
||||
blackboard.get_data("running_nodes", []).append(self)
|
||||
|
||||
if not blackboard.get_data("previously_running_nodes", []).has(self):
|
||||
start(blackboard)
|
||||
|
||||
func _stop(blackboard:BTBlackboard) -> void:
|
||||
blackboard.get_data("running_nodes", []).erase(self)
|
||||
stop(blackboard)
|
||||
|
||||
func _exit(blackboard:BTBlackboard) -> void:
|
||||
exit(blackboard)
|
||||
pass
|
||||
|
||||
162
addons/yet_another_behavior_tree/src/Nodes/BTRoot.gd
Normal file
@@ -0,0 +1,162 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btroot.png")
|
||||
extends BTNode
|
||||
class_name BTRoot
|
||||
|
||||
enum BTRootProcessMode {
|
||||
PROCESS,
|
||||
PHYSIC_PROCESS
|
||||
}
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
signal on_running(running_node_names:Array)
|
||||
signal on_idle()
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export var enabled:bool = true:
|
||||
set(value):
|
||||
enabled = value
|
||||
set_process(enabled)
|
||||
set_physics_process(enabled)
|
||||
|
||||
@export var root_process_mode:BTRootProcessMode = BTRootProcessMode.PHYSIC_PROCESS
|
||||
|
||||
@export var actor_path:NodePath :
|
||||
set(value):
|
||||
actor_path = value
|
||||
_update_actor_from_path()
|
||||
update_configuration_warnings()
|
||||
|
||||
@export var blackboard:BTBlackboard = null :
|
||||
set(value):
|
||||
blackboard = value
|
||||
update_configuration_warnings()
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
var _blackboard:BTBlackboard
|
||||
var _previous_running_nodes:Array[BTNode] = []
|
||||
var _actor:Node2D
|
||||
var _execution_blackboard:BTBlackboard
|
||||
|
||||
var _execution_start_time_ms:float
|
||||
var _execution_stop_time_ms:float
|
||||
|
||||
@onready var _performance_monitor_identifier:String = "BTRoot/%s-%s" % [get_name(), get_instance_id()]
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func _ready() -> void:
|
||||
super._ready()
|
||||
|
||||
if not is_valid():
|
||||
enabled = false
|
||||
# Init du blackboard: soit celui de l'utilisateur, soit un tout neuf
|
||||
if blackboard != null and is_instance_valid(blackboard):
|
||||
_blackboard= blackboard
|
||||
else:
|
||||
_blackboard = BTBlackboard.new()
|
||||
|
||||
if not Engine.is_editor_hint():
|
||||
_add_custom_performance_monitor()
|
||||
tree_entered.connect(_add_custom_performance_monitor)
|
||||
tree_exited.connect(_remove_custom_performance_monitor)
|
||||
|
||||
func _process(delta:float) -> void:
|
||||
if not Engine.is_editor_hint() and enabled and root_process_mode == BTRootProcessMode.PROCESS:
|
||||
_do_execute(delta)
|
||||
|
||||
func _physics_process(delta:float) -> void:
|
||||
if not Engine.is_editor_hint() and enabled and root_process_mode == BTRootProcessMode.PHYSIC_PROCESS:
|
||||
_do_execute(delta)
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings:PackedStringArray = []
|
||||
if not _check_direct_children_validity():
|
||||
warnings.append("Root tree must contains only one child of type BTComposite")
|
||||
if not _check_actor_validity():
|
||||
warnings.append("Root tree actor must be filled")
|
||||
return warnings
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func is_valid() -> bool:
|
||||
return _check_direct_children_validity() and _check_actor_validity()
|
||||
|
||||
func _check_direct_children_validity() -> bool:
|
||||
var is_valid:bool = get_child_count() == 1
|
||||
if is_valid:
|
||||
is_valid = get_child(0) is BTComposite
|
||||
return is_valid
|
||||
|
||||
func _check_actor_validity() -> bool:
|
||||
var is_valid:bool = actor_path != null and not actor_path.is_empty()
|
||||
if is_valid:
|
||||
_update_actor_from_path()
|
||||
is_valid =_actor != null and is_instance_valid(_actor)
|
||||
return is_valid
|
||||
|
||||
func _update_actor_from_path() -> void:
|
||||
_actor = get_node_or_null(actor_path)
|
||||
if not is_instance_valid(_actor) and is_inside_tree():
|
||||
# Fallback : si le chemin donné n'était pas relatif à la scene courante, on le check en absolu
|
||||
_actor = get_tree().current_scene.get_node_or_null(actor_path)
|
||||
|
||||
func _do_execute(delta:float):
|
||||
_register_execution_start()
|
||||
_blackboard.set_data("delta", delta)
|
||||
_blackboard.set_data("previously_running_nodes", Array(_previous_running_nodes))
|
||||
_blackboard.set_data("running_nodes", [])
|
||||
|
||||
_children[0]._execute(_actor, _blackboard)
|
||||
|
||||
var running_nodes:Array[BTNode] = _blackboard.get_data("running_nodes", [])
|
||||
if _previous_running_nodes != running_nodes:
|
||||
for n in _previous_running_nodes:
|
||||
if not running_nodes.has(n):
|
||||
n._stop( _blackboard)
|
||||
|
||||
if not running_nodes.is_empty():
|
||||
var running_node_names:Array[String] = running_nodes.filter(func(n): return n.is_leaf()).map(func(n): return str(n.name))
|
||||
on_running.emit(running_node_names)
|
||||
else:
|
||||
on_idle.emit()
|
||||
_previous_running_nodes = running_nodes
|
||||
_register_execution_stop()
|
||||
|
||||
func _add_custom_performance_monitor() -> void:
|
||||
if not Performance.has_custom_monitor(_performance_monitor_identifier):
|
||||
Performance.add_custom_monitor(_performance_monitor_identifier, _compute_last_exec_time)
|
||||
|
||||
func _remove_custom_performance_monitor() -> void:
|
||||
if Performance.has_custom_monitor(_performance_monitor_identifier):
|
||||
Performance.remove_custom_monitor(_performance_monitor_identifier)
|
||||
|
||||
func _register_execution_start() -> void:
|
||||
_execution_start_time_ms = Time.get_ticks_msec()
|
||||
|
||||
func _register_execution_stop() -> void:
|
||||
_execution_stop_time_ms = Time.get_ticks_msec()
|
||||
|
||||
func _compute_last_exec_time() -> float:
|
||||
return _execution_stop_time_ms - _execution_start_time_ms
|
||||
@@ -0,0 +1,52 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btcomposite.png")
|
||||
extends BTNode
|
||||
class_name BTComposite
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings:PackedStringArray = []
|
||||
if not _has_at_least_one_child():
|
||||
warnings.append("A composite must have at least one child node")
|
||||
if not _all_children_are_bt_nodes():
|
||||
warnings.append("A composite must have children nodes of type BTNode")
|
||||
return warnings
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func is_valid() -> bool:
|
||||
return _has_at_least_one_child() and _all_children_are_bt_nodes()
|
||||
|
||||
func _has_at_least_one_child() -> bool:
|
||||
return get_child_count() >= 1
|
||||
|
||||
func _all_children_are_bt_nodes() -> bool:
|
||||
for child in get_children():
|
||||
if not child is BTNode:
|
||||
return false
|
||||
return true
|
||||
@@ -0,0 +1,52 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btparallel.png")
|
||||
extends BTComposite
|
||||
class_name BTParallel
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
var at_least_one_child_running:bool = false
|
||||
var at_least_one_child_success:bool = false
|
||||
|
||||
for child in _children:
|
||||
var result:int = child._execute(actor, blackboard)
|
||||
if result == BTTickResult.SUCCESS:
|
||||
at_least_one_child_success = true
|
||||
if result == BTTickResult.RUNNING:
|
||||
at_least_one_child_running = true
|
||||
|
||||
# At least one runn ing : this is still running !
|
||||
if at_least_one_child_running:
|
||||
return BTTickResult.RUNNING
|
||||
# No one is running, so, at least one success > success, else failure
|
||||
elif at_least_one_child_success:
|
||||
return BTTickResult.SUCCESS
|
||||
else:
|
||||
return BTTickResult.FAILURE
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,37 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btrandomselector.png")
|
||||
extends BTSelector
|
||||
class_name BTRandomSelector
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func start(blackboard:BTBlackboard) -> void:
|
||||
super.start(blackboard)
|
||||
if not save_progression or _running_child_index == -1:
|
||||
_children.shuffle()
|
||||
@@ -0,0 +1,54 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btselector.png")
|
||||
extends BTComposite
|
||||
class_name BTSelector
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export var save_progression:bool = false
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
var _running_child_index:int = -1
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
for child_index in _children.size():
|
||||
if not save_progression or child_index >= _running_child_index:
|
||||
var child:BTNode = _children[child_index]
|
||||
var result:int = child._execute(actor, blackboard)
|
||||
if result != BTTickResult.FAILURE:
|
||||
if save_progression and result == BTTickResult.RUNNING:
|
||||
_running_child_index = child_index
|
||||
return result
|
||||
|
||||
return BTTickResult.FAILURE
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func start(blackboard:BTBlackboard) -> void:
|
||||
_running_child_index = 0
|
||||
|
||||
func stop(blackboard:BTBlackboard) -> void:
|
||||
_running_child_index = -1
|
||||
@@ -0,0 +1,43 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btsequence.png")
|
||||
extends BTComposite
|
||||
class_name BTSequence
|
||||
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export var save_progression:bool = false
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
for child in _children:
|
||||
var result:int = child._execute(actor, blackboard)
|
||||
if result != BTTickResult.SUCCESS:
|
||||
return result
|
||||
|
||||
return BTTickResult.SUCCESS
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,52 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btdecorator.png")
|
||||
extends BTNode
|
||||
class_name BTDecorator
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings:PackedStringArray = []
|
||||
if not _has_only_one_child():
|
||||
warnings.append("A decorator must have only one child")
|
||||
if not _child_is_bt_node():
|
||||
warnings.append("A decorator must have a child of type BTNode")
|
||||
return warnings
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func is_valid() -> bool:
|
||||
return _has_only_one_child() and _child_is_bt_node()
|
||||
|
||||
func _has_only_one_child() -> bool:
|
||||
return get_child_count() >= 1
|
||||
|
||||
func _child_is_bt_node() -> bool:
|
||||
for child in get_children():
|
||||
if not child is BTNode:
|
||||
return false
|
||||
return true
|
||||
@@ -0,0 +1,37 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btfailure.png")
|
||||
extends BTDecorator
|
||||
class_name BTFailure
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
_children[0]._execute(actor, blackboard)
|
||||
return BTTickResult.FAILURE
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,41 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btinverter.png")
|
||||
extends BTDecorator
|
||||
class_name BTInverter
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
var child_result:int = _children[0]._execute(actor, blackboard)
|
||||
if child_result == BTTickResult.SUCCESS:
|
||||
return BTTickResult.FAILURE
|
||||
if child_result == BTTickResult.FAILURE:
|
||||
return BTTickResult.SUCCESS
|
||||
return BTTickResult.RUNNING
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,51 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btlimiter.png")
|
||||
extends BTDecorator
|
||||
class_name BTLimiter
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export_range(0, 9999999, 1) var limit:int = 1
|
||||
|
||||
@export var include_limit:bool = true
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
var _invocation_count:int = 0
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
var limit_reached:bool = _invocation_count >= limit
|
||||
if not include_limit:
|
||||
limit_reached = _invocation_count >= limit - 1
|
||||
|
||||
if limit_reached:
|
||||
return BTTickResult.FAILURE
|
||||
|
||||
var result:int = _children[0]._execute(actor, blackboard)
|
||||
if result != BTTickResult.RUNNING:
|
||||
_invocation_count += 1
|
||||
return result
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,40 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btrandom.png")
|
||||
extends BTDecorator
|
||||
class_name BTRandom
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export_range(0, 1) var probability:float = 0.5
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
var random_float:float = randf()
|
||||
if random_float > probability:
|
||||
return BTTickResult.FAILURE
|
||||
return _children[0]._execute(actor, blackboard)
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,56 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btrepeatuntil.png")
|
||||
extends BTDecorator
|
||||
class_name BTRepeatUntil
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export_enum("SUCCESS:0", "RUNNING:1", "FAILURE:2") var stop_condition:int = 0
|
||||
|
||||
@export_range(0, 999999) var max_iteration:int = 0
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
var result:int
|
||||
var not_stopped:bool = true
|
||||
var iteration_count:int = 0
|
||||
while not_stopped:
|
||||
result = _children[0]._execute(actor, blackboard)
|
||||
if stop_condition == BTTickResult.SUCCESS and result == BTTickResult.SUCCESS:
|
||||
not_stopped = false
|
||||
if stop_condition == BTTickResult.RUNNING and result == BTTickResult.RUNNING:
|
||||
not_stopped = false
|
||||
if stop_condition == BTTickResult.FAILURE and result == BTTickResult.FAILURE:
|
||||
not_stopped = false
|
||||
|
||||
if max_iteration > 0:
|
||||
iteration_count += 1
|
||||
if not not_stopped and iteration_count > max_iteration:
|
||||
not_stopped = false
|
||||
|
||||
return result
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,37 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btsuccess.png")
|
||||
extends BTDecorator
|
||||
class_name BTSuccess
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
_children[0]._execute(actor, blackboard)
|
||||
return BTTickResult.SUCCESS
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,32 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btaction.png")
|
||||
extends BTLeaf
|
||||
class_name BTAction
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
@@ -0,0 +1,58 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btactionblackboarddelete.png")
|
||||
extends BTLeaf
|
||||
class_name BTActionBlackboardDelete
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export var blackboard_key:String = "" :
|
||||
set(value):
|
||||
blackboard_key = value
|
||||
update_configuration_warnings()
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings:PackedStringArray = []
|
||||
warnings.append_array(super._get_configuration_warnings())
|
||||
if not _blackboard_key_is_set():
|
||||
warnings.append("Blackboard key must be set")
|
||||
return warnings
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
blackboard.delete_data(blackboard_key)
|
||||
return BTTickResult.SUCCESS
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func is_valid() -> bool:
|
||||
var is_valid:bool = super.is_valid()
|
||||
if is_valid:
|
||||
is_valid = _blackboard_key_is_set()
|
||||
return is_valid
|
||||
|
||||
func _blackboard_key_is_set() -> bool:
|
||||
return blackboard_key != null and not blackboard_key.is_empty()
|
||||
|
||||
@@ -0,0 +1,85 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btactionblackboardset.png")
|
||||
extends BTLeaf
|
||||
class_name BTActionBlackboardSet
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export var blackboard_key:String = "" :
|
||||
set(value):
|
||||
blackboard_key = value
|
||||
update_configuration_warnings()
|
||||
|
||||
@export_multiline var expression:String = "" :
|
||||
set(value):
|
||||
if value != expression:
|
||||
expression = value
|
||||
_update_expression()
|
||||
update_configuration_warnings()
|
||||
|
||||
@export var can_overwrite_value:bool = false
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
var _expression:BTExpression = BTExpression.new()
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings:PackedStringArray = []
|
||||
warnings.append_array(super._get_configuration_warnings())
|
||||
if not _blackboard_key_is_set():
|
||||
warnings.append("Blackboard key must be set")
|
||||
if not _expression_key_is_set():
|
||||
warnings.append("Expression must be set")
|
||||
if not _expression_is_valid():
|
||||
warnings.append("Expression is not valid")
|
||||
return warnings
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
if can_overwrite_value or not blackboard.has_data(blackboard_key):
|
||||
var value:Variant = _expression.evaluate(actor, blackboard)
|
||||
blackboard.set_data(blackboard_key, value)
|
||||
return BTTickResult.SUCCESS
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func is_valid() -> bool:
|
||||
var is_valid:bool = super.is_valid()
|
||||
if is_valid:
|
||||
is_valid = _blackboard_key_is_set()
|
||||
if is_valid:
|
||||
is_valid = _expression_key_is_set()
|
||||
return is_valid
|
||||
|
||||
func _blackboard_key_is_set() -> bool:
|
||||
return blackboard_key != null and not blackboard_key.is_empty()
|
||||
|
||||
func _expression_key_is_set() -> bool:
|
||||
return expression != null and not expression.is_empty()
|
||||
|
||||
func _expression_is_valid() -> bool:
|
||||
return _expression.is_valid()
|
||||
|
||||
func _update_expression() -> void:
|
||||
_expression.expression = expression
|
||||
@@ -0,0 +1,100 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btactioncallable.png")
|
||||
extends BTLeaf
|
||||
class_name BTActionCallable
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export var method_owner_path:NodePath:
|
||||
set(value):
|
||||
method_owner_path = value
|
||||
_update_method_owner_from_path()
|
||||
update_configuration_warnings()
|
||||
|
||||
@export var method_name:String = "":
|
||||
set(value):
|
||||
method_name = value
|
||||
update_configuration_warnings()
|
||||
|
||||
@export var method_arguments:Array[String] = []
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
var _method_owner:Node
|
||||
var _cached_method_arguments:Array[String] = []
|
||||
var _argument_expression:Array[BTExpression] = []
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
func _ready() -> void:
|
||||
_update_method_owner_from_path()
|
||||
_update_argument_expressions()
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings:PackedStringArray = []
|
||||
warnings.append_array(super._get_configuration_warnings())
|
||||
if not _check_method_owner_validity():
|
||||
warnings.append("Method owner must be set")
|
||||
if not _check_method_name_validity():
|
||||
warnings.append("Method name must be set")
|
||||
return warnings
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
_update_argument_expressions()
|
||||
var arguments:Array[Variant] = _argument_expression.map(func(expr):return expr.evaluate(actor, blackboard))
|
||||
var result:Variant = _method_owner.callv(method_name, arguments)
|
||||
if result is bool:
|
||||
return BTTickResult.SUCCESS if result else BTTickResult.FAILURE
|
||||
if result is int:
|
||||
return result
|
||||
return BTTickResult.SUCCESS
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
func is_valid() -> bool:
|
||||
return _check_method_owner_validity() and _check_method_name_validity()
|
||||
|
||||
func _check_method_owner_validity() -> bool:
|
||||
var is_valid:bool = method_owner_path != null and not method_owner_path.is_empty()
|
||||
if is_valid:
|
||||
_update_method_owner_from_path()
|
||||
is_valid = _method_owner != null and is_instance_valid(_method_owner)
|
||||
return is_valid
|
||||
|
||||
func _check_method_name_validity() -> bool:
|
||||
return method_name != null and not method_name.is_empty()
|
||||
|
||||
func _update_method_owner_from_path() -> void:
|
||||
_method_owner = get_node_or_null(method_owner_path)
|
||||
if not is_instance_valid(_method_owner) and is_inside_tree():
|
||||
# Fallback : si le chemin donné n'était pas relatif à la scene courante, on le check en absolu
|
||||
_method_owner = get_tree().current_scene.get_node_or_null(method_owner_path)
|
||||
|
||||
func _update_argument_expressions() -> void:
|
||||
if _cached_method_arguments != method_arguments:
|
||||
_cached_method_arguments = Array(method_arguments)
|
||||
_argument_expression.clear()
|
||||
for expr in _cached_method_arguments:
|
||||
var btexpression:BTExpression = BTExpression.new()
|
||||
btexpression.expression = expr
|
||||
_argument_expression.append(btexpression)
|
||||
@@ -0,0 +1,53 @@
|
||||
@tool
|
||||
@icon("res://addons/yet_another_behavior_tree/src/Assets/Icons/btactionwait.png")
|
||||
extends BTLeaf
|
||||
class_name BTActionWait
|
||||
|
||||
#------------------------------------------
|
||||
# Signaux
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Exports
|
||||
#------------------------------------------
|
||||
|
||||
@export var wait_time_ms:int = 1_000
|
||||
|
||||
@export var random_deviation_ms:int = 0
|
||||
|
||||
#------------------------------------------
|
||||
# Variables publiques
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Variables privées
|
||||
#------------------------------------------
|
||||
|
||||
var _current_time_ms:float = 0
|
||||
var _time_to_reach_ms:int
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions Godot redéfinies
|
||||
#------------------------------------------
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions publiques
|
||||
#------------------------------------------
|
||||
|
||||
func tick(actor:Node2D, blackboard:BTBlackboard) -> int:
|
||||
_current_time_ms += blackboard.get_delta() * 1_000
|
||||
if _current_time_ms <= _time_to_reach_ms:
|
||||
return BTTickResult.RUNNING
|
||||
return BTTickResult.SUCCESS
|
||||
|
||||
func start(blackboard:BTBlackboard) -> void:
|
||||
_current_time_ms = 0
|
||||
_time_to_reach_ms = wait_time_ms
|
||||
if random_deviation_ms != 0:
|
||||
_time_to_reach_ms += randi_range(0, random_deviation_ms)
|
||||
|
||||
#------------------------------------------
|
||||
# Fonctions privées
|
||||
#------------------------------------------
|
||||
|
||||
|
||||