removed jolt physics addon as it is now default, started playing with seed generation of playlists

This commit is contained in:
derek
2025-03-27 15:57:30 -05:00
parent 5cd0793efb
commit 91f58c4dfc
55 changed files with 122 additions and 668 deletions

View File

@@ -0,0 +1,8 @@
[gd_resource type="Resource" script_class="level_resource" load_steps=2 format=3 uid="uid://cl5m2v6fntob7"]
[ext_resource type="Script" uid="uid://cd1g0y1aav5a3" path="res://level_resource.gd" id="1_dt0ha"]
[resource]
script = ExtResource("1_dt0ha")
level_name = "Enemy Working Scene"
level_path = "res://scenes/enemy_working_scene.tscn"

View File

@@ -0,0 +1,8 @@
[gd_resource type="Resource" script_class="level_resource" load_steps=2 format=3 uid="uid://c0116tnaxhe2r"]
[ext_resource type="Script" uid="uid://cd1g0y1aav5a3" path="res://level_resource.gd" id="1_svlhu"]
[resource]
script = ExtResource("1_svlhu")
level_name = "Highwire"
level_path = "res://scenes/highwire.tscn"

View File

@@ -0,0 +1,8 @@
[gd_resource type="Resource" script_class="level_resource" load_steps=2 format=3 uid="uid://dvlbrq3a44byt"]
[ext_resource type="Script" uid="uid://cd1g0y1aav5a3" path="res://level_resource.gd" id="1_055sf"]
[resource]
script = ExtResource("1_055sf")
level_name = "Test Level 2v2"
level_path = "res://scenes/test_level_2v2.tscn"

View File

@@ -0,0 +1,8 @@
[gd_resource type="Resource" script_class="level_resource" load_steps=2 format=3 uid="uid://u0uyxevxesew"]
[ext_resource type="Script" uid="uid://cd1g0y1aav5a3" path="res://level_resource.gd" id="1_w0nt1"]
[resource]
script = ExtResource("1_w0nt1")
level_name = "Blockout 2"
level_path = "res://assets/blockout_2.tscn"

9
LevelResources/hub1.tres Normal file
View File

@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="level_resource" load_steps=2 format=3 uid="uid://bw7nxeyt2xiyd"]
[ext_resource type="Script" uid="uid://cd1g0y1aav5a3" path="res://level_resource.gd" id="1_mi76c"]
[resource]
script = ExtResource("1_mi76c")
level_name = "Hub1"
level_path = "res://assets/LevelBlockouts/hub_1.tscn"
metadata/_custom_type_script = "uid://cd1g0y1aav5a3"

View File

@@ -1,16 +1,21 @@
[gd_scene load_steps=18 format=3 uid="uid://sa1d1rftyn87"]
[gd_scene load_steps=19 format=3 uid="uid://sa1d1rftyn87"]
[ext_resource type="Script" uid="uid://civx1w876wd7n" path="res://scripts/main_menu.gd" id="1_haaol"]
[ext_resource type="PackedScene" uid="uid://dpootbr7qgac1" path="res://Tools/playlist_generator.tscn" id="2_2rg1o"]
[ext_resource type="Theme" uid="uid://clek42ofxr45f" path="res://DefaultTheme.tres" id="2_3fflq"]
[ext_resource type="FontFile" uid="uid://d2h2tjhxiv5wo" path="res://assets/fonts/White On Black.ttf" id="2_ac165"]
[ext_resource type="Shader" uid="uid://skuny045t8dn" path="res://assets/crtTest.gdshader" id="2_hyw7c"]
[ext_resource type="Resource" uid="uid://bw7nxeyt2xiyd" path="res://LevelResources/hub1.tres" id="4_3fnrj"]
[ext_resource type="Script" uid="uid://dy403w4kypo1r" path="res://gamemode.gd" id="4_p0ng4"]
[ext_resource type="Script" uid="uid://cd1g0y1aav5a3" path="res://level_resource.gd" id="4_p7b2e"]
[ext_resource type="Theme" uid="uid://buma708jpxqrn" path="res://Clean_theme.tres" id="4_ydrbj"]
[ext_resource type="Resource" uid="uid://dn3t7wcoumlm3" path="res://GameModes/standard.tres" id="5_lv7ko"]
[ext_resource type="Resource" uid="uid://u0uyxevxesew" path="res://LevelResources/blockout2.tres" id="5_rnncn"]
[ext_resource type="Resource" uid="uid://dvlbrq3a44byt" path="res://LevelResources/TestLevel2v2.tres" id="6_3fnrj"]
[ext_resource type="Shader" uid="uid://cerm6i7o65okt" path="res://assets/Shaders/blur.gdshader" id="6_x75tm"]
[ext_resource type="Texture2D" uid="uid://bt6utik8unkxa" path="res://assets/Textures/ObjectTextures/money.png" id="7_ia0hc"]
[ext_resource type="Resource" uid="uid://cl5m2v6fntob7" path="res://LevelResources/EnemyWorkingScene.tres" id="7_m04lp"]
[ext_resource type="Resource" uid="uid://c0116tnaxhe2r" path="res://LevelResources/Highwire.tres" id="8_1thib"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_a5tps"]
shader = ExtResource("2_hyw7c")
@@ -36,26 +41,6 @@ shader_parameter/clip_warp = true
shader_parameter/vignette_intensity = 0.4
shader_parameter/vignette_opacity = 0.235
[sub_resource type="Resource" id="Resource_3w5k4"]
script = ExtResource("4_p7b2e")
level_name = "Blockout 2"
level_path = "res://assets/blockout_2.tscn"
[sub_resource type="Resource" id="Resource_t5q6w"]
script = ExtResource("4_p7b2e")
level_name = "Test Level 2v2"
level_path = "res://scenes/test_level_2v2.tscn"
[sub_resource type="Resource" id="Resource_2pkld"]
script = ExtResource("4_p7b2e")
level_name = "Enemy Working Scene"
level_path = "res://scenes/enemy_working_scene.tscn"
[sub_resource type="Resource" id="Resource_hgnbd"]
script = ExtResource("4_p7b2e")
level_name = "Highwire"
level_path = "res://scenes/highwire.tscn"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_htvli"]
shader = ExtResource("6_x75tm")
shader_parameter/strength = 1.0
@@ -78,7 +63,8 @@ offset_bottom = 2160.0
[node name="PlaylistGenerator" parent="." instance=ExtResource("2_2rg1o")]
visible = false
layout_mode = 1
maps_in_rotation = Array[ExtResource("4_p7b2e")]([SubResource("Resource_3w5k4"), SubResource("Resource_t5q6w"), SubResource("Resource_2pkld"), SubResource("Resource_hgnbd")])
hub_world = ExtResource("4_3fnrj")
maps_in_rotation = Array[ExtResource("4_p7b2e")]([ExtResource("5_rnncn"), ExtResource("6_3fnrj"), ExtResource("7_m04lp"), ExtResource("8_1thib")])
gamemodes_in_rotation = Array[ExtResource("4_p0ng4")]([ExtResource("5_lv7ko")])
levels_per_round = 4

View File

@@ -38,3 +38,5 @@ grow_vertical = 2
script = ExtResource("1_qvqs2")
maps_in_rotation = Array[ExtResource("2_3l62y")]([SubResource("Resource_3w5k4"), SubResource("Resource_t5q6w"), SubResource("Resource_2pkld"), SubResource("Resource_13n7k")])
gamemodes_in_rotation = Array[ExtResource("2_hoyqc")]([ExtResource("2_85uje"), ExtResource("3_t0mxh"), ExtResource("4_8wht4"), ExtResource("6_vu1w7")])
[connection signal="gui_input" from="." to="." method="_on_gui_input"]

View File

@@ -1,18 +0,0 @@
Copyright (c) Mikael Hermansson and Godot Jolt contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

View File

@@ -1,91 +0,0 @@
Godot Jolt incorporates third-party material from the projects listed below.
Godot Engine (https://github.com/godotengine/godot)
Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
godot-cpp (https://github.com/godot-jolt/godot-cpp)
Copyright (c) 2017-present Godot Engine contributors.
Copyright (c) 2022-present Mikael Hermansson.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
Jolt Physics (https://github.com/godot-jolt/jolt)
Copyright (c) 2021 Jorrit Rouwe.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
mimalloc (https://github.com/godot-jolt/mimalloc)
Copyright (c) 2018-2021 Microsoft Corporation, Daan Leijen.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.

View File

@@ -1,37 +0,0 @@
[configuration]
entry_symbol = "godot_jolt_main"
compatibility_minimum = "4.3"
compatibility_maximum = "4.3"
[libraries]
windows.release.single.x86_64 = "windows/godot-jolt_windows-x64.dll"
windows.debug.single.x86_64 = "windows/godot-jolt_windows-x64_editor.dll"
windows.release.single.x86_32 = "windows/godot-jolt_windows-x86.dll"
windows.debug.single.x86_32 = "windows/godot-jolt_windows-x86_editor.dll"
linux.release.single.x86_64 = "linux/godot-jolt_linux-x64.so"
linux.debug.single.x86_64 = "linux/godot-jolt_linux-x64_editor.so"
linux.release.single.x86_32 = "linux/godot-jolt_linux-x86.so"
linux.debug.single.x86_32 = "linux/godot-jolt_linux-x86_editor.so"
macos.release.single = "macos/godot-jolt_macos.framework"
macos.debug.single = "macos/godot-jolt_macos_editor.framework"
ios.release.single = "ios/godot-jolt_ios.framework"
ios.debug.single = "ios/godot-jolt_ios_editor.framework"
android.release.single.arm64 = "android/libgodot-jolt_android-arm64.so"
android.debug.single.arm64 = "android/libgodot-jolt_android-arm64_editor.so"
android.release.single.arm32 = "android/libgodot-jolt_android-arm32.so"
android.debug.single.arm32 = "android/libgodot-jolt_android-arm32_editor.so"
android.release.single.x86_64 = "android/libgodot-jolt_android-x64.so"
android.debug.single.x86_64 = "android/libgodot-jolt_android-x64_editor.so"
android.release.single.x86_32 = "android/libgodot-jolt_android-x86.so"
android.debug.single.x86_32 = "android/libgodot-jolt_android-x86_editor.so"

View File

@@ -1 +0,0 @@
uid://ddb0phgg525me

View File

@@ -1,51 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>godot-jolt_ios</string>
<key>CFBundleName</key>
<string>Godot Jolt</string>
<key>CFBundleDisplayName</key>
<string>Godot Jolt</string>
<key>CFBundleIdentifier</key>
<string>org.godot-jolt.godot-jolt</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright (c) Mikael Hermansson and Godot Jolt contributors.</string>
<key>CFBundleVersion</key>
<string>0.13.0</string>
<key>CFBundleShortVersionString</key>
<string>0.13.0</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>iPhoneOS</string>
</array>
<key>CSResourcesFileMapped</key>
<true/>
<key>DTPlatformName</key>
<string>iphoneos</string>
<key>MinimumOSVersion</key>
<string>12.0</string>
<!--
HACK(mihe): This is to work around a bug in Godot 4.3-beta1, where it treats Framework
bundles the same as XCFramework bundles, and expects there to be an `AvailableLibraries`
entry, which is really only a thing in XCFramework bundles. Note that we also lie about the
binary path having a `.dylib` extension in order for Godot to correctly identify this as a
dynamically linked bundle.
-->
<key>AvailableLibraries</key>
<array>
<dict>
<key>BinaryPath</key>
<string>godot-jolt_ios.dylib</string>
</dict>
</array>
</dict>
</plist>

View File

@@ -1,51 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>godot-jolt_ios_editor</string>
<key>CFBundleName</key>
<string>Godot Jolt</string>
<key>CFBundleDisplayName</key>
<string>Godot Jolt</string>
<key>CFBundleIdentifier</key>
<string>org.godot-jolt.godot-jolt</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright (c) Mikael Hermansson and Godot Jolt contributors.</string>
<key>CFBundleVersion</key>
<string>0.13.0</string>
<key>CFBundleShortVersionString</key>
<string>0.13.0</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>iPhoneOS</string>
</array>
<key>CSResourcesFileMapped</key>
<true/>
<key>DTPlatformName</key>
<string>iphoneos</string>
<key>MinimumOSVersion</key>
<string>12.0</string>
<!--
HACK(mihe): This is to work around a bug in Godot 4.3-beta1, where it treats Framework
bundles the same as XCFramework bundles, and expects there to be an `AvailableLibraries`
entry, which is really only a thing in XCFramework bundles. Note that we also lie about the
binary path having a `.dylib` extension in order for Godot to correctly identify this as a
dynamically linked bundle.
-->
<key>AvailableLibraries</key>
<array>
<dict>
<key>BinaryPath</key>
<string>godot-jolt_ios_editor.dylib</string>
</dict>
</array>
</dict>
</plist>

View File

@@ -1,36 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>godot-jolt_macos</string>
<key>CFBundleName</key>
<string>Godot Jolt</string>
<key>CFBundleDisplayName</key>
<string>Godot Jolt</string>
<key>CFBundleIdentifier</key>
<string>org.godot-jolt.godot-jolt</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright (c) Mikael Hermansson and Godot Jolt contributors.</string>
<key>CFBundleVersion</key>
<string>0.13.0</string>
<key>CFBundleShortVersionString</key>
<string>0.13.0</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
</array>
<key>CSResourcesFileMapped</key>
<true/>
<key>DTPlatformName</key>
<string>macosx</string>
<key>LSMinimumSystemVersion</key>
<string>10.12</string>
</dict>
</plist>

View File

@@ -1,128 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>files</key>
<dict>
<key>Resources/Info.plist</key>
<data>
+hmuH+erxzRxY/FPATmWbEaqOys=
</data>
</dict>
<key>files2</key>
<dict>
<key>Resources/Info.plist</key>
<dict>
<key>hash2</key>
<data>
WsqyDktXR1oDgMLbvIUu+PMJsJAnbBKIUYnKgafFEGc=
</data>
</dict>
</dict>
<key>rules</key>
<dict>
<key>^Resources/</key>
<true/>
<key>^Resources/.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^Resources/.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Resources/Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^version.plist$</key>
<true/>
</dict>
<key>rules2</key>
<dict>
<key>.*\.dSYM($|/)</key>
<dict>
<key>weight</key>
<real>11</real>
</dict>
<key>^(.*/)?\.DS_Store$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>2000</real>
</dict>
<key>^(Frameworks|SharedFrameworks|PlugIns|Plug-ins|XPCServices|Helpers|MacOS|Library/(Automator|Spotlight|LoginItems))/</key>
<dict>
<key>nested</key>
<true/>
<key>weight</key>
<real>10</real>
</dict>
<key>^.*</key>
<true/>
<key>^Info\.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^PkgInfo$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^Resources/</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
<key>^Resources/.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^Resources/.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Resources/Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^[^/]+$</key>
<dict>
<key>nested</key>
<true/>
<key>weight</key>
<real>10</real>
</dict>
<key>^embedded\.provisionprofile$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
<key>^version\.plist$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
</dict>
</dict>
</plist>

View File

@@ -1,36 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>godot-jolt_macos_editor</string>
<key>CFBundleName</key>
<string>Godot Jolt</string>
<key>CFBundleDisplayName</key>
<string>Godot Jolt</string>
<key>CFBundleIdentifier</key>
<string>org.godot-jolt.godot-jolt</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright (c) Mikael Hermansson and Godot Jolt contributors.</string>
<key>CFBundleVersion</key>
<string>0.13.0</string>
<key>CFBundleShortVersionString</key>
<string>0.13.0</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
</array>
<key>CSResourcesFileMapped</key>
<true/>
<key>DTPlatformName</key>
<string>macosx</string>
<key>LSMinimumSystemVersion</key>
<string>10.12</string>
</dict>
</plist>

View File

@@ -1,128 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>files</key>
<dict>
<key>Resources/Info.plist</key>
<data>
GsvlA3T0mwbtJS37DcxlHyr4Vro=
</data>
</dict>
<key>files2</key>
<dict>
<key>Resources/Info.plist</key>
<dict>
<key>hash2</key>
<data>
4Rs/lwMrLlMFf5H+0QtaW/gUNP59U2nHlU4LBmarG1Q=
</data>
</dict>
</dict>
<key>rules</key>
<dict>
<key>^Resources/</key>
<true/>
<key>^Resources/.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^Resources/.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Resources/Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^version.plist$</key>
<true/>
</dict>
<key>rules2</key>
<dict>
<key>.*\.dSYM($|/)</key>
<dict>
<key>weight</key>
<real>11</real>
</dict>
<key>^(.*/)?\.DS_Store$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>2000</real>
</dict>
<key>^(Frameworks|SharedFrameworks|PlugIns|Plug-ins|XPCServices|Helpers|MacOS|Library/(Automator|Spotlight|LoginItems))/</key>
<dict>
<key>nested</key>
<true/>
<key>weight</key>
<real>10</real>
</dict>
<key>^.*</key>
<true/>
<key>^Info\.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^PkgInfo$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^Resources/</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
<key>^Resources/.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^Resources/.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Resources/Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^[^/]+$</key>
<dict>
<key>nested</key>
<true/>
<key>weight</key>
<real>10</real>
</dict>
<key>^embedded\.provisionprofile$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
<key>^version\.plist$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
</dict>
</dict>
</plist>

View File

@@ -100,6 +100,7 @@ _data = {
[node name="Hub1" type="Node3D"]
script = ExtResource("1_v17bv")
map_name = "Hub 1"
gamemode = ExtResource("2_pxx7p")
[node name="Player" parent="." instance=ExtResource("1_ibypk")]
@@ -234,3 +235,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -19.1056, 3.01416, -13.8355)
[node name="pistol1_pickup2" parent="." instance=ExtResource("10_20m5p")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -19.6736, 6.57787, -17.6494)
[node name="Tubes" type="Node3D" parent="."]

View File

@@ -30,8 +30,6 @@ physics_material_override = SubResource("PhysicsMaterial_p0vkd")
continuous_cd = true
contact_monitor = true
max_contacts_reported = 1
linear_damp = 0.1
angular_damp = 0.1
script = ExtResource("1_6f8y7")
[node name="casing2" parent="." instance=ExtResource("2_1ed71")]

View File

@@ -804,7 +804,7 @@ transform = Transform3D(-0.0050006, -0.00706674, 1.87676, 0.00197077, 1.87676, 0
target_position = Vector3(0, 0, -0.1)
[node name="RayCastCasing" type="RayCast3D" parent="mac10"]
transform = Transform3D(-0.00171201, 5.61171e-05, 1.87678, 0.567942, 1.78878, 0.000464575, -1.78878, 0.567941, -0.00164872, 0.38, 0.169931, -0.210019)
transform = Transform3D(-0.00171201, 5.61171e-05, 1.87678, 0.567942, 1.78878, 0.000464575, -1.78878, 0.567941, -0.00164872, 0.379999, 0.169931, -0.355599)
target_position = Vector3(1, 0, 0)
[node name="Trigger" type="MeshInstance3D" parent="mac10"]

View File

@@ -2,8 +2,8 @@
[ext_resource type="Script" uid="uid://euykrpkb4h0m" path="res://scripts/scene_changer.gd" id="1_7ngxb"]
[sub_resource type="BoxShape3D" id="BoxShape3D_mvtr6"]
size = Vector3(20, 20, 20)
[sub_resource type="SphereShape3D" id="SphereShape3D_idsnf"]
radius = 5.0
[sub_resource type="SphereMesh" id="SphereMesh_wfy04"]
@@ -20,7 +20,7 @@ collision_mask = 4
script = ExtResource("1_7ngxb")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("BoxShape3D_mvtr6")
shape = SubResource("SphereShape3D_idsnf")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
visible = false

View File

@@ -27,8 +27,6 @@ class_name gamemode
@export var load_save : = true
@export var money_multiplier : float = 1.0
@export var start_health = 10
@export var gun_1 : Resource
@export var gun_2 : Resource
@export_group("Drops")
@export var drop_chance_minimum = .1
@export var random_drops : bool = false

Binary file not shown.

Binary file not shown.

View File

@@ -242,10 +242,6 @@ holster={
3d_physics/layer_9="Foliage"
3d_physics/layer_10="Ramps"
[physics]
3d/physics_engine="JoltPhysics3D"
[rendering]
textures/canvas_textures/default_texture_filter=0

View File

@@ -27,6 +27,11 @@
[ext_resource type="PackedScene" uid="uid://df34olntmk0wl" path="res://assets/vent_1.tscn" id="32_x8mvi"]
[ext_resource type="PackedScene" uid="uid://dt4t2a48204v1" path="res://assets/spikes_1.tscn" id="33_u3uct"]
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_6pck7"]
dof_blur_far_enabled = true
dof_blur_far_distance = 31.17
dof_blur_near_enabled = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mianr"]
albedo_color = Color(0.323355, 0.462817, 0.242752, 1)
@@ -286,11 +291,6 @@ _surfaces = [{
blend_shape_mode = 0
shadow_mesh = SubResource("ArrayMesh_7g1e1")
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_6pck7"]
dof_blur_far_enabled = true
dof_blur_far_distance = 31.17
dof_blur_near_enabled = true
[sub_resource type="Animation" id="Animation_slj52"]
resource_name = "Menu"
length = 40.0
@@ -328,6 +328,13 @@ _data = {
[node name="AssetChecker" type="Node3D" groups=["ui"]]
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(-0.0683113, 0, 0.997664, 0, 1, 0, -0.997664, 0, -0.0683113, 4.83154, 1.76087, 7.17499)
attributes = SubResource("CameraAttributesPractical_6pck7")
fov = 42.0
[node name="MainMenu" parent="Camera3D" instance=ExtResource("32_uxyoo")]
[node name="Realtime Day Night Cycle" parent="." instance=ExtResource("26_qoxo0")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -11.9891, 1.53028, 4.26966)
set_time = 18.25
@@ -570,13 +577,6 @@ transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 23.119
[node name="Vent2" parent="." instance=ExtResource("32_x8mvi")]
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, -6.98721, 0.923517, 22.4057)
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(-0.0683113, 0, 0.997664, 0, 1, 0, -0.997664, 0, -0.0683113, 4.83154, 1.76087, 7.17499)
attributes = SubResource("CameraAttributesPractical_6pck7")
fov = 42.0
[node name="MainMenu" parent="Camera3D" instance=ExtResource("32_uxyoo")]
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_ey8td")

View File

@@ -3,7 +3,6 @@ class_name level
@export var map_name : String = "Map Name"
@export var gamemode : gamemode = preload("res://GameModes/standard.tres")
@export var player : Node
@export var MAX_PARTICLES = 100
@export var time_based_sun : DirectionalLight3D
@@ -14,6 +13,7 @@ const DEAD_ANNOUNCE = preload("res://assets/dead_announce.tscn")
const CHEST_1 = preload("res://chest1.tscn")
var level_name
var player
var paused = false
var chest_spawners = []
var pickups = []
@@ -106,28 +106,6 @@ func refresh_scene():
respawn_position = player.camera.global_position
respawn_cam_rotation = player.global_transform.basis
if player:
#Set up starting guns and ammo
if gamemode.gun_1 != null:
GameGlobals.held_guns = [gamemode.gun_1]
var instance_gun = GameGlobals.held_guns[0].instantiate()
player.add_ammo(true,instance_gun.gun_name,instance_gun.ammo_type,instance_gun.max_ammo,instance_gun.start_mags)
if gamemode.gun_2 != null:
GameGlobals.held_guns.append(gamemode.gun_2)
var instance_gun_2 = GameGlobals.held_guns[1].instantiate()
player.add_ammo(true,instance_gun_2.gun_name,instance_gun_2.ammo_type,instance_gun_2.max_ammo,instance_gun_2.start_mags)
# Spawn first gun
if gamemode.gun_1 != null:
GameGlobals.current_gun_index = 0
gun_spawn(0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func gun_spawn(index):

View File

@@ -22,7 +22,7 @@ var current_leaderboard_name = all_user_leaderboards[user_id][last_leaderboard_i
var current_match
var current_match_id = 0
var current_round_id = 0
var playlist_test
var playlist
#Player Stats

View File

@@ -33,10 +33,10 @@ func _on_continue_pressed() -> void:
if GameGlobals.current_level == null:
level = "res://scenes/blockout_4.tscn"
level = "res://assets/LevelBlockouts/hub_1.tscn"
load_to_gamemode = "res://GameModes/hubworld.tres"
else:
level = GameGlobals.current_level
level = "res://assets/LevelBlockouts/hub_1.tscn"
load_to_gamemode = GameGlobals.current_gamemode
SaveLoad.save_persistent_data()

View File

@@ -1,8 +1,12 @@
@tool
extends Node
@export var generate_playlist_now = false
@export_tool_button("Generate Playlist")
var playlist_action : Callable = func(): generate_test_playlist()
@export var checksum_test = false
@export var load_playlist_from_file = false
@export var hub_world : level_resource
@export var maps_in_rotation : Array[level_resource] = []
@export var gamemodes_in_rotation : Array[gamemode]= []
@export var levels_per_round : int = 5
@@ -30,8 +34,37 @@ func generate_playlist() -> void:
playlist.append(matches)
save_playlist(playlist)
generate_playlist_now = false
func generate_test_playlist():
var playlist_name = "TEST2"
var playlist = []
var seed_to_use
if playlist_name:
seed_to_use = hash(playlist_name)
else:
seed_to_use = randi()
seed(seed_to_use)
for h in matches_per_year:
var matches = []
for i in rounds_per_match:
var round = []
for x in levels_per_round:
var gamemode_path = gamemodes_in_rotation.pick_random().resource_path
var level_selection = maps_in_rotation.pick_random()
var level_details = {
"level_path" : level_selection.level_path,
"level_name" : level_selection.level_name,
"gamemode_path" : gamemode_path
}
round.append(level_details)
matches.append(round)
playlist.append(matches)
GameGlobals.playlist = playlist
func only_valid_chars(input_string: String) -> String:
var valid_chars = ""
@@ -66,3 +99,7 @@ func load_playlist():
print("no data saved, generating new playlist...")
generate_playlist()
func _on_gui_input(event: InputEvent) -> void:
generate_playlist()

View File

@@ -29,22 +29,12 @@ func _on_body_entered(body: Node3D) -> void:
var scene = ENEMY_WORKING_SCENE_ASYNCTEST.instantiate()
get_tree().current_scene.add_child(scene)
scene.global_position = global_position
##Let the Bounds detector know player is exiting
#SignalBus.emit_signal("player_exiting_tree")
#
#if hub_portal:
##add back other portals to round portal array
#GameGlobals.current_match[GameGlobals.current_round_id].remove_at(index)
##Set incoming gamemode
#GameGlobals.loading_gamemode = level_gamemode
##Save data
#if get_tree().current_scene.gamemode.load_save == true:
#SaveLoad.save_game_data(get_tree().current_scene.get_name())
#SaveLoad.save_user_data()
#get_tree().change_scene_to_file(scene_path)
#else:
#body.velocity = -body.velocity * 1.1
#Set incoming gamemode
GameGlobals.loading_gamemode = level_gamemode
#Save data
if get_tree().current_scene.gamemode.load_save == true:
SaveLoad.save_game_data(get_tree().current_scene.get_name())
SaveLoad.save_user_data()
func _on_start_activation_timeout() -> void:

View File

@@ -9,7 +9,7 @@ signal game_loaded()
signal money_deposited()
signal player_exiting_tree()
signal player_hit()
signal shot_fired()
signal shot_fired(crosshair_jump_amount)
signal player_reloading()
signal enemy_hit()
signal enemy_killed()

View File

@@ -162,6 +162,8 @@ func reload():
func spawn_mag():
var instance_mag = weapon_info.mag.instantiate()
if spawn_av_lv.size() == 1:
await spawn_av_lv.size() ==2
var anim_velocity = solve_anim_av_lv()
instance_mag.position = mag_ejector.global_position