built more assets and started playing with foliage painting
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65
demo/src/UI.gd
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65
demo/src/UI.gd
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extends Control
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var player: Node
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var visible_mode: int = 1
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func _init() -> void:
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RenderingServer.set_debug_generate_wireframes(true)
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func _process(p_delta) -> void:
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$Label.text = "FPS: %s\n" % str(Engine.get_frames_per_second())
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if(visible_mode == 1):
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$Label.text += "Move Speed: %.1f\n" % player.MOVE_SPEED if player else ""
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$Label.text += "Position: %.1v\n" % player.global_position if player else ""
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$Label.text += """
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Player
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Move: WASDEQ,Space,Mouse
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Move speed: Wheel,+/-,Shift
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Camera View: V
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Gravity toggle: G
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Collision toggle: C
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Window
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Quit: F8
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UI toggle: F9
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Render mode: F10
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Full screen: F11
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Mouse toggle: Escape
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"""
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func _unhandled_key_input(p_event: InputEvent) -> void:
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if p_event is InputEventKey and p_event.pressed:
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match p_event.keycode:
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KEY_F8:
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get_tree().quit()
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KEY_F9:
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visible_mode = (visible_mode + 1 ) % 3
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$Label/Panel.visible = (visible_mode == 1)
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visible = visible_mode > 0
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KEY_F10:
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var vp = get_viewport()
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vp.debug_draw = (vp.debug_draw + 1 ) % 6
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get_viewport().set_input_as_handled()
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KEY_F11:
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toggle_fullscreen()
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get_viewport().set_input_as_handled()
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KEY_ESCAPE:
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if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_viewport().set_input_as_handled()
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func toggle_fullscreen() -> void:
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if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN or \
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DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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DisplayServer.window_set_size(Vector2(1280, 720))
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else:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN)
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