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Add utilities, update scene indices

Godot is a pain with source control and sometimes you've just gotta have
a trash commit. This is it.
master
Luna 7 years ago
parent
commit
0394cb315b
8 changed files with 28 additions and 12 deletions
  1. +1
    -1
      export_presets.cfg
  2. +1
    -0
      plans.md
  3. +1
    -1
      scenes/heroes/2.tscn
  4. +8
    -8
      scenes/lobby.tscn
  5. +2
    -1
      scripts/heroes/3.gd
  6. +0
    -1
      scripts/tp_camera.gd
  7. +14
    -0
      util/client-multiple.sh
  8. +1
    -0
      util/remove-empty.sh

+ 1
- 1
export_presets.cfg View File

@ -2,7 +2,7 @@
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
runnable=false
custom_features=""
export_filter="all_resources"
include_filter=""


+ 1
- 0
plans.md View File

@ -7,6 +7,7 @@ Big TODOs:
- Start making maps and figuring out what works / what you like
- Make a real user interface
- Voice chat
- ARTTTTT
Smaller TODOs:


+ 1
- 1
scenes/heroes/2.tscn View File

@ -7,7 +7,7 @@
radius = 7.0
[node name="RigidBody" index="0" instance=ExtResource( 1 )]
[node name="RigidBody" instance=ExtResource( 1 )]
collision_layer = 8
collision_mask = 13


+ 8
- 8
scenes/lobby.tscn View File

@ -3,30 +3,30 @@
[ext_resource path="res://scripts/lobby.gd" type="Script" id=1]
[ext_resource path="res://scripts/hero_select.gd" type="Script" id=2]
[sub_resource type="DynamicFontData" id=3]
[sub_resource type="DynamicFontData" id=1]
font_path = "res://assets/DejaVuSansMono.ttf"
_sections_unfolded = [ "Resource" ]
[sub_resource type="DynamicFont" id=4]
[sub_resource type="DynamicFont" id=2]
size = 30
use_mipmaps = false
use_filter = false
font_data = SubResource( 3 )
font_data = SubResource( 1 )
_sections_unfolded = [ "Extra Spacing", "Font", "Resource", "Settings" ]
[sub_resource type="DynamicFontData" id=1]
[sub_resource type="DynamicFontData" id=3]
font_path = "res://assets/DejaVuSansMono.ttf"
_sections_unfolded = [ "Resource" ]
[sub_resource type="DynamicFont" id=2]
[sub_resource type="DynamicFont" id=4]
size = 16
use_mipmaps = false
use_filter = false
font_data = SubResource( 1 )
font_data = SubResource( 3 )
_sections_unfolded = [ "Font", "Resource", "Settings" ]
[node name="Control" type="Control"]
@ -62,7 +62,7 @@ mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 4 )
custom_fonts/font = SubResource( 2 )
text = "VANAGLORIA"
percent_visible = 1.0
lines_skipped = 0
@ -529,7 +529,7 @@ mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 2 )
custom_fonts/font = SubResource( 4 )
text = "Waiting for players to connect...."
percent_visible = 1.0
lines_skipped = 0


+ 2
- 1
scripts/heroes/3.gd View File

@ -1,6 +1,6 @@
extends "res://scripts/player.gd"
var merge_power = .1
var merge_power = .75
var merged = null
var old_layer
@ -89,3 +89,4 @@ sync func unmerge():
pos.z += 1
set_translation(pos)
merged = null

+ 0
- 1
scripts/tp_camera.gd View File

@ -99,7 +99,6 @@ func cam_update():
var pos = Vector3();
if cam_ray_result.size() != 0:
print("re-pos, ray found")
var a = (cam_ray_result.position-pivot.get_global_transform().origin).normalized();
var b = pivot.get_global_transform().origin.distance_to(cam_ray_result.position);
#pos = cam_ray_result.position;


+ 14
- 0
util/client-multiple.sh View File

@ -0,0 +1,14 @@
#!/bin/sh
count=$1
if [ ! -z "$count" ]; then
shift # Only do this if arg exists (fixes error)
else
count=2 # Default 2
fi
for i in `seq 1 $count` # 3, for 1 + the server + the starter
do
godot -client "$@" &
done

+ 1
- 0
util/remove-empty.sh View File

@ -0,0 +1 @@
ack '^\{"events":\[\],"spawn":"\(0, 0, 0\)","states":\[\],"time":0\}$' -l | xargs rm

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