diff --git a/.gdignore b/.gdignore
deleted file mode 100644
index 20c56a4..0000000
--- a/.gdignore
+++ /dev/null
@@ -1,2 +0,0 @@
-**.md
-screenshot.png
\ No newline at end of file
diff --git a/.gitattributes b/.gitattributes
deleted file mode 100644
index 8ad74f7..0000000
--- a/.gitattributes
+++ /dev/null
@@ -1,2 +0,0 @@
-# Normalize EOL for all files that Git considers text files.
-* text=auto eol=lf
diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml
new file mode 100644
index 0000000..53e94d1
--- /dev/null
+++ b/.github/workflows/build.yml
@@ -0,0 +1,45 @@
+name: Build
+
+on:
+ push:
+ branches: [main, dev]
+ pull_request:
+ branches: [main, dev]
+
+jobs:
+ build:
+ timeout-minutes: 15
+ continue-on-error: true
+ strategy:
+ matrix:
+ os: [macos-latest, windows-latest]
+ runs-on: ${{matrix.os}}
+ steps:
+ - uses: actions/checkout@v2
+ - uses: goto-bus-stop/setup-zig@v2
+ - name: Build
+ run: zig build
+ - name: Test
+ run: zig build test
+ # ubuntu-build:
+ # timeout-minutes: 15
+ # continue-on-error: true
+ # runs-on: ubuntu-latest
+ # steps:
+ # - uses: actions/checkout@v2
+ # - uses: goto-bus-stop/setup-zig@v2
+ # - name: Install OpenGL
+ # run: apt-get libglu1-mesa-dev freeglut3-dev mesa-common-dev
+ # - name: Build
+ # run: zig build
+ # - name: Test
+ # run: zig build test
+ lint:
+ needs: build
+ timeout-minutes: 15
+ continue-on-error: true
+ runs-on: ubuntu-latest
+ steps:
+ - uses: actions/checkout@v2
+ - uses: goto-bus-stop/setup-zig@v2
+ - run: zig fmt --check .
\ No newline at end of file
diff --git a/.github/workflows/godot.yml b/.github/workflows/godot.yml
deleted file mode 100644
index 6e190cd..0000000
--- a/.github/workflows/godot.yml
+++ /dev/null
@@ -1,27 +0,0 @@
-# name: Build Godot Project
-
-# on:
-# push:
-# branches: [main, develop, "releases/**"]
-# pull_request:
-# branches: [main, develop, "releases/**"]
-
-# jobs:
-# Godot:
-# timeout-minutes: 15
-# continue-on-error: true
-# runs-on: ubuntu-latest
-# strategy:
-# matrix:
-# platform: [linux, windows]
-# steps:
-# - uses: actions/checkout@v2
-# with:
-# lfs: true
-# - name: Build
-# id: build
-# uses: manleydev/build-godot-action@v1.4.1
-# with:
-# name: My Simulation
-# preset: ${{ matrix.platform }}
-# debugMode: "true"
diff --git a/.gitignore b/.gitignore
index 025ba01..f8fad5f 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,42 +1,32 @@
# File created using '.gitignore Generator' for Visual Studio Code: https://bit.ly/vscode-gig
-# Created by https://www.toptal.com/developers/gitignore/api/windows,visualstudiocode,rider,macos,linux,godot,executable,backup,visualstudio
-# Edit at https://www.toptal.com/developers/gitignore?templates=windows,visualstudiocode,rider,macos,linux,godot,executable,backup,visualstudio
+# Created by https://www.toptal.com/developers/gitignore/api/zig,windows,visualstudiocode,macos,linux,cmake,dotnetcore,visualstudio
+# Edit at https://www.toptal.com/developers/gitignore?templates=zig,windows,visualstudiocode,macos,linux,cmake,dotnetcore,visualstudio
-### Backup ###
-*.bak
-*.gho
-*.ori
-*.orig
-*.tmp
+### CMake ###
+CMakeLists.txt.user
+CMakeCache.txt
+CMakeFiles
+CMakeScripts
+Testing
+Makefile
+cmake_install.cmake
+install_manifest.txt
+compile_commands.json
+CTestTestfile.cmake
+_deps
-### Executable ###
-*.app
-*.bat
-*.cgi
-*.com
-*.exe
-*.gadget
-*.jar
-*.pif
-*.vb
-*.wsf
+### CMake Patch ###
+# External projects
+*-prefix/
-### Godot ###
-# Godot 4+ specific ignores
-.godot/
+### DotnetCore ###
+# .NET Core build folders
+bin/
+obj/
-# Godot-specific ignores
-.import/
-export.cfg
-export_presets.cfg
-
-# Imported translations (automatically generated from CSV files)
-*.translation
-
-# Mono-specific ignores
-.mono/
-data_*/
-mono_crash.*.json
+# Common node modules locations
+/node_modules
+/wwwroot/node_modules
### Linux ###
*~
@@ -60,8 +50,7 @@ mono_crash.*.json
.LSOverride
# Icon must end with two \r
-Icon
-
+Icon
# Thumbnails
._*
@@ -86,85 +75,6 @@ Temporary Items
# iCloud generated files
*.icloud
-### Rider ###
-# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
-# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
-
-# User-specific stuff
-.idea/**/workspace.xml
-.idea/**/tasks.xml
-.idea/**/usage.statistics.xml
-.idea/**/dictionaries
-.idea/**/shelf
-
-# AWS User-specific
-.idea/**/aws.xml
-
-# Generated files
-.idea/**/contentModel.xml
-
-# Sensitive or high-churn files
-.idea/**/dataSources/
-.idea/**/dataSources.ids
-.idea/**/dataSources.local.xml
-.idea/**/sqlDataSources.xml
-.idea/**/dynamic.xml
-.idea/**/uiDesigner.xml
-.idea/**/dbnavigator.xml
-
-# Gradle
-.idea/**/gradle.xml
-.idea/**/libraries
-
-# Gradle and Maven with auto-import
-# When using Gradle or Maven with auto-import, you should exclude module files,
-# since they will be recreated, and may cause churn. Uncomment if using
-# auto-import.
-# .idea/artifacts
-# .idea/compiler.xml
-# .idea/jarRepositories.xml
-# .idea/modules.xml
-# .idea/*.iml
-# .idea/modules
-# *.iml
-# *.ipr
-
-# CMake
-cmake-build-*/
-
-# Mongo Explorer plugin
-.idea/**/mongoSettings.xml
-
-# File-based project format
-*.iws
-
-# IntelliJ
-out/
-
-# mpeltonen/sbt-idea plugin
-.idea_modules/
-
-# JIRA plugin
-atlassian-ide-plugin.xml
-
-# Cursive Clojure plugin
-.idea/replstate.xml
-
-# SonarLint plugin
-.idea/sonarlint/
-
-# Crashlytics plugin (for Android Studio and IntelliJ)
-com_crashlytics_export_strings.xml
-crashlytics.properties
-crashlytics-build.properties
-fabric.properties
-
-# Editor-based Rest Client
-.idea/httpRequests
-
-# Android studio 3.1+ serialized cache file
-.idea/caches/build_file_checksums.ser
-
### VisualStudioCode ###
.vscode/*
!.vscode/settings.json
@@ -210,6 +120,15 @@ $RECYCLE.BIN/
# Windows shortcuts
*.lnk
+### zig ###
+# Zig programming language
+
+zig-cache/
+zig-out/
+build/
+build-*/
+docgen_tmp/
+
### VisualStudio ###
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
@@ -299,6 +218,7 @@ StyleCopReport.xml
*.tlb
*.tli
*.tlh
+*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
@@ -598,7 +518,8 @@ FodyWeavers.xsd
### VisualStudio Patch ###
# Additional files built by Visual Studio
-# End of https://www.toptal.com/developers/gitignore/api/windows,visualstudiocode,rider,macos,linux,godot,executable,backup,visualstudio
+# End of https://www.toptal.com/developers/gitignore/api/zig,windows,visualstudiocode,macos,linux,cmake,dotnetcore,visualstudio
# Custom rules (everything added below won't be overriden by 'Generate .gitignore File' if you use 'Update' option)
+*.wasm*
diff --git a/.vscode/tasks.json b/.vscode/tasks.json
new file mode 100644
index 0000000..f253a07
--- /dev/null
+++ b/.vscode/tasks.json
@@ -0,0 +1,22 @@
+{
+ // See https://go.microsoft.com/fwlink/?LinkId=733558
+ // for the documentation about the tasks.json format
+ "version": "2.0.0",
+ "tasks": [
+ {
+ "label": "zig build",
+ "type": "shell",
+ "command": "zig build"
+ },
+ {
+ "label": "zig run",
+ "type": "shell",
+ "command": "zig build run"
+ },
+ {
+ "label": "zig test",
+ "type": "shell",
+ "command": "zig build test"
+ }
+ ]
+}
\ No newline at end of file
diff --git a/COPYING b/COPYING
new file mode 100644
index 0000000..df2c1dc
--- /dev/null
+++ b/COPYING
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
+ 0. Definitions.
+
+ "This License" refers to version 3 of the GNU General Public License.
+
+ "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+ "The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
+"recipients" may be individuals or organizations.
+
+ To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of an
+exact copy. The resulting work is called a "modified version" of the
+earlier work or a work "based on" the earlier work.
+
+ A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+ To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy. Propagation includes copying,
+distribution (with or without modification), making available to the
+public, and in some countries other activities as well.
+
+ To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies. Mere interaction with a user through
+a computer network, with no transfer of a copy, is not conveying.
+
+ An interactive user interface displays "Appropriate Legal Notices"
+to the extent that it includes a convenient and prominently visible
+feature that (1) displays an appropriate copyright notice, and (2)
+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
+work under this License, and how to view a copy of this License. If
+the interface presents a list of user commands or options, such as a
+menu, a prominent item in the list meets this criterion.
+
+ 1. Source Code.
+
+ The "source code" for a work means the preferred form of the work
+for making modifications to it. "Object code" means any non-source
+form of a work.
+
+ A "Standard Interface" means an interface that either is an official
+standard defined by a recognized standards body, or, in the case of
+interfaces specified for a particular programming language, one that
+is widely used among developers working in that language.
+
+ The "System Libraries" of an executable work include anything, other
+than the work as a whole, that (a) is included in the normal form of
+packaging a Major Component, but which is not part of that Major
+Component, and (b) serves only to enable use of the work with that
+Major Component, or to implement a Standard Interface for which an
+implementation is available to the public in source code form. A
+"Major Component", in this context, means a major essential component
+(kernel, window system, and so on) of the specific operating system
+(if any) on which the executable work runs, or a compiler used to
+produce the work, or an object code interpreter used to run it.
+
+ The "Corresponding Source" for a work in object code form means all
+the source code needed to generate, install, and (for an executable
+work) run the object code and to modify the work, including scripts to
+control those activities. However, it does not include the work's
+System Libraries, or general-purpose tools or generally available free
+programs which are used unmodified in performing those activities but
+which are not part of the work. For example, Corresponding Source
+includes interface definition files associated with source files for
+the work, and the source code for shared libraries and dynamically
+linked subprograms that the work is specifically designed to require,
+such as by intimate data communication or control flow between those
+subprograms and other parts of the work.
+
+ The Corresponding Source need not include anything that users
+can regenerate automatically from other parts of the Corresponding
+Source.
+
+ The Corresponding Source for a work in source code form is that
+same work.
+
+ 2. Basic Permissions.
+
+ All rights granted under this License are granted for the term of
+copyright on the Program, and are irrevocable provided the stated
+conditions are met. This License explicitly affirms your unlimited
+permission to run the unmodified Program. The output from running a
+covered work is covered by this License only if the output, given its
+content, constitutes a covered work. This License acknowledges your
+rights of fair use or other equivalent, as provided by copyright law.
+
+ You may make, run and propagate covered works that you do not
+convey, without conditions so long as your license otherwise remains
+in force. You may convey covered works to others for the sole purpose
+of having them make modifications exclusively for you, or provide you
+with facilities for running those works, provided that you comply with
+the terms of this License in conveying all material for which you do
+not control copyright. Those thus making or running the covered works
+for you must do so exclusively on your behalf, under your direction
+and control, on terms that prohibit them from making any copies of
+your copyrighted material outside their relationship with you.
+
+ Conveying under any other circumstances is permitted solely under
+the conditions stated below. Sublicensing is not allowed; section 10
+makes it unnecessary.
+
+ 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
+
+ No covered work shall be deemed part of an effective technological
+measure under any applicable law fulfilling obligations under article
+11 of the WIPO copyright treaty adopted on 20 December 1996, or
+similar laws prohibiting or restricting circumvention of such
+measures.
+
+ When you convey a covered work, you waive any legal power to forbid
+circumvention of technological measures to the extent such circumvention
+is effected by exercising rights under this License with respect to
+the covered work, and you disclaim any intention to limit operation or
+modification of the work as a means of enforcing, against the work's
+users, your or third parties' legal rights to forbid circumvention of
+technological measures.
+
+ 4. Conveying Verbatim Copies.
+
+ You may convey verbatim copies of the Program's source code as you
+receive it, in any medium, provided that you conspicuously and
+appropriately publish on each copy an appropriate copyright notice;
+keep intact all notices stating that this License and any
+non-permissive terms added in accord with section 7 apply to the code;
+keep intact all notices of the absence of any warranty; and give all
+recipients a copy of this License along with the Program.
+
+ You may charge any price or no price for each copy that you convey,
+and you may offer support or warranty protection for a fee.
+
+ 5. Conveying Modified Source Versions.
+
+ You may convey a work based on the Program, or the modifications to
+produce it from the Program, in the form of source code under the
+terms of section 4, provided that you also meet all of these conditions:
+
+ a) The work must carry prominent notices stating that you modified
+ it, and giving a relevant date.
+
+ b) The work must carry prominent notices stating that it is
+ released under this License and any conditions added under section
+ 7. This requirement modifies the requirement in section 4 to
+ "keep intact all notices".
+
+ c) You must license the entire work, as a whole, under this
+ License to anyone who comes into possession of a copy. This
+ License will therefore apply, along with any applicable section 7
+ additional terms, to the whole of the work, and all its parts,
+ regardless of how they are packaged. This License gives no
+ permission to license the work in any other way, but it does not
+ invalidate such permission if you have separately received it.
+
+ d) If the work has interactive user interfaces, each must display
+ Appropriate Legal Notices; however, if the Program has interactive
+ interfaces that do not display Appropriate Legal Notices, your
+ work need not make them do so.
+
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+works, which are not by their nature extensions of the covered work,
+and which are not combined with it such as to form a larger program,
+in or on a volume of a storage or distribution medium, is called an
+"aggregate" if the compilation and its resulting copyright are not
+used to limit the access or legal rights of the compilation's users
+beyond what the individual works permit. Inclusion of a covered work
+in an aggregate does not cause this License to apply to the other
+parts of the aggregate.
+
+ 6. Conveying Non-Source Forms.
+
+ You may convey a covered work in object code form under the terms
+of sections 4 and 5, provided that you also convey the
+machine-readable Corresponding Source under the terms of this License,
+in one of these ways:
+
+ a) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by the
+ Corresponding Source fixed on a durable physical medium
+ customarily used for software interchange.
+
+ b) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by a
+ written offer, valid for at least three years and valid for as
+ long as you offer spare parts or customer support for that product
+ model, to give anyone who possesses the object code either (1) a
+ copy of the Corresponding Source for all the software in the
+ product that is covered by this License, on a durable physical
+ medium customarily used for software interchange, for a price no
+ more than your reasonable cost of physically performing this
+ conveying of source, or (2) access to copy the
+ Corresponding Source from a network server at no charge.
+
+ c) Convey individual copies of the object code with a copy of the
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+ alternative is allowed only occasionally and noncommercially, and
+ only if you received the object code with such an offer, in accord
+ with subsection 6b.
+
+ d) Convey the object code by offering access from a designated
+ place (gratis or for a charge), and offer equivalent access to the
+ Corresponding Source in the same way through the same place at no
+ further charge. You need not require recipients to copy the
+ Corresponding Source along with the object code. If the place to
+ copy the object code is a network server, the Corresponding Source
+ may be on a different server (operated by you or a third party)
+ that supports equivalent copying facilities, provided you maintain
+ clear directions next to the object code saying where to find the
+ Corresponding Source. Regardless of what server hosts the
+ Corresponding Source, you remain obligated to ensure that it is
+ available for as long as needed to satisfy these requirements.
+
+ e) Convey the object code using peer-to-peer transmission, provided
+ you inform other peers where the object code and Corresponding
+ Source of the work are being offered to the general public at no
+ charge under subsection 6d.
+
+ A separable portion of the object code, whose source code is excluded
+from the Corresponding Source as a System Library, need not be
+included in conveying the object code work.
+
+ A "User Product" is either (1) a "consumer product", which means any
+tangible personal property which is normally used for personal, family,
+or household purposes, or (2) anything designed or sold for incorporation
+into a dwelling. In determining whether a product is a consumer product,
+doubtful cases shall be resolved in favor of coverage. For a particular
+product received by a particular user, "normally used" refers to a
+typical or common use of that class of product, regardless of the status
+of the particular user or of the way in which the particular user
+actually uses, or expects or is expected to use, the product. A product
+is a consumer product regardless of whether the product has substantial
+commercial, industrial or non-consumer uses, unless such uses represent
+the only significant mode of use of the product.
+
+ "Installation Information" for a User Product means any methods,
+procedures, authorization keys, or other information required to install
+and execute modified versions of a covered work in that User Product from
+a modified version of its Corresponding Source. The information must
+suffice to ensure that the continued functioning of the modified object
+code is in no case prevented or interfered with solely because
+modification has been made.
+
+ If you convey an object code work under this section in, or with, or
+specifically for use in, a User Product, and the conveying occurs as
+part of a transaction in which the right of possession and use of the
+User Product is transferred to the recipient in perpetuity or for a
+fixed term (regardless of how the transaction is characterized), the
+Corresponding Source conveyed under this section must be accompanied
+by the Installation Information. But this requirement does not apply
+if neither you nor any third party retains the ability to install
+modified object code on the User Product (for example, the work has
+been installed in ROM).
+
+ The requirement to provide Installation Information does not include a
+requirement to continue to provide support service, warranty, or updates
+for a work that has been modified or installed by the recipient, or for
+the User Product in which it has been modified or installed. Access to a
+network may be denied when the modification itself materially and
+adversely affects the operation of the network or violates the rules and
+protocols for communication across the network.
+
+ Corresponding Source conveyed, and Installation Information provided,
+in accord with this section must be in a format that is publicly
+documented (and with an implementation available to the public in
+source code form), and must require no special password or key for
+unpacking, reading or copying.
+
+ 7. Additional Terms.
+
+ "Additional permissions" are terms that supplement the terms of this
+License by making exceptions from one or more of its conditions.
+Additional permissions that are applicable to the entire Program shall
+be treated as though they were included in this License, to the extent
+that they are valid under applicable law. If additional permissions
+apply only to part of the Program, that part may be used separately
+under those permissions, but the entire Program remains governed by
+this License without regard to the additional permissions.
+
+ When you convey a copy of a covered work, you may at your option
+remove any additional permissions from that copy, or from any part of
+it. (Additional permissions may be written to require their own
+removal in certain cases when you modify the work.) You may place
+additional permissions on material, added by you to a covered work,
+for which you have or can give appropriate copyright permission.
+
+ Notwithstanding any other provision of this License, for material you
+add to a covered work, you may (if authorized by the copyright holders of
+that material) supplement the terms of this License with terms:
+
+ a) Disclaiming warranty or limiting liability differently from the
+ terms of sections 15 and 16 of this License; or
+
+ b) Requiring preservation of specified reasonable legal notices or
+ author attributions in that material or in the Appropriate Legal
+ Notices displayed by works containing it; or
+
+ c) Prohibiting misrepresentation of the origin of that material, or
+ requiring that modified versions of such material be marked in
+ reasonable ways as different from the original version; or
+
+ d) Limiting the use for publicity purposes of names of licensors or
+ authors of the material; or
+
+ e) Declining to grant rights under trademark law for use of some
+ trade names, trademarks, or service marks; or
+
+ f) Requiring indemnification of licensors and authors of that
+ material by anyone who conveys the material (or modified versions of
+ it) with contractual assumptions of liability to the recipient, for
+ any liability that these contractual assumptions directly impose on
+ those licensors and authors.
+
+ All other non-permissive additional terms are considered "further
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+
+ Nothing in this License shall be construed as excluding or limiting
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+ 12. No Surrender of Others' Freedom.
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+ 14. Revised Versions of this License.
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+ The Free Software Foundation may publish revised and/or new versions of
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+ Later license versions may give you additional or different
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+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
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+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
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+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
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+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
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+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
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+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C) 2024 Tony Bark
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C) 2024 Tony Bark
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/LICENSE b/LICENSE
index 4d37832..375600d 100644
--- a/LICENSE
+++ b/LICENSE
@@ -1,674 +1,47 @@
- GNU GENERAL PUBLIC LICENSE
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-
- Copyright (C) 2007 Free Software Foundation, Inc.
- Everyone is permitted to copy and distribute verbatim copies
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- The licenses for most software and other practical works are designed
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- You may not impose any further restrictions on the exercise of the
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-(including a cross-claim or counterclaim in a lawsuit) alleging that
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- 11. Patents.
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- A "contributor" is a copyright holder who authorizes use under this
-License of the Program or a work on which the Program is based. The
-work thus licensed is called the contributor's "contributor version".
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- A contributor's "essential patent claims" are all patent claims
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-but do not include claims that would be infringed only as a
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-patent sublicenses in a manner consistent with the requirements of
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-patent license under the contributor's essential patent claims, to
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-propagate the contents of its contributor version.
-
- In the following three paragraphs, a "patent license" is any express
-agreement or commitment, however denominated, not to enforce a patent
-(such as an express permission to practice a patent or covenant not to
-sue for patent infringement). To "grant" such a patent license to a
-party means to make such an agreement or commitment not to enforce a
-patent against the party.
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- If you convey a covered work, knowingly relying on a patent license,
-and the Corresponding Source of the work is not available for anyone
-to copy, free of charge and under the terms of this License, through a
-publicly available network server or other readily accessible means,
-then you must either (1) cause the Corresponding Source to be so
-available, or (2) arrange to deprive yourself of the benefit of the
-patent license for this particular work, or (3) arrange, in a manner
-consistent with the requirements of this License, to extend the patent
-license to downstream recipients. "Knowingly relying" means you have
-actual knowledge that, but for the patent license, your conveying the
-covered work in a country, or your recipient's use of the covered work
-in a country, would infringe one or more identifiable patents in that
-country that you have reason to believe are valid.
-
- If, pursuant to or in connection with a single transaction or
-arrangement, you convey, or propagate by procuring conveyance of, a
-covered work, and grant a patent license to some of the parties
-receiving the covered work authorizing them to use, propagate, modify
-or convey a specific copy of the covered work, then the patent license
-you grant is automatically extended to all recipients of the covered
-work and works based on it.
-
- A patent license is "discriminatory" if it does not include within
-the scope of its coverage, prohibits the exercise of, or is
-conditioned on the non-exercise of one or more of the rights that are
-specifically granted under this License. You may not convey a covered
-work if you are a party to an arrangement with a third party that is
-in the business of distributing software, under which you make payment
-to the third party based on the extent of your activity of conveying
-the work, and under which the third party grants, to any of the
-parties who would receive the covered work from you, a discriminatory
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-conveyed by you (or copies made from those copies), or (b) primarily
-for and in connection with specific products or compilations that
-contain the covered work, unless you entered into that arrangement,
-or that patent license was granted, prior to 28 March 2007.
-
- Nothing in this License shall be construed as excluding or limiting
-any implied license or other defenses to infringement that may
-otherwise be available to you under applicable patent law.
-
- 12. No Surrender of Others' Freedom.
-
- If conditions are imposed on you (whether by court order, agreement or
-otherwise) that contradict the conditions of this License, they do not
-excuse you from the conditions of this License. If you cannot convey a
-covered work so as to satisfy simultaneously your obligations under this
-License and any other pertinent obligations, then as a consequence you may
-not convey it at all. For example, if you agree to terms that obligate you
-to collect a royalty for further conveying from those to whom you convey
-the Program, the only way you could satisfy both those terms and this
-License would be to refrain entirely from conveying the Program.
-
- 13. Use with the GNU Affero General Public License.
-
- Notwithstanding any other provision of this License, you have
-permission to link or combine any covered work with a work licensed
-under version 3 of the GNU Affero General Public License into a single
-combined work, and to convey the resulting work. The terms of this
-License will continue to apply to the part which is the covered work,
-but the special requirements of the GNU Affero General Public License,
-section 13, concerning interaction through a network will apply to the
-combination as such.
-
- 14. Revised Versions of this License.
-
- The Free Software Foundation may publish revised and/or new versions of
-the GNU General Public License from time to time. Such new versions will
-be similar in spirit to the present version, but may differ in detail to
-address new problems or concerns.
-
- Each version is given a distinguishing version number. If the
-Program specifies that a certain numbered version of the GNU General
-Public License "or any later version" applies to it, you have the
-option of following the terms and conditions either of that numbered
-version or of any later version published by the Free Software
-Foundation. If the Program does not specify a version number of the
-GNU General Public License, you may choose any version ever published
-by the Free Software Foundation.
-
- If the Program specifies that a proxy can decide which future
-versions of the GNU General Public License can be used, that proxy's
-public statement of acceptance of a version permanently authorizes you
-to choose that version for the Program.
-
- Later license versions may give you additional or different
-permissions. However, no additional obligations are imposed on any
-author or copyright holder as a result of your choosing to follow a
-later version.
-
- 15. Disclaimer of Warranty.
-
- THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
-APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
-HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
-OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
-THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
-IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
-ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
-
- 16. Limitation of Liability.
-
- IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
-WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
-THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
-GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
-USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
-DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
-PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
-EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
-SUCH DAMAGES.
-
- 17. Interpretation of Sections 15 and 16.
-
- If the disclaimer of warranty and limitation of liability provided
-above cannot be given local legal effect according to their terms,
-reviewing courts shall apply local law that most closely approximates
-an absolute waiver of all civil liability in connection with the
-Program, unless a warranty or assumption of liability accompanies a
-copy of the Program in return for a fee.
-
- END OF TERMS AND CONDITIONS
-
- How to Apply These Terms to Your New Programs
-
- If you develop a new program, and you want it to be of the greatest
-possible use to the public, the best way to achieve this is to make it
-free software which everyone can redistribute and change under these terms.
-
- To do so, attach the following notices to the program. It is safest
-to attach them to the start of each source file to most effectively
-state the exclusion of warranty; and each file should have at least
-the "copyright" line and a pointer to where the full notice is found.
-
-
- Copyright (C) 2023 Tony Bark
-
- This program is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program. If not, see .
-
-Also add information on how to contact you by electronic and paper mail.
-
- If the program does terminal interaction, make it output a short
-notice like this when it starts in an interactive mode:
-
- Copyright (C) 2023 Tony Bark
- This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
- This is free software, and you are welcome to redistribute it
- under certain conditions; type `show c' for details.
-
-The hypothetical commands `show w' and `show c' should show the appropriate
-parts of the General Public License. Of course, your program's commands
-might be different; for a GUI interface, you would use an "about box".
-
- You should also get your employer (if you work as a programmer) or school,
-if any, to sign a "copyright disclaimer" for the program, if necessary.
-For more information on this, and how to apply and follow the GNU GPL, see
-.
-
- The GNU General Public License does not permit incorporating your program
-into proprietary programs. If your program is a subroutine library, you
-may consider it more useful to permit linking proprietary applications with
-the library. If this is what you want to do, use the GNU Lesser General
-Public License instead of this License. But first, please read
-.
\ No newline at end of file
+City Limits.
+
+Copyright (C) Tony Bark, 2024.
+
+Adapted from the original Micropolis source code release, and so released
+under the GNU General Public License V3.
+
+ADDITIONAL TERMS per GNU GPL Section 7
+
+No trademark or publicity rights are granted. This license does NOT
+give you any right, title or interest in the trademark SimCity or any
+other Electronic Arts trademark. You may not distribute any
+modification of this program using the trademark SimCity or claim any
+affliation or association with Electronic Arts Inc. or its employees.
+
+Any propagation or conveyance of this program must include this
+copyright notice and these terms.
+
+If you convey this program (or any modifications of it) and assume
+contractual liability for the program to recipients of it, you agree
+to indemnify Electronic Arts for any liability that those contractual
+assumptions impose on Electronic Arts.
+
+You may not misrepresent the origins of this program; modified
+versions of the program must be marked as such and not identified as
+the original program.
+
+This disclaimer supplements the one included in the General Public
+License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+NOT APPLY TO YOU.
\ No newline at end of file
diff --git a/README.md b/README.md
index 77241a0..faf434b 100644
--- a/README.md
+++ b/README.md
@@ -3,40 +3,17 @@
-
+
-CityLimits is an open source reimagining of SimCity Classic based on Godot. In the long run, I plan on adding on gameplay mechanics used in later iterations. Like it's cousin, everything learned in the making of CityLimits will go towards the building and customization that I've been itching to create.
+CityLimits is an open source reimagining of SimCity Classic written in Zig based on RayLib, and using Micropolis's core. In the long run, I plan on adding on gameplay mechanics used in later iterations. Like it's cousin, everything learned in the making of CityLimits will go towards the building and customization that I've been itching to create.
-## Features
-
-While CityLimits plans to stick close to the classic SimCity formula as much as possible, I do plan to add in features introduced in later installments, as well as my own touches.
-
-### Dice Mechanics
-
-One of these unique touches and biggest difference is how random events are tackled. Instead of trying to dig through the Micropolis code, I'm going to streamline the process by using a simple D&D dice engine. So if you think the game rolled you a 1, it probably did. It's just easier to comprehend, like the desktop metaphor.
-
-
-## Controls
-
-| Key | Command |
-| --- | --- |
-| ``W`` ``A`` ``S`` ``D`` | Move camera |
-| ``F`` | Camera to center |
-| ``Middle mouse button`` | Hold to rotate camera |
-| ``Left mouse button`` | Place building |
-| ``DEL`` | Remove building |
-| ``Right mouse button`` | Rotate building |
-| ``Q`` ``E`` | Toggle between buildings |
-| ``F1`` | Save |
-| ``F2`` | Load |
## Authors
- **Tony Bark** - _Initial work_ - [tonytins](https://github.com/tonytins)
- **Maxis** - _Assets_ - [SimHacker](https://github.com/SimHacker/)
-- **Font Awesome** - _Icons_ - [FortAwesome](https://github.com/FortAwesome)
See also the list of [contributors](https://github.com/tonytins/citylimits/contributors) who participated in this project.
diff --git a/addons/markdownlabel/.gitignore b/addons/markdownlabel/.gitignore
deleted file mode 100644
index 4b3e0d5..0000000
--- a/addons/markdownlabel/.gitignore
+++ /dev/null
@@ -1,17 +0,0 @@
-# Godot 4+ specific ignores
-.godot/
-
-# Godot-specific ignores
-.import/
-export.cfg
-export_presets.cfg
-*.import
-project.godot
-
-# Imported translations (automatically generated from CSV files)
-*.translation
-
-# Mono-specific ignores
-.mono/
-data_*/
-mono_crash.*.json
\ No newline at end of file
diff --git a/addons/markdownlabel/README.md b/addons/markdownlabel/README.md
deleted file mode 100644
index b68508e..0000000
--- a/addons/markdownlabel/README.md
+++ /dev/null
@@ -1,250 +0,0 @@
-# MarkdownLabel
-
-A custom [Godot](https://godotengine.org/) node that extends [RichTextLabel](https://docs.godotengine.org/en/stable/classes/class_richtextlabel.html) to use Markdown instead of BBCode.
-
-### Contents
-
-- [Disclaimer](#disclaimer)
-- [Installation](#installation)
-- [Usage](#usage)
- - [Basic syntax](#basic-syntax)
- - [Code](#code)
- - [Headers](#headers)
- - [Links](#links)
- - [Images](#images)
- - [Lists](#lists)
- - [Tables](#tables)
- - [Escaping characters](#escaping-characters)
-- [Limitations](#limitations)
- - [Unsupported syntax elements](#unsupported-syntax-elements)
- - [Performance](#performance)
-- [Acknowledgements](#acknowledgements)
-
-## Disclaimer
-
-**This is a work in progress**. I created this for my own use and figured out someone else might as well have some use for it. Obviously using BBCode will be better performance-wise since it's natively integrated in Godot. But using Markdown is much easier to write and read, so it can save development time in many cases.
-
-I coded this quickly and without previous knowledge of how to parse Markdown properly, so there might be some inefficiencies and bugs. Please report any unexpected behavior.
-
-I might convert this to C++ code at some point, to improve performance.
-
-### Intended use case
-
-This node is very useful for static text that you want to display in your application. It's not recommended to use this for text which is dynamically modified at run time.
-
-My initial use case that lead me to do this was to directly include text from files in my game, such as credits and patch notes, in a format that is easier to mantain for me. This has the added benefit of being able to use the same Markdown files that are displayed in a github repository, instead of having to make two versions of the same text in two different formats.
-
-## Installation
-
-1. Download the `addons` folder of this repository.
-2. Place it in your project's root folder.
-3. Go to `Project > Project Settings... > Plugins` and enable the MarkdownLabel plugin.
-4. Reload the project.
-
-## Usage
-
-Simply add a MarkdownLabel to the scene and write its `markdown_text` field in Markdown format.
-
-In the RichTextLabel properties:
-- **`bbcode_enabled` property must be enabled**.
-- Do not touch the `text` property, since it's internally used by MarkdownLabel to properly format its text.
-- You can use the rest of its properties as normal.
-
-You can still use BBCode tags that don't have a Markdown equivalent, such as `[color=green]underlined text[/color]`, allowing you to have the full functionality of RichTextLabel with the simplicity and readibility of Markdown.
-
-
-*An example of the node being used to display this Markdown file.*
-
-### Basic syntax
-
-The basic Markdown syntax works in the standard way:
-
-```
-Markdown text ................ -> BBCode equivalent
--------------------------------||------------------
-**Bold** or __bold__ ......... -> [b]Bold[/b] or [b]bold[/b]
-*Italics* or _italics_ ....... -> [i]Italics[/i] or [i]italics[/i]
-***Nested*** *__emphasis__* .. -> [b][i]Nested[/i][b] [i][b]emphasis[/b][/i]
-~~Strike-through~~ ........... -> [s]Strike-through[/s]
-```
-
-### Code
-
-You can display code in-line by surrounding text with any number of backticks (\`), and you can display code in multiple lines (also called a fenced code block) by placing a line containing just three or more backticks (\`\`\`) or tildes (\~\~\~) above and below your code block.
-
-Examples:
-```
-Markdown text ................. -> BBCode equivalent
---------------------------------||------------------
-The following is `in-line code` -> The following is [code]in-line code[/code]
-This is also ``in-line code`` -> The following is [code]in-line code[/code]
-
-~~~ .......... -> [code]
-This is a .......... -> This is a
-multiline codeblock .......... -> multiline codeblock
-~~~ .......... -> [/code]
-
-```
-
-**Important**: note that in-line code and code blocks won't do anything with Godot's default font, since it doesn't have a monospace variant. As described in [Godot's BBCode reference](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html#reference): "The monospaced (`[code]`) tag only works if a custom font is set up in the RichTextLabel node's theme overrides. Otherwise, monospaced text will use the regular font".
-
-### Headers
-
-MarkdownLabel supports headers, although RichTextLabel doesn't. By default, a line defined as a header will have its font size scaled by a pre-defined amount.
-
-To define a line as a header, begin it with any number of consecutive hash symbols (#) and follow it with the title of your header. The number of hash symbols defines the level of the header. The maximum supported level is six..
-
-Example:
-```
-Markdown text:
-## This is a second-level header
-
-BBCode equivalent:
-[font_size=27]This is a second-level header[/font_size]
-```
-where the `27` in `[font_size=27]` comes from multiplying the set `h2.font_size` (`1.714` by default) by the current `normal_font_size` (`16` by default).
-
-You can optionally set custom sizes and formatting (bold, italics, and underline) for each header level individually. To do so:
-
-- In the inspector, open the "Header formats" category, click on the resource associated with the desired header level, and customize the properties there.
-- In script, access those properties through the `h1`, `h2`, etc. properties. Example: `$YourMarkdownLabel.h3.is_italic = true` will set all level-3 headers within `$YourMarkdownLabel` to be displayed as italics.
-
-Of course, you can also use basic formatting within the headers (e.g. `### Header with **bold** and *italic* words`).
-
-### Links
-
-Links follow the standard Markdown syntax of `[text to display](example.com)`. Additionally, you can add tooltips to your links with `[text to display](example.com "Some tooltip")`.
-
-"Autolinks" are also supported with their standard syntax: ``, and `` for mail autolinks.
-
-Keep in mind that, in Godot, **links do nothing by default**. MarkdownLabel treats them the say way (may be changed in the future). See the [RichTextLabel reference](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html#doc-bbcode-in-richtextlabel-handling-url-tag-clicks) for more info.
-
-```
-Markdown text .............................. -> BBCode equivalent
----------------------------------------------||------------------
-[this is a link](example.com) .............. -> [url=example.com]this is a link[/url]
-[this is a link](example.com "Example page") -> [hint=Example url][url=example.com]this is a link[/url][/hint]
- .............................. -> [url]example.com[/url]
- ......................... -> [url=mailto:mail@example.com]mail@example.com[/url]
-```
-
-### Images
-
-Images use the same syntax as links but preceded by an exclamation mark (!):
-
-```
-Markdown text .............................................. -> BBCode equivalent
--------------------------------------------------------------||------------------
- ................... -> [img]res://some/path.png[/img]
- -> [hint=This is a tooltip][img]res://some/path.png[/img][/hint]
-```
-However, Godot's BBCode doesn't support alt text for images, so what you put inside the square brackets doesn't affect the end result. You can use it for your own clarity, though.
-
-For advanced usage (setting width, height, and other options), use the BBCode `[img]` tag instead, as described in [Godot's BBCode reference](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html#reference).
-
-### Lists
-
-Unordered list elements begin with a dash (-), asterisk (*), or plus sign (+) followed by a space.
-
-Ordered list elements begin with a number from 1 to 9 followed by a single dot and a space.
-
-To begin a list, you must write the first element without indentation and, in the case of ordered lists, the first element must begin with the number 1.
-
-From there, you add elements in consecutive lines (do not leave blank lines between elements), and you can open nested lists by indenting new elements any number of spaces or tabs.
-
-Examples:
-
-Markdown text:
-```
-1. First element of an unordered list
-2. Second element
- 1. Nested element
-1. Third element. The number at the beginning doesn't need to match the actual order. It's only relevant for the first element.
- - You can also nest unordered lists inside ordered lists, and viceversa
- 1. This is a nested list inside another nested list.
-```
-BBCode equivalent:
-```
-[ol]First element of an unordered list
-Second element
-[ol]Nested element[/ol]
-Third element. The number at the beginning doesn't need to match the actual order. It's only relevant for the first element.
-[ul]You can also nest unordered lists inside ordered lists, and viceversa
-[ol]This is a nested list inside another nested list.[/ol]
-[/ul][/ol]
-```
-
-### Tables
-
-Tables are constructed by separating columns with pipes (`|`).
-
-Example:
-
-Markdown text:
-````
-| cell1 | cell2 |
-| cell3 | cell4 |
-````
-
-BBCode equivalent:
-````
-[table=2]
-[cell]cell1[/cell][cell]cell2[/cell]
-[cell]cell3[/cell][cell]cell4[/cell]
-[/table]
-````
-
-Note that [delimiter rows](https://github.github.com/gfm/#delimiter-row) are optional and will be ignored, since Godot's BBCode doesn't support cell alignment.
-
-Example:
-````
-| cell1 | cell2 |
-| ----: | :---- |
-| cell3 | cell4 |
-````
-The above Markdown table will produce the same BBCode output as the previous example.
-
-For advanced usage (setting ratio, border, background, etc.), use the BBCode `[table]` tag instead, as described in [Godot's BBCode reference](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html#reference).
-
-### Escaping characters
-
-You can escape characters using a backlash if you don't want them to form a Markdown syntax element. You can escape backlashes if you don't want them to escape the following character. You can't escape characters inside in-line or fenced code, since the string will be displayed as-is. You also don't need to escape characters inside a link or image url.
-
-Examples:
-```
-Markdown text ............................ -> BBCode equivalent
--------------------------------------------||------------------
-These \**outer asterisks*\* are escaped .. -> These *[i]outer asterisks[/i]* are escaped
-This \\*asterisk* is not escaped ......... -> \[i]This asterisk[/i] is not escaped
-`This \\*asterisk* is inside in-line code` -> [code]This \\*asterisk* is inside in-line code[/code]
-[Link](url_with_backlashes.net) .......... -> [url=url_with_backlashes.net]Link[/url]
-```
-
-Note: to escape an ordered list, you must escape the dot that follows the number, e.g. `1\. Not a list`.
-
-Keep in mind that, if you are writing text inside a script, you will have to "double escape" backlashes, since you are writing in a string. Some other characters, such as double-quotes, also need in-script escaping:
-
-- In-script: `\\*`, `\\\"`
-- In-editor: `\*`, `\"`
-- Result: `*`, `"`
-
-## Limitations
-
-Keep in mind that this is not supposed to be a full Markdown implementation, it just provides a Markdown interface to Godot's BBCode support and, as such, is limited by it.
-
-If encountering any unreported bug or unexpected bahaviour, please ensure that your Markdown is written as clean as possible, following best practices (I wrote this primarily taking [Commonmark](https://commonmark.org/) and [Github-flavoured Markdown](https://github.github.com/gfm/) as reference, but it has its own peculiarities due to the use of Godot's BBCode).
-
-### Unsupported syntax elements
-
-The following Markdown syntax elements are not supported because Godot's BBCode does not support them:
-- Quotes
-- Horizontal rules
-- Reference links
-
-### Performance
-
-This node basically parses the whole text, converting it from Markdown to BBCode at runtime, so it may produce performance issues with some extreme usages, such as very large and heavily-formatted texts or updating a heavily-formatted text very frequently. That already can happen with BBCode, though, so in that case, you are probably better off [using RichTextLabel's functions](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html#using-push-tag-and-pop-functions-instead-of-bbcode) instead of writing the formatting directly in-text.
-
-### Acknowledgements
-
-The syntax and implementation of MarkdownLabel is largely based on [Github-flavored Markdown](https://github.github.com/gfm/) and [CommonMark](https://commonmark.org/), with its own quirks to accomodate it within [Godot's RichTextLabel BBCode](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html).
diff --git a/addons/markdownlabel/assets/screenshot.png b/addons/markdownlabel/assets/screenshot.png
deleted file mode 100644
index fcbb753..0000000
Binary files a/addons/markdownlabel/assets/screenshot.png and /dev/null differ
diff --git a/addons/markdownlabel/example.gd b/addons/markdownlabel/example.gd
deleted file mode 100644
index 5c1e50a..0000000
--- a/addons/markdownlabel/example.gd
+++ /dev/null
@@ -1,5 +0,0 @@
-extends Control
-
-
-func _ready() -> void:
- $MarkdownLabel.display_file("res://addons/markdownlabel/README.md")
diff --git a/addons/markdownlabel/example.tscn b/addons/markdownlabel/example.tscn
deleted file mode 100644
index 59ddb32..0000000
--- a/addons/markdownlabel/example.tscn
+++ /dev/null
@@ -1,77 +0,0 @@
-[gd_scene load_steps=15 format=3 uid="uid://bka0d50qmnb8y"]
-
-[ext_resource type="Script" path="res://addons/markdownlabel/example.gd" id="1_7b8dd"]
-[ext_resource type="Script" path="res://addons/markdownlabel/markdownlabel.gd" id="2_opcio"]
-[ext_resource type="Script" path="res://addons/markdownlabel/header_formats/h1_format.gd" id="3_kbjha"]
-[ext_resource type="Script" path="res://addons/markdownlabel/header_formats/h2_format.gd" id="4_tqhuu"]
-[ext_resource type="Script" path="res://addons/markdownlabel/header_formats/h3_format.gd" id="5_us0p7"]
-[ext_resource type="Script" path="res://addons/markdownlabel/header_formats/h4_format.gd" id="6_8ublj"]
-[ext_resource type="Script" path="res://addons/markdownlabel/header_formats/h5_format.gd" id="7_42de6"]
-[ext_resource type="Script" path="res://addons/markdownlabel/header_formats/h6_format.gd" id="8_y8fds"]
-
-[sub_resource type="Resource" id="Resource_r7ev3"]
-script = ExtResource("3_kbjha")
-font_size = 2.285
-is_bold = false
-is_italic = false
-is_underlined = false
-
-[sub_resource type="Resource" id="Resource_qh6ic"]
-script = ExtResource("4_tqhuu")
-font_size = 1.714
-is_bold = false
-is_italic = false
-is_underlined = false
-
-[sub_resource type="Resource" id="Resource_qx73p"]
-script = ExtResource("5_us0p7")
-font_size = 1.428
-is_bold = false
-is_italic = false
-is_underlined = false
-
-[sub_resource type="Resource" id="Resource_yx0wh"]
-script = ExtResource("6_8ublj")
-font_size = 1.142
-is_bold = false
-is_italic = false
-is_underlined = false
-
-[sub_resource type="Resource" id="Resource_1ovcl"]
-script = ExtResource("7_42de6")
-font_size = 1.0
-is_bold = false
-is_italic = false
-is_underlined = false
-
-[sub_resource type="Resource" id="Resource_fj0e0"]
-script = ExtResource("8_y8fds")
-font_size = 0.857
-is_bold = false
-is_italic = false
-is_underlined = false
-
-[node name="Example" type="Control"]
-layout_mode = 3
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-script = ExtResource("1_7b8dd")
-
-[node name="MarkdownLabel" type="RichTextLabel" parent="."]
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-bbcode_enabled = true
-script = ExtResource("2_opcio")
-h1 = SubResource("Resource_r7ev3")
-h2 = SubResource("Resource_qh6ic")
-h3 = SubResource("Resource_qx73p")
-h4 = SubResource("Resource_yx0wh")
-h5 = SubResource("Resource_1ovcl")
-h6 = SubResource("Resource_fj0e0")
diff --git a/addons/markdownlabel/header_formats/h1_format.gd b/addons/markdownlabel/header_formats/h1_format.gd
deleted file mode 100644
index ce71271..0000000
--- a/addons/markdownlabel/header_formats/h1_format.gd
+++ /dev/null
@@ -1,32 +0,0 @@
-class_name H1Format
-extends Resource
-
-## Relative font size of this header level (will be multiplied by [code]normal_font_size[/code])
-@export var font_size: float = 2.285 : set = _set_font_size
-## Whether this header level is drawn as bold or not
-@export var is_bold := false : set = _set_is_bold
-## Whether this header level is drawn as italics or not
-@export var is_italic := false : set = _set_is_italic
-## Whether this header level is underlined or not
-@export var is_underlined := false : set = _set_is_underlined
-
-signal _updated
-
-func _init() -> void:
- resource_local_to_scene = true
-
-func _set_font_size(new_font_size: float) -> void:
- font_size = new_font_size
- _updated.emit()
-
-func _set_is_bold(new_is_bold: bool) -> void:
- is_bold = new_is_bold
- _updated.emit()
-
-func _set_is_italic(new_is_italic: bool) -> void:
- is_italic = new_is_italic
- _updated.emit()
-
-func _set_is_underlined(new_is_underlined: bool) -> void:
- is_underlined = new_is_underlined
- _updated.emit()
diff --git a/addons/markdownlabel/header_formats/h2_format.gd b/addons/markdownlabel/header_formats/h2_format.gd
deleted file mode 100644
index eb18a80..0000000
--- a/addons/markdownlabel/header_formats/h2_format.gd
+++ /dev/null
@@ -1,32 +0,0 @@
-class_name H2Format
-extends Resource
-
-## Relative font size of this header level (will be multiplied by [code]normal_font_size[/code])
-@export var font_size: float = 1.714 : set = _set_font_size
-## Whether this header level is drawn as bold or not
-@export var is_bold := false : set = _set_is_bold
-## Whether this header level is drawn as italics or not
-@export var is_italic := false : set = _set_is_italic
-## Whether this header level is underlined or not
-@export var is_underlined := false : set = _set_is_underlined
-
-signal _updated
-
-func _init() -> void:
- resource_local_to_scene = true
-
-func _set_font_size(new_font_size: float) -> void:
- font_size = new_font_size
- _updated.emit()
-
-func _set_is_bold(new_is_bold: bool) -> void:
- is_bold = new_is_bold
- _updated.emit()
-
-func _set_is_italic(new_is_italic: bool) -> void:
- is_italic = new_is_italic
- _updated.emit()
-
-func _set_is_underlined(new_is_underlined: bool) -> void:
- is_underlined = new_is_underlined
- _updated.emit()
diff --git a/addons/markdownlabel/header_formats/h3_format.gd b/addons/markdownlabel/header_formats/h3_format.gd
deleted file mode 100644
index 21a2f79..0000000
--- a/addons/markdownlabel/header_formats/h3_format.gd
+++ /dev/null
@@ -1,32 +0,0 @@
-class_name H3Format
-extends Resource
-
-## Relative font size of this header level (will be multiplied by [code]normal_font_size[/code])
-@export var font_size: float = 1.428 : set = _set_font_size
-## Whether this header level is drawn as bold or not
-@export var is_bold := false : set = _set_is_bold
-## Whether this header level is drawn as italics or not
-@export var is_italic := false : set = _set_is_italic
-## Whether this header level is underlined or not
-@export var is_underlined := false : set = _set_is_underlined
-
-signal _updated
-
-func _init() -> void:
- resource_local_to_scene = true
-
-func _set_font_size(new_font_size: float) -> void:
- font_size = new_font_size
- _updated.emit()
-
-func _set_is_bold(new_is_bold: bool) -> void:
- is_bold = new_is_bold
- _updated.emit()
-
-func _set_is_italic(new_is_italic: bool) -> void:
- is_italic = new_is_italic
- _updated.emit()
-
-func _set_is_underlined(new_is_underlined: bool) -> void:
- is_underlined = new_is_underlined
- _updated.emit()
diff --git a/addons/markdownlabel/header_formats/h4_format.gd b/addons/markdownlabel/header_formats/h4_format.gd
deleted file mode 100644
index 87d04e1..0000000
--- a/addons/markdownlabel/header_formats/h4_format.gd
+++ /dev/null
@@ -1,32 +0,0 @@
-class_name H4Format
-extends Resource
-
-## Relative font size of this header level (will be multiplied by [code]normal_font_size[/code])
-@export var font_size: float = 1.142 : set = _set_font_size
-## Whether this header level is drawn as bold or not
-@export var is_bold := false : set = _set_is_bold
-## Whether this header level is drawn as italics or not
-@export var is_italic := false : set = _set_is_italic
-## Whether this header level is underlined or not
-@export var is_underlined := false : set = _set_is_underlined
-
-signal _updated
-
-func _init() -> void:
- resource_local_to_scene = true
-
-func _set_font_size(new_font_size: float) -> void:
- font_size = new_font_size
- _updated.emit()
-
-func _set_is_bold(new_is_bold: bool) -> void:
- is_bold = new_is_bold
- _updated.emit()
-
-func _set_is_italic(new_is_italic: bool) -> void:
- is_italic = new_is_italic
- _updated.emit()
-
-func _set_is_underlined(new_is_underlined: bool) -> void:
- is_underlined = new_is_underlined
- _updated.emit()
diff --git a/addons/markdownlabel/header_formats/h5_format.gd b/addons/markdownlabel/header_formats/h5_format.gd
deleted file mode 100644
index 02ffac3..0000000
--- a/addons/markdownlabel/header_formats/h5_format.gd
+++ /dev/null
@@ -1,32 +0,0 @@
-class_name H5Format
-extends Resource
-
-## Relative font size of this header level (will be multiplied by [code]normal_font_size[/code])
-@export var font_size: float = 1 : set = _set_font_size
-## Whether this header level is drawn as bold or not
-@export var is_bold := false : set = _set_is_bold
-## Whether this header level is drawn as italics or not
-@export var is_italic := false : set = _set_is_italic
-## Whether this header level is underlined or not
-@export var is_underlined := false : set = _set_is_underlined
-
-signal _updated
-
-func _init() -> void:
- resource_local_to_scene = true
-
-func _set_font_size(new_font_size: float) -> void:
- font_size = new_font_size
- _updated.emit()
-
-func _set_is_bold(new_is_bold: bool) -> void:
- is_bold = new_is_bold
- _updated.emit()
-
-func _set_is_italic(new_is_italic: bool) -> void:
- is_italic = new_is_italic
- _updated.emit()
-
-func _set_is_underlined(new_is_underlined: bool) -> void:
- is_underlined = new_is_underlined
- _updated.emit()
diff --git a/addons/markdownlabel/header_formats/h6_format.gd b/addons/markdownlabel/header_formats/h6_format.gd
deleted file mode 100644
index 8c86da4..0000000
--- a/addons/markdownlabel/header_formats/h6_format.gd
+++ /dev/null
@@ -1,32 +0,0 @@
-class_name H6Format
-extends Resource
-
-## Relative font size of this header level (will be multiplied by [code]normal_font_size[/code])
-@export var font_size: float = 0.857 : set = _set_font_size
-## Whether this header level is drawn as bold or not
-@export var is_bold := false : set = _set_is_bold
-## Whether this header level is drawn as italics or not
-@export var is_italic := false : set = _set_is_italic
-## Whether this header level is underlined or not
-@export var is_underlined := false : set = _set_is_underlined
-
-signal _updated
-
-func _init() -> void:
- resource_local_to_scene = true
-
-func _set_font_size(new_font_size: float) -> void:
- font_size = new_font_size
- _updated.emit()
-
-func _set_is_bold(new_is_bold: bool) -> void:
- is_bold = new_is_bold
- _updated.emit()
-
-func _set_is_italic(new_is_italic: bool) -> void:
- is_italic = new_is_italic
- _updated.emit()
-
-func _set_is_underlined(new_is_underlined: bool) -> void:
- is_underlined = new_is_underlined
- _updated.emit()
diff --git a/addons/markdownlabel/icon.svg b/addons/markdownlabel/icon.svg
deleted file mode 100644
index 4276055..0000000
--- a/addons/markdownlabel/icon.svg
+++ /dev/null
@@ -1,36 +0,0 @@
-
-
diff --git a/addons/markdownlabel/markdownlabel.gd b/addons/markdownlabel/markdownlabel.gd
deleted file mode 100644
index ca88cfa..0000000
--- a/addons/markdownlabel/markdownlabel.gd
+++ /dev/null
@@ -1,599 +0,0 @@
-@tool
-class_name MarkdownLabel
-extends RichTextLabel
-## A control for displaying Markdown-style text.
-##
-## A custom node that extends [RichTextLabel] to use Markdown instead of BBCode.
-## [br][br]
-## [b][u]Usage:[/u][/b]
-## Simply add a MarkdownLabel to the scene and write its [member markdown_text] field in Markdown format.
-## [br][br]
-## On its [RichTextLabel] properties: [member RichTextLabel.bbcode_enabled] property must be enabled. Do not touch the [member RichTextLabel.text] property, since it's used by MarkdownLabel to properly format its text. You can use the rest of its properties as normal.
-## [br][br]
-## You can still use BBCode tags that don't have a Markdown equivalent, such as `[u]underlined text[/u]`, allowing you to have the full functionality of RichTextLabel with the simplicity and readibility of Markdown.
-## [br][br]
-## Check out the full guide in the Github repo readme file (linked below). If encountering any unreported bug or unexpected bahaviour, please ensure that your Markdown is written as clean as possible, following best practices.
-##
-## @tutorial(Github repository): https://github.com/daenvil/MarkdownLabel
-
-const _ESCAPE_PLACEHOLDER := ";$\uFFFD:%s$;"
-const _ESCAPEABLE_CHARACTERS := "\\*_~`[]()\"<>#-+.!"
-const _ESCAPEABLE_CHARACTERS_REGEX := "[\\\\\\*\\_\\~`\\[\\]\\(\\)\\\"\\<\\>#\\-\\+\\.\\!]"
-
-# Public:
-## The text to be displayed in Markdown format.
-@export_multiline var markdown_text: String : set = _set_markdown_text
-
-@export_group("Header formats")
-## Formatting options for level-1 headers
-@export var h1 := H1Format.new() : set = _set_h1_format
-## Formatting options for level-2 headers
-@export var h2 := H2Format.new() : set = _set_h2_format
-## Formatting options for level-3 headers
-@export var h3 := H3Format.new() : set = _set_h3_format
-## Formatting options for level-4 headers
-@export var h4 := H4Format.new() : set = _set_h4_format
-## Formatting options for level-5 headers
-@export var h5 := H5Format.new() : set = _set_h5_format
-## Formatting options for level-6 headers
-@export var h6 := H6Format.new() : set = _set_h6_format
-
-# Private:
-var _converted_text: String
-var _indent_level: int
-var _escaped_characters_map := {}
-var _within_table := false
-var _table_row := -1
-var _line_break := true
-var _debug_mode := false
-
-# Built-in methods:
-func _init(markdown_text: String = "") -> void:
- bbcode_enabled = true
- self.markdown_text = markdown_text
-
-func _ready() -> void:
- h1.connect("_updated",_update)
- h1.connect("changed",_update)
- h2.connect("_updated",_update)
- h2.connect("changed",_update)
- h3.connect("_updated",_update)
- h3.connect("changed",_update)
- h4.connect("_updated",_update)
- h4.connect("changed",_update)
- h5.connect("_updated",_update)
- h5.connect("changed",_update)
- h6.connect("_updated",_update)
- h6.connect("changed",_update)
- if Engine.is_editor_hint():
- bbcode_enabled = true
- #else:
- #pass
-
-# Should hide properties in the editor, not working for some reason:
-#func _validate_property(property: Dictionary):
-# print(property.name)
-# if property.name in ["bbcode_enabled", "text"]:
-# property.usage = PROPERTY_USAGE_NO_EDITOR
-
-# Public methods:
-## Reads the specified file and displays it as markdown.
-func display_file(file_path: String):
- markdown_text = FileAccess.get_file_as_string(file_path)
-
-#Private methods:
-func _update() -> void:
- text = _convert_markdown(markdown_text)
- queue_redraw()
-
-func _set_markdown_text(new_text: String):
- markdown_text = new_text
- _update()
-
-func _set_h1_format(new_format: H1Format):
- h1 = new_format
- _update()
-
-func _set_h2_format(new_format: H2Format):
- h2 = new_format
- _update()
-
-func _set_h3_format(new_format: H3Format):
- h3 = new_format
- _update()
-
-func _set_h4_format(new_format: H4Format):
- h4 = new_format
- _update()
-
-func _set_h5_format(new_format: H5Format):
- h5 = new_format
- _update()
-
-func _set_h6_format(new_format: H6Format):
- h6 = new_format
- _update()
-
-func _convert_markdown(source_text = "") -> String:
- if not bbcode_enabled:
- push_warning("WARNING: MarkdownLabel node will not format Markdown syntax if it doesn't have 'bbcode_enabled=true'")
- return source_text
- _converted_text = ""
- var regex = RegEx.new()
-
- var lines = source_text.split("\n")
- _indent_level = -1
- var indent_spaces := []
- var indent_types := []
- var iline := 0
- var within_backtick_block := false
- var within_tilde_block := false
- var within_code_block := false
- var current_code_block_char_count: int
- _within_table = false
- _table_row = -1
- _line_break = true
-
- for line in lines:
- line = line.trim_suffix("\r")
- _debug("Parsing line: '%s'"%line)
- within_code_block = within_tilde_block or within_backtick_block
- if iline > 0 and _line_break:
- _converted_text += "\n"
- _line_break = true
- iline+=1
- if not within_tilde_block and _denotes_fenced_code_block(line,"`"):
- if within_backtick_block:
- if line.strip_edges().length() >= current_code_block_char_count:
- _converted_text = _converted_text.trim_suffix("\n")
- _converted_text += "[/code]"
- within_backtick_block = false
- _debug("... closing backtick block")
- continue
- else:
- _converted_text += "[code]"
- within_backtick_block = true
- current_code_block_char_count = line.strip_edges().length()
- _debug("... opening backtick block")
- continue
- elif not within_backtick_block and _denotes_fenced_code_block(line,"~"):
- if within_tilde_block:
- if line.strip_edges().length() >= current_code_block_char_count:
- _converted_text = _converted_text.trim_suffix("\n")
- _converted_text += "[/code]"
- within_tilde_block = false
- _debug("... closing tilde block")
- continue
- else:
- _converted_text += "[code]"
- within_tilde_block = true
- current_code_block_char_count = line.strip_edges().length()
- _debug("... opening tilde block")
- continue
- if within_code_block: #ignore any formatting inside code block
- _converted_text += _escape_bbcode(line)
- continue
-
- var _processed_line = line
-
- # Escape characters:
- regex.compile("\\\\"+_ESCAPEABLE_CHARACTERS_REGEX)
- while true:
- var result := regex.search(_processed_line)
- if not result:
- break
- var _start := result.get_start()
- var _escaped_char := result.get_string()[1]
- if not _escaped_char in _escaped_characters_map:
- _escaped_characters_map[_escaped_char] = _escaped_characters_map.size()
- _processed_line = _processed_line.erase(_start,2).insert(_start,_ESCAPE_PLACEHOLDER % _escaped_characters_map[_escaped_char])
-
- # Tables:
- _processed_line = _process_table_syntax(_processed_line)
-
- # Lists:
- _processed_line = _process_list_syntax(_processed_line,indent_spaces,indent_types)
-
- # In-line code
- regex.compile("(`+)(.+?)\\1")
- while true:
- var result = regex.search(_processed_line)
- if result:
- var _start = result.get_start()
- var _end = result.get_end()
- var unescaped_content := _reset_escaped_chars(result.get_string(2),true)
- unescaped_content = _escape_bbcode(unescaped_content)
- unescaped_content = _escape_chars(unescaped_content)
- _processed_line = _processed_line.erase(_start,_end-_start).insert(_start,"[code]%s[/code]"%unescaped_content)
- _debug("... in-line code: "+unescaped_content)
- else:
- break
-
- # Images
- var img_pattern := "\\!\\[(.*?)\\]\\((.*?)\\)"
- while true:
- regex.compile(img_pattern)
- var result = regex.search(_processed_line)
- var found_proper_match := false
- if result:
- var _start = result.get_start()
- var _end = result.get_end()
- regex.compile("\\[(.*?)\\]")
- var texts = regex.search_all(result.get_string())
- for _text in texts:
- if result.get_string()[_text.get_end()] != "(":
- continue
- found_proper_match = true
- # Check if link has a title:
- regex.compile("\\\"(.*?)\\\"")
- var title_result = regex.search(result.get_string(2))
- var title: String
- var url := result.get_string(2)
- if title_result:
- title = title_result.get_string(1)
- url = url.rstrip(" ").trim_suffix(title_result.get_string()).rstrip(" ")
- url = _escape_chars(url)
- _processed_line = _processed_line.erase(_start,_end-_start).insert(_start,"[img]%s[/img]" % url)
- if title_result and title:
- _processed_line = _processed_line.insert(_start+12+url.length()+_text.get_string(1).length(),"[/hint]").insert(_start,"[hint=%s]"%title)
- _debug("... hyperlink: "+result.get_string())
- break
- if not found_proper_match:
- break
-
- # Links
- var link_pattern := "\\[(.*?)\\]\\((.*?)\\)"
- while true:
- regex.compile(link_pattern)
- var result = regex.search(_processed_line)
- var found_proper_match := false
- if result:
- var _start = result.get_start()
- var _end = result.get_end()
- regex.compile("\\[(.*?)\\]")
- var texts = regex.search_all(result.get_string())
- for _text in texts:
- if result.get_string()[_text.get_end()] != "(":
- continue
- found_proper_match = true
- # Check if link has a title:
- regex.compile("\\\"(.*?)\\\"")
- var title_result = regex.search(result.get_string(2))
- var title: String
- var url := result.get_string(2)
- if title_result:
- title = title_result.get_string(1)
- url = url.rstrip(" ").trim_suffix(title_result.get_string()).rstrip(" ")
- url = _escape_chars(url)
- _processed_line = _processed_line.erase(_start+_text.get_start(),_end-_start-_text.get_start()).insert(_start+_text.get_start(),"[url=%s]%s[/url]" % [url,_text.get_string(1)])
- if title_result and title:
- _processed_line = _processed_line.insert(_start+_text.get_start()+12+url.length()+_text.get_string(1).length(),"[/hint]").insert(_start+_text.get_start(),"[hint=%s]"%title)
- _debug("... hyperlink: "+result.get_string())
- break
- if not found_proper_match:
- break
-
- while true:
- regex.compile("\\<(.*?)\\>")
- var result = regex.search(_processed_line)
- if result:
- var _start = result.get_start()
- var _end = result.get_end()
- var url = result.get_string(1)
- regex.compile("^\\s*?([^\\s]+\\@[^\\s]+\\.[^\\s]+)\\s*?$")
- var mail = regex.search(result.get_string(1))
- if mail:
- url = mail.get_string(1)
- url = _escape_chars(url)
- if mail:
- _processed_line = _processed_line.erase(_start,_end-_start).insert(_start,"[url=mailto:%s]%s[/url]"%[url,url])
- _debug("... mail link: "+result.get_string())
- else:
- _processed_line = _processed_line.erase(_start,_end-_start).insert(_start,"[url]%s[/url]"%url)
- _debug("... explicit link: "+result.get_string())
-
- else:
- break
-
- # Bold text
- regex.compile("(\\*\\*|\\_\\_)(.+?)\\1")
- while true:
- var result = regex.search(_processed_line)
- if not result:
- break
- var _start = result.get_start()
- var _end = result.get_end()
- _processed_line = _processed_line.erase(_start,2).insert(_start,"[b]")
- _processed_line = _processed_line.erase(_end-1,2).insert(_end-1,"[/b]")
- _debug("... bold text: "+result.get_string(2))
-
- # Italic text
- while true:
- regex.compile("(\\*|_)(.+?)\\1")
- var result = regex.search(_processed_line)
- if not result:
- break
- var _start = result.get_start()
- var _end = result.get_end()
- # Sanitize nested bold+italics (Godot-specific, b and i tags must not be intertwined):
- var result_string := result.get_string(2)
- var open_b := false
- var close_b := false
- if result_string.begins_with("[b]") and result_string.find("[/b]")==-1:
- open_b = true
- elif result_string.ends_with("[/b]") and result_string.find("[b]")==-1:
- close_b = true
- if open_b:
- _processed_line = _processed_line.erase(_start,4).insert(_start,"[b][i]")
- _processed_line = _processed_line.erase(_end-2,1).insert(_end-2,"[/i]")
- elif close_b:
- _processed_line = _processed_line.erase(_start,1).insert(_start,"[i]")
- _processed_line = _processed_line.erase(_end-3,5).insert(_end-3,"[/i][/b]")
- else:
- _processed_line = _processed_line.erase(_start,1).insert(_start,"[i]")
- _processed_line = _processed_line.erase(_end+1,1).insert(_end+1,"[/i]")
-
- _debug("... italic text: "+result.get_string(2))
-
- # Strike-through text
- regex.compile("(\\~\\~)(.+?)\\1")
- while true:
- var result = regex.search(_processed_line)
- if result:
- #_debug(result.get_string())
- var _start = result.get_start()
- _processed_line = _processed_line.erase(_start,2).insert(_start,"[s]")
- var _end = result.get_end()
- _processed_line = _processed_line.erase(_end-1,2).insert(_end-1,"[/s]")
- _debug("... strike-through text: "+result.get_string(2))
- else:
- break
-
- # Headers
- regex.compile("^#+\\s*[^\\s].*")
- while true:
- var result = regex.search(_processed_line)
- if result:
- var n := 0
- for _char in result.get_string():
- if _char!="#" or n==6:
- break
- n+=1
- var n_spaces := 0
- for _char in result.get_string().substr(n):
- if _char!=" ":
- break
- n_spaces+=1
- var header_format: Resource = _get_header_format(n)
- var n_digits := str(header_format.font_size).length()
- var _start := result.get_start()
- var opening_tags := _get_header_tags(header_format)
- _processed_line = _processed_line.erase(_start,n+n_spaces).insert(_start,opening_tags)
- var _end := result.get_end()
- _processed_line = _processed_line.insert(_end-(n+n_spaces)+opening_tags.length(),_get_header_tags(header_format,true))
- _debug("... header level %d"%n)
- else:
- break
-
- # Re-insert escaped characters:
- _processed_line = _reset_escaped_chars(_processed_line)
-
- _converted_text += _processed_line
- # end for line loop
- # Close any remaining open list:
- _debug("... end of text, closing all opened lists")
- for i in range(_indent_level,-1,-1):
- _converted_text += "[/%s]"%indent_types[i]
- # Close any remaining open tables:
- _debug("... end of text, closing all opened tables")
- if _within_table:
- _converted_text += "\n[/table]"
-
- _debug("** ORIGINAL:")
- _debug(source_text)
- _debug(_converted_text)
- return _converted_text
-
-
-func _process_list_syntax(line: String, indent_spaces: Array, indent_types: Array) -> String:
- var processed_line := ""
- if line.length() == 0 and _indent_level >= 0:
- for i in range(_indent_level,-1,-1):
- _converted_text += "[/%s]" % indent_types[_indent_level]
- _indent_level-=1
- indent_spaces.pop_back()
- indent_types.pop_back()
- _converted_text += "\n"
- _debug("... empty line, closing all list tags")
- return ""
- if _indent_level == -1:
- if line.length() > 2 and line[0] in "-*+" and line[1]==" ":
- _indent_level = 0
- indent_spaces.append(0)
- indent_types.append("ul")
- _converted_text += "[ul]"
- processed_line = line.substr(2)
- _debug("... opening unordered list at level 0")
- elif line.length() > 3 and line[0] == "1" and line[1]=="." and line[2]==" ":
- _indent_level = 0
- indent_spaces.append(0)
- indent_types.append("ol")
- _converted_text += "[ol]"
- processed_line = line.substr(3)
- _debug("... opening ordered list at level 0")
- else:
- processed_line = line
- return processed_line
- var n_s := 0
- for _char in line:
- if _char == " " or _char == "\t":
- n_s += 1
- continue
- elif _char in "-*+":
- if line.length() > n_s+2 and line[n_s+1] == " ":
- if n_s == indent_spaces[_indent_level]:
- processed_line = line.substr(n_s+2)
- _debug("... adding list element at level %d"%_indent_level)
- break
- elif n_s > indent_spaces[_indent_level]:
- _indent_level += 1
- indent_spaces.append(n_s)
- indent_types.append("ul")
- _converted_text += "[ul]"
- processed_line = line.substr(n_s+2)
- _debug("... opening list at level %d and adding element"%_indent_level)
- break
- else:
- for i in range(_indent_level,-1,-1):
- if n_s < indent_spaces[i]:
- _converted_text += "[/%s]"%indent_types[_indent_level]
- _indent_level -= 1
- indent_spaces.pop_back()
- indent_types.pop_back()
- else:
- break
- _converted_text += "\n"
- processed_line = line.substr(n_s+2)
- _debug("...closing lists down to level %d and adding element"%_indent_level)
- break
- elif _char in "123456789":
- if line.length() > n_s+3 and line[n_s+1] == "." and line[n_s+2] == " ":
- if n_s == indent_spaces[_indent_level]:
- processed_line = line.substr(n_s+3)
- _debug("... adding list element at level %d"%_indent_level)
- break
- elif n_s > indent_spaces[_indent_level]:
- _indent_level += 1
- indent_spaces.append(n_s)
- indent_types.append("ol")
- _converted_text += "[ol]"
- processed_line = line.substr(n_s+3)
- _debug("... opening list at level %d and adding element"%_indent_level)
- break
- else:
- for i in range(_indent_level,-1,-1):
- if n_s < indent_spaces[i]:
- _converted_text += "[/%s]"%indent_types[_indent_level]
- _indent_level -= 1
- indent_spaces.pop_back()
- indent_types.pop_back()
- else:
- break
- _converted_text += "\n"
- processed_line = line.substr(n_s+3)
- _debug("...closing lists down to level %d and adding element"%_indent_level)
- break
- #end for _char loop
- if processed_line.is_empty():
- for i in range(_indent_level,-1,-1):
- _converted_text += "[/%s]"%indent_types[i]
- _indent_level -= 1
- indent_spaces.pop_back()
- indent_types.pop_back()
- _converted_text += "\n"
- processed_line = line
- _debug("... regular line, closing all opened lists")
- return processed_line
-
-func _escape_bbcode(source: String) -> String:
- return source.replacen("[",_ESCAPE_PLACEHOLDER).replacen("]","[rb]").replacen(_ESCAPE_PLACEHOLDER,"[lb]")
-
-func _escape_chars(_text: String) -> String:
- var escaped_text = _text
- for _char in _ESCAPEABLE_CHARACTERS:
- if not _char in _escaped_characters_map:
- _escaped_characters_map[_char] = _escaped_characters_map.size()
- escaped_text = escaped_text.replacen(_char,_ESCAPE_PLACEHOLDER % _escaped_characters_map[_char])
- return escaped_text
-
-func _reset_escaped_chars(_text: String,code:=false) -> String:
- var unescaped_text := _text
- for _char in _ESCAPEABLE_CHARACTERS:
- if not _char in _escaped_characters_map:
- continue
- unescaped_text = unescaped_text.replacen(_ESCAPE_PLACEHOLDER%_escaped_characters_map[_char],"\\"+_char if code else _char)
- return unescaped_text
-
-func _debug(string: String):
- if not _debug_mode:
- return
- print(string)
-
-func _denotes_fenced_code_block(line: String, character: String) -> bool:
- var stripped_line := line.strip_edges()
- var count := stripped_line.count(character)
- if count >= 3 and count==stripped_line.length():
- return true
- else:
- return false
-
-func _process_table_syntax(line: String) -> String:
- if line.count("|") < 2:
- if _within_table:
- _debug ("... end of table")
- _within_table = false
- return "\n[/table]\n"+line
- else:
- return line
- _debug("... table row: "+line)
- _table_row += 1
- var split_line := line.trim_prefix("|").trim_suffix("|").split("|")
- var processed_line := ""
- if not _within_table:
- processed_line += "[table=%d]\n" % split_line.size()
- _within_table = true
- elif _table_row == 1:
- # Handle delimiter row
- var is_delimiter := true
- for cell in split_line:
- var stripped_cell := cell.strip_edges()
- if stripped_cell.count("-")+stripped_cell.count(":") != stripped_cell.length():
- is_delimiter = false
- break
- if is_delimiter:
- _line_break = false
- return ""
- for cell in split_line:
- processed_line += "[cell]%s[/cell]" % cell.strip_edges()
- return processed_line
-
-func _get_header_format(level: int) -> Resource:
- match level:
- 1:
- return h1
- 2:
- return h2
- 3:
- return h3
- 4:
- return h4
- 5:
- return h5
- 6:
- return h6
- push_warning("Invalid header level: "+str(level))
- return null
-
-func _get_header_tags(header_format: Resource, closing := false) -> String:
- if not header_format:
- return ""
- var tags: String = ""
- if closing:
- if header_format.is_underlined:
- tags += "[/u]"
- if header_format.is_italic:
- tags += "[/i]"
- if header_format.is_bold:
- tags += "[/b]"
- if header_format.font_size:
- tags += "[/font_size]"
- else:
- if header_format.font_size:
- tags += "[font_size=%d]" % int(header_format.font_size * self.get_theme_font_size("normal_font_size"))
- if header_format.is_bold:
- tags += "[b]"
- if header_format.is_italic:
- tags += "[i]"
- if header_format.is_underlined:
- tags += "[u]"
- return tags
diff --git a/addons/markdownlabel/plugin.cfg b/addons/markdownlabel/plugin.cfg
deleted file mode 100644
index 77a744c..0000000
--- a/addons/markdownlabel/plugin.cfg
+++ /dev/null
@@ -1,7 +0,0 @@
-[plugin]
-
-name="MarkdownLabel"
-description="A custom node that extends RichTextLabel to use Markdown instead of BBCode."
-author="Daenvil"
-version="0.9.0"
-script="plugin.gd"
diff --git a/addons/markdownlabel/plugin.gd b/addons/markdownlabel/plugin.gd
deleted file mode 100644
index 9889a03..0000000
--- a/addons/markdownlabel/plugin.gd
+++ /dev/null
@@ -1,11 +0,0 @@
-@tool
-extends EditorPlugin
-
-func _enter_tree():
- # Initialization of the plugin goes here.
- # Add the new type with a name, a parent type, a script and an icon.
- add_custom_type("MarkdownLabel", "RichTextLabel", preload("markdownlabel.gd"), preload("icon.svg"))
-
-
-func _exit_tree():
- remove_custom_type("MarkdownLabel")
diff --git a/addons/phantom_camera/examples/credits.txt b/addons/phantom_camera/examples/credits.txt
deleted file mode 100644
index d5e949a..0000000
--- a/addons/phantom_camera/examples/credits.txt
+++ /dev/null
@@ -1,7 +0,0 @@
-#####################
-EXAMPLE ASSET CREDITS
-#####################
-
-# level_spritesheet
-https://opengameart.org/content/a-platformer-in-the-forest
-https://opengameart.org/users/buch
diff --git a/addons/phantom_camera/examples/example_scenes/2D/2DExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/2D/2DExampleScene.tscn
deleted file mode 100644
index 599dbab..0000000
--- a/addons/phantom_camera/examples/example_scenes/2D/2DExampleScene.tscn
+++ /dev/null
@@ -1,756 +0,0 @@
-[gd_scene load_steps=17 format=3 uid="uid://drvexsp2t0nfy"]
-
-[ext_resource type="Texture2D" uid="uid://c77npili4pel4" path="res://addons/phantom_camera/examples/textures/2D/level_spritesheet.png" id="1_1utlo"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="1_eayfa"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd" id="2_mgsut"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd" id="4_jnuod"]
-[ext_resource type="Texture2D" uid="uid://cwep0on2tthn7" path="res://addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png" id="6_e46ea"]
-[ext_resource type="Resource" uid="uid://euybd2w0bax" path="res://addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera2DTween.tres" id="6_gqov5"]
-[ext_resource type="PackedScene" uid="uid://iq5xd1ob1res" path="res://addons/phantom_camera/examples/ui/UISign.tscn" id="6_kqt1v"]
-[ext_resource type="PackedScene" uid="uid://dg7rhrymsrrrm" path="res://addons/phantom_camera/examples/ui/UIInventory.tscn" id="7_fdx1s"]
-[ext_resource type="Resource" uid="uid://cecrnq0wnkexh" path="res://addons/phantom_camera/examples/resources/tween/ItemFocusPhantomCamera2DTween.tres" id="10_0txyn"]
-[ext_resource type="Resource" uid="uid://cllveybboaqk5" path="res://addons/phantom_camera/examples/resources/tween/InventoryPhantomCamera2DTween.tres" id="11_xakux"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="12_k4p0h"]
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_easgx"]
-texture = ExtResource("1_1utlo")
-0:0/0 = 0
-0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_0/angular_velocity = 0.0
-0:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_1/angular_velocity = 0.0
-1:0/0 = 0
-1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_0/angular_velocity = 0.0
-1:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_1/angular_velocity = 0.0
-2:0/0 = 0
-2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_0/angular_velocity = 0.0
-2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_1/angular_velocity = 0.0
-3:0/0 = 0
-3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_0/angular_velocity = 0.0
-3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_1/angular_velocity = 0.0
-4:0/0 = 0
-4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_0/angular_velocity = 0.0
-4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_1/angular_velocity = 0.0
-5:0/0 = 0
-5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_0/angular_velocity = 0.0
-5:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_1/angular_velocity = 0.0
-6:0/0 = 0
-6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_0/angular_velocity = 0.0
-6:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_1/angular_velocity = 0.0
-7:0/0 = 0
-7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_0/angular_velocity = 0.0
-7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_1/angular_velocity = 0.0
-0:1/0 = 0
-0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_0/angular_velocity = 0.0
-0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_1/angular_velocity = 0.0
-1:1/0 = 0
-1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_0/angular_velocity = 0.0
-1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_1/angular_velocity = 0.0
-2:1/0 = 0
-2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_0/angular_velocity = 0.0
-2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_1/angular_velocity = 0.0
-3:1/0 = 0
-3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_0/angular_velocity = 0.0
-3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_1/angular_velocity = 0.0
-4:1/0 = 0
-4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_0/angular_velocity = 0.0
-4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_1/angular_velocity = 0.0
-5:1/0 = 0
-5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_0/angular_velocity = 0.0
-5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_1/angular_velocity = 0.0
-7:1/0 = 0
-7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_0/angular_velocity = 0.0
-7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_1/angular_velocity = 0.0
-2:2/0 = 0
-2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_0/angular_velocity = 0.0
-2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_1/angular_velocity = 0.0
-3:2/0 = 0
-3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_0/angular_velocity = 0.0
-3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_1/angular_velocity = 0.0
-4:2/0 = 0
-4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_0/angular_velocity = 0.0
-4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_1/angular_velocity = 0.0
-7:2/0 = 0
-7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_0/angular_velocity = 0.0
-7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_1/angular_velocity = 0.0
-3:3/0 = 0
-3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_0/angular_velocity = 0.0
-3:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_1/angular_velocity = 0.0
-4:3/0 = 0
-4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_0/angular_velocity = 0.0
-4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_1/angular_velocity = 0.0
-5:3/0 = 0
-5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_0/angular_velocity = 0.0
-5:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_1/angular_velocity = 0.0
-7:3/0 = 0
-7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_0/angular_velocity = 0.0
-7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_1/angular_velocity = 0.0
-3:4/0 = 0
-3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_0/angular_velocity = 0.0
-3:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_1/angular_velocity = 0.0
-4:4/0 = 0
-4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_0/angular_velocity = 0.0
-4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_1/angular_velocity = 0.0
-5:4/0 = 0
-5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_0/angular_velocity = 0.0
-5:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_1/angular_velocity = 0.0
-7:4/0 = 0
-7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_0/angular_velocity = 0.0
-7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_1/angular_velocity = 0.0
-3:5/0 = 0
-3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_0/angular_velocity = 0.0
-3:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_1/angular_velocity = 0.0
-4:5/0 = 0
-4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_0/angular_velocity = 0.0
-4:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_1/angular_velocity = 0.0
-7:5/0 = 0
-7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_0/angular_velocity = 0.0
-7:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_1/angular_velocity = 0.0
-3:6/0 = 0
-3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_0/angular_velocity = 0.0
-3:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_1/angular_velocity = 0.0
-4:6/0 = 0
-4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_0/angular_velocity = 0.0
-4:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_1/angular_velocity = 0.0
-7:6/0 = 0
-7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_0/angular_velocity = 0.0
-7:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_1/angular_velocity = 0.0
-2:7/0 = 0
-2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_0/angular_velocity = 0.0
-2:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_1/angular_velocity = 0.0
-3:7/0 = 0
-3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_0/angular_velocity = 0.0
-3:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_1/angular_velocity = 0.0
-4:7/0 = 0
-4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_0/angular_velocity = 0.0
-4:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_1/angular_velocity = 0.0
-5:7/0 = 0
-5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_0/angular_velocity = 0.0
-5:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_1/angular_velocity = 0.0
-8:0/0 = 0
-8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_0/angular_velocity = 0.0
-8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_1/angular_velocity = 0.0
-9:0/0 = 0
-9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_0/angular_velocity = 0.0
-9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_1/angular_velocity = 0.0
-10:0/0 = 0
-10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_0/angular_velocity = 0.0
-10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_1/angular_velocity = 0.0
-11:0/0 = 0
-11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_0/angular_velocity = 0.0
-11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_1/angular_velocity = 0.0
-12:0/0 = 0
-12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_0/angular_velocity = 0.0
-12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_1/angular_velocity = 0.0
-13:0/0 = 0
-13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_0/angular_velocity = 0.0
-13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0 = 0
-14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_0/angular_velocity = 0.0
-14:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8)
-14:0/0/custom_data_0 = &"Sign"
-15:0/0 = 0
-15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_0/angular_velocity = 0.0
-15:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_1/angular_velocity = 0.0
-16:0/0 = 0
-16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_0/angular_velocity = 0.0
-16:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_1/angular_velocity = 0.0
-8:1/0 = 0
-8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_0/angular_velocity = 0.0
-8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_1/angular_velocity = 0.0
-9:1/0 = 0
-9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_0/angular_velocity = 0.0
-9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_1/angular_velocity = 0.0
-10:1/0 = 0
-10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_0/angular_velocity = 0.0
-10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_1/angular_velocity = 0.0
-11:1/0 = 0
-11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_0/angular_velocity = 0.0
-11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_1/angular_velocity = 0.0
-12:1/0 = 0
-12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_0/angular_velocity = 0.0
-12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_1/angular_velocity = 0.0
-13:1/0 = 0
-13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_0/angular_velocity = 0.0
-13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_1/angular_velocity = 0.0
-14:1/0 = 0
-14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_0/angular_velocity = 0.0
-14:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_1/angular_velocity = 0.0
-15:1/0 = 0
-15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_0/angular_velocity = 0.0
-15:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_1/angular_velocity = 0.0
-16:1/0 = 0
-16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_0/angular_velocity = 0.0
-16:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_1/angular_velocity = 0.0
-8:2/0 = 0
-8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_0/angular_velocity = 0.0
-8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_1/angular_velocity = 0.0
-9:2/0 = 0
-9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_0/angular_velocity = 0.0
-9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_1/angular_velocity = 0.0
-10:2/0 = 0
-10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_0/angular_velocity = 0.0
-10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_1/angular_velocity = 0.0
-11:2/0 = 0
-11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_0/angular_velocity = 0.0
-11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_1/angular_velocity = 0.0
-12:2/0 = 0
-12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_0/angular_velocity = 0.0
-12:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_1/angular_velocity = 0.0
-13:2/0 = 0
-13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_0/angular_velocity = 0.0
-13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_1/angular_velocity = 0.0
-14:2/0 = 0
-14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_0/angular_velocity = 0.0
-14:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_1/angular_velocity = 0.0
-15:2/0 = 0
-15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_0/angular_velocity = 0.0
-15:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_1/angular_velocity = 0.0
-16:2/0 = 0
-16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_0/angular_velocity = 0.0
-16:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_1/angular_velocity = 0.0
-8:3/0 = 0
-8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_0/angular_velocity = 0.0
-8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_1/angular_velocity = 0.0
-9:3/0 = 0
-9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_0/angular_velocity = 0.0
-9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_1/angular_velocity = 0.0
-10:3/0 = 0
-10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_0/angular_velocity = 0.0
-10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_1/angular_velocity = 0.0
-11:3/0 = 0
-11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_0/angular_velocity = 0.0
-11:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_1/angular_velocity = 0.0
-12:3/0 = 0
-12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:3/0/physics_layer_0/angular_velocity = 0.0
-12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:3/0/physics_layer_1/angular_velocity = 0.0
-13:3/0 = 0
-13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:3/0/physics_layer_0/angular_velocity = 0.0
-13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:3/0/physics_layer_1/angular_velocity = 0.0
-14:3/0 = 0
-14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:3/0/physics_layer_0/angular_velocity = 0.0
-14:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:3/0/physics_layer_1/angular_velocity = 0.0
-15:3/0 = 0
-15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:3/0/physics_layer_0/angular_velocity = 0.0
-15:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:3/0/physics_layer_1/angular_velocity = 0.0
-16:3/0 = 0
-16:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:3/0/physics_layer_0/angular_velocity = 0.0
-16:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:3/0/physics_layer_1/angular_velocity = 0.0
-8:4/0 = 0
-8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:4/0/physics_layer_0/angular_velocity = 0.0
-8:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:4/0/physics_layer_1/angular_velocity = 0.0
-9:4/0 = 0
-9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:4/0/physics_layer_0/angular_velocity = 0.0
-9:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:4/0/physics_layer_1/angular_velocity = 0.0
-10:4/0 = 0
-10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:4/0/physics_layer_0/angular_velocity = 0.0
-10:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:4/0/physics_layer_1/angular_velocity = 0.0
-11:4/0 = 0
-11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:4/0/physics_layer_0/angular_velocity = 0.0
-11:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-7, 2.5, -5, -2, -2.5, -5, 2, -7, 8, -8, 8, 8, -8, 8)
-11:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:4/0/physics_layer_1/angular_velocity = 0.0
-12:4/0 = 0
-12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:4/0/physics_layer_0/angular_velocity = 0.0
-12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:4/0/physics_layer_1/angular_velocity = 0.0
-13:4/0 = 0
-13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:4/0/physics_layer_0/angular_velocity = 0.0
-13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 0, -6, 4, -1.5, 6.5, 1.5, 8, 8, -8, 8)
-13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:4/0/physics_layer_1/angular_velocity = 0.0
-14:4/0 = 0
-14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:4/0/physics_layer_0/angular_velocity = 0.0
-14:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:4/0/physics_layer_1/angular_velocity = 0.0
-14:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
-14:4/0/custom_data_0 = &"Inventory"
-15:4/0 = 0
-15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:4/0/physics_layer_0/angular_velocity = 0.0
-15:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:4/0/physics_layer_1/angular_velocity = 0.0
-16:4/0 = 0
-16:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:4/0/physics_layer_0/angular_velocity = 0.0
-16:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:4/0/physics_layer_1/angular_velocity = 0.0
-8:5/0 = 0
-8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:5/0/physics_layer_0/angular_velocity = 0.0
-8:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:5/0/physics_layer_1/angular_velocity = 0.0
-9:5/0 = 0
-9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:5/0/physics_layer_0/angular_velocity = 0.0
-9:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:5/0/physics_layer_1/angular_velocity = 0.0
-10:5/0 = 0
-10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:5/0/physics_layer_0/angular_velocity = 0.0
-10:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:5/0/physics_layer_1/angular_velocity = 0.0
-11:5/0 = 0
-11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:5/0/physics_layer_0/angular_velocity = 0.0
-11:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:5/0/physics_layer_1/angular_velocity = 0.0
-12:5/0 = 0
-12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:5/0/physics_layer_0/angular_velocity = 0.0
-12:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:5/0/physics_layer_1/angular_velocity = 0.0
-13:5/0 = 0
-13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:5/0/physics_layer_0/angular_velocity = 0.0
-13:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:5/0/physics_layer_1/angular_velocity = 0.0
-14:5/0 = 0
-14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:5/0/physics_layer_0/angular_velocity = 0.0
-14:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:5/0/physics_layer_1/angular_velocity = 0.0
-15:5/0 = 0
-15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:5/0/physics_layer_0/angular_velocity = 0.0
-15:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:5/0/physics_layer_1/angular_velocity = 0.0
-16:5/0 = 0
-16:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:5/0/physics_layer_0/angular_velocity = 0.0
-16:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:5/0/physics_layer_1/angular_velocity = 0.0
-8:6/0 = 0
-8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:6/0/physics_layer_0/angular_velocity = 0.0
-8:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:6/0/physics_layer_1/angular_velocity = 0.0
-9:6/0 = 0
-9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:6/0/physics_layer_0/angular_velocity = 0.0
-9:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:6/0/physics_layer_1/angular_velocity = 0.0
-10:6/0 = 0
-10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:6/0/physics_layer_0/angular_velocity = 0.0
-10:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:6/0/physics_layer_1/angular_velocity = 0.0
-11:6/0 = 0
-11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:6/0/physics_layer_0/angular_velocity = 0.0
-11:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, 1, 6.5, -3, 3, -6.5, -1.5)
-11:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:6/0/physics_layer_1/angular_velocity = 0.0
-12:6/0 = 0
-12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:6/0/physics_layer_0/angular_velocity = 0.0
-12:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:6/0/physics_layer_1/angular_velocity = 0.0
-13:6/0 = 0
-13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:6/0/physics_layer_0/angular_velocity = 0.0
-13:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 6, -0.5, 3, 3.5, -1.5, 6.5, -8, 8)
-13:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:6/0/physics_layer_1/angular_velocity = 0.0
-14:6/0 = 0
-14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:6/0/physics_layer_0/angular_velocity = 0.0
-14:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:6/0/physics_layer_1/angular_velocity = 0.0
-15:6/0 = 0
-15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:6/0/physics_layer_0/angular_velocity = 0.0
-15:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:6/0/physics_layer_1/angular_velocity = 0.0
-16:6/0 = 0
-16:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:6/0/physics_layer_0/angular_velocity = 0.0
-16:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:6/0/physics_layer_1/angular_velocity = 0.0
-
-[sub_resource type="TileSet" id="TileSet_kf7eg"]
-physics_layer_0/collision_layer = 1
-physics_layer_1/collision_layer = 2
-physics_layer_1/collision_mask = 2
-custom_data_layer_0/name = "Type"
-custom_data_layer_0/type = 21
-sources/0 = SubResource("TileSetAtlasSource_easgx")
-
-[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_5hryl"]
-bg_color = Color(0.85098, 0.894118, 0.937255, 1)
-border_width_left = 2
-border_width_top = 2
-border_width_right = 2
-border_width_bottom = 2
-border_color = Color(0.113725, 0.113725, 0.113725, 1)
-corner_radius_top_left = 7
-corner_radius_top_right = 7
-corner_radius_bottom_right = 7
-corner_radius_bottom_left = 7
-
-[sub_resource type="RectangleShape2D" id="RectangleShape2D_xj4ar"]
-size = Vector2(64, 57)
-
-[sub_resource type="RectangleShape2D" id="RectangleShape2D_18i13"]
-size = Vector2(42, 57)
-
-[node name="ExampleScene2D" type="Node2D"]
-
-[node name="Background" type="CanvasLayer" parent="."]
-layer = -3
-
-[node name="ColorRect" type="ColorRect" parent="Background"]
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_left = -311.0
-offset_top = -173.0
-offset_right = 981.0
-offset_bottom = 548.0
-grow_horizontal = 2
-grow_vertical = 2
-auto_translate = false
-localize_numeral_system = false
-color = Color(0.137255, 0.14902, 0.196078, 1)
-
-[node name="TileMap" type="TileMap" parent="."]
-z_index = -1
-scale = Vector2(3, 3)
-tile_set = SubResource("TileSet_kf7eg")
-format = 2
-layer_0/name = "Background"
-layer_0/tile_data = PackedInt32Array(-393216, 655360, 2, -327680, 655360, 3, -262144, 655360, 3, -196608, 655360, 3, -131072, 655360, 3, -65536, 655360, 3, -393215, 720896, 2, -327679, 720896, 1, -262143, 720896, 1, -196607, 720896, 1, -131071, 720896, 1, -65535, 720896, 1, -393214, 786432, 2, -327678, 786432, 3, -262142, 786432, 3, -196606, 786432, 3, -131070, 786432, 3, -65534, 786432, 3)
-layer_1/name = "Terrain"
-layer_1/enabled = true
-layer_1/modulate = Color(1, 1, 1, 1)
-layer_1/y_sort_enabled = false
-layer_1/y_sort_origin = 0
-layer_1/z_index = 1
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589819, 786432, 6, 589820, 786432, 6, 589821, 786432, 6, 589822, 851968, 6)
-
-[node name="UI" type="CanvasLayer" parent="."]
-
-[node name="UIInventory" parent="UI" instance=ExtResource("7_fdx1s")]
-unique_name_in_owner = true
-visible = false
-
-[node name="UISign" parent="UI" instance=ExtResource("6_kqt1v")]
-unique_name_in_owner = true
-visible = false
-
-[node name="Camera2D" type="Camera2D" parent="."]
-position = Vector2(243, -148)
-zoom = Vector2(1.5, 1.5)
-
-[node name="PhantomCameraHost" type="Node" parent="Camera2D"]
-script = ExtResource("1_eayfa")
-
-[node name="Player" type="Node" parent="."]
-
-[node name="PlayerPhantomCamera2D" type="Node2D" parent="Player"]
-unique_name_in_owner = true
-position = Vector2(243, -148)
-script = ExtResource("2_mgsut")
-priority_override = null
-priority = 5
-zoom = Vector2(1.5, 1.5)
-follow_mode = 2
-follow_target = NodePath("../CharacterBody2D")
-follow_parameters/target_offset = Vector2(0, -120)
-follow_parameters/damping = true
-follow_parameters/damping_value = 5.0
-tween_parameters = ExtResource("6_gqov5")
-tween_on_load = false
-inactive_update_mode = 0
-
-[node name="CharacterBody2D" type="CharacterBody2D" parent="Player"]
-position = Vector2(243, -28)
-script = ExtResource("4_jnuod")
-
-[node name="DarkOverlay" type="ColorRect" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-visible = false
-anchors_preset = 8
-anchor_left = 0.5
-anchor_top = 0.5
-anchor_right = 0.5
-anchor_bottom = 0.5
-offset_left = -1000.0
-offset_top = -1000.0
-offset_right = 1000.0
-offset_bottom = 1000.0
-grow_horizontal = 2
-grow_vertical = 2
-color = Color(0, 0, 0, 0.615686)
-
-[node name="InteractionPrompt" type="Panel" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-visible = false
-anchors_preset = 7
-anchor_left = 0.5
-anchor_top = 1.0
-anchor_right = 0.5
-anchor_bottom = 1.0
-offset_left = -16.0
-offset_top = -66.0
-offset_right = 16.0
-offset_bottom = -34.0
-grow_horizontal = 2
-grow_vertical = 0
-size_flags_vertical = 0
-theme_override_styles/panel = SubResource("StyleBoxFlat_5hryl")
-
-[node name="Label" type="Label" parent="Player/CharacterBody2D/InteractionPrompt"]
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_top = -3.0
-offset_bottom = 5.0
-grow_horizontal = 2
-grow_vertical = 2
-theme_override_colors/font_color = Color(0, 0, 0, 1)
-theme_override_fonts/font = ExtResource("12_k4p0h")
-theme_override_font_sizes/font_size = 26
-text = "F"
-horizontal_alignment = 1
-vertical_alignment = 1
-
-[node name="PlayerSprite" type="Sprite2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-scale = Vector2(0.5, 0.5)
-texture = ExtResource("6_e46ea")
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Player/CharacterBody2D"]
-position = Vector2(0, -0.5)
-shape = SubResource("RectangleShape2D_xj4ar")
-
-[node name="PlayerArea2D" type="Area2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-collision_layer = 2
-collision_mask = 2
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Player/CharacterBody2D/PlayerArea2D"]
-position = Vector2(0, -0.5)
-shape = SubResource("RectangleShape2D_18i13")
-
-[node name="ItemFocusPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(0, -122)
-script = ExtResource("2_mgsut")
-priority_override = null
-priority = 0
-zoom = Vector2(2, 2)
-follow_mode = 0
-tween_parameters = ExtResource("10_0txyn")
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="InventoryPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(-183, -5)
-script = ExtResource("2_mgsut")
-priority_override = null
-priority = 0
-zoom = Vector2(2.5, 2.5)
-follow_mode = 0
-tween_parameters = ExtResource("11_xakux")
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="Label" type="Label" parent="Player"]
-offset_left = 167.0
-offset_top = -145.0
-offset_right = 332.0
-offset_bottom = -81.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("12_k4p0h")
-text = "[WASD] to move
-[Space] to jump"
diff --git a/addons/phantom_camera/examples/example_scenes/2D/2DFollowFramedExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/2D/2DFollowFramedExampleScene.tscn
deleted file mode 100644
index 4fe7042..0000000
--- a/addons/phantom_camera/examples/example_scenes/2D/2DFollowFramedExampleScene.tscn
+++ /dev/null
@@ -1,762 +0,0 @@
-[gd_scene load_steps=17 format=3 uid="uid://bxtsl6qlpq1ar"]
-
-[ext_resource type="Texture2D" uid="uid://c77npili4pel4" path="res://addons/phantom_camera/examples/textures/2D/level_spritesheet.png" id="1_27o77"]
-[ext_resource type="PackedScene" uid="uid://dg7rhrymsrrrm" path="res://addons/phantom_camera/examples/ui/UIInventory.tscn" id="2_1tbys"]
-[ext_resource type="PackedScene" uid="uid://iq5xd1ob1res" path="res://addons/phantom_camera/examples/ui/UISign.tscn" id="3_1kfnp"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="4_mylkx"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd" id="5_lwx5e"]
-[ext_resource type="Resource" uid="uid://euybd2w0bax" path="res://addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera2DTween.tres" id="6_tu4q2"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd" id="7_lgoyn"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="8_bo8m7"]
-[ext_resource type="Texture2D" uid="uid://cwep0on2tthn7" path="res://addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png" id="9_lv4it"]
-[ext_resource type="Resource" uid="uid://cecrnq0wnkexh" path="res://addons/phantom_camera/examples/resources/tween/ItemFocusPhantomCamera2DTween.tres" id="10_uli1l"]
-[ext_resource type="Resource" uid="uid://cllveybboaqk5" path="res://addons/phantom_camera/examples/resources/tween/InventoryPhantomCamera2DTween.tres" id="11_rg2e5"]
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_easgx"]
-texture = ExtResource("1_27o77")
-0:0/0 = 0
-0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_0/angular_velocity = 0.0
-0:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_1/angular_velocity = 0.0
-1:0/0 = 0
-1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_0/angular_velocity = 0.0
-1:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_1/angular_velocity = 0.0
-2:0/0 = 0
-2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_0/angular_velocity = 0.0
-2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_1/angular_velocity = 0.0
-3:0/0 = 0
-3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_0/angular_velocity = 0.0
-3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_1/angular_velocity = 0.0
-4:0/0 = 0
-4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_0/angular_velocity = 0.0
-4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_1/angular_velocity = 0.0
-5:0/0 = 0
-5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_0/angular_velocity = 0.0
-5:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_1/angular_velocity = 0.0
-6:0/0 = 0
-6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_0/angular_velocity = 0.0
-6:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_1/angular_velocity = 0.0
-7:0/0 = 0
-7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_0/angular_velocity = 0.0
-7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_1/angular_velocity = 0.0
-0:1/0 = 0
-0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_0/angular_velocity = 0.0
-0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_1/angular_velocity = 0.0
-1:1/0 = 0
-1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_0/angular_velocity = 0.0
-1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_1/angular_velocity = 0.0
-2:1/0 = 0
-2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_0/angular_velocity = 0.0
-2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_1/angular_velocity = 0.0
-3:1/0 = 0
-3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_0/angular_velocity = 0.0
-3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_1/angular_velocity = 0.0
-4:1/0 = 0
-4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_0/angular_velocity = 0.0
-4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_1/angular_velocity = 0.0
-5:1/0 = 0
-5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_0/angular_velocity = 0.0
-5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_1/angular_velocity = 0.0
-7:1/0 = 0
-7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_0/angular_velocity = 0.0
-7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_1/angular_velocity = 0.0
-2:2/0 = 0
-2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_0/angular_velocity = 0.0
-2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_1/angular_velocity = 0.0
-3:2/0 = 0
-3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_0/angular_velocity = 0.0
-3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_1/angular_velocity = 0.0
-4:2/0 = 0
-4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_0/angular_velocity = 0.0
-4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_1/angular_velocity = 0.0
-7:2/0 = 0
-7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_0/angular_velocity = 0.0
-7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_1/angular_velocity = 0.0
-3:3/0 = 0
-3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_0/angular_velocity = 0.0
-3:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_1/angular_velocity = 0.0
-4:3/0 = 0
-4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_0/angular_velocity = 0.0
-4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_1/angular_velocity = 0.0
-5:3/0 = 0
-5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_0/angular_velocity = 0.0
-5:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_1/angular_velocity = 0.0
-7:3/0 = 0
-7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_0/angular_velocity = 0.0
-7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_1/angular_velocity = 0.0
-3:4/0 = 0
-3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_0/angular_velocity = 0.0
-3:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_1/angular_velocity = 0.0
-4:4/0 = 0
-4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_0/angular_velocity = 0.0
-4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_1/angular_velocity = 0.0
-5:4/0 = 0
-5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_0/angular_velocity = 0.0
-5:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_1/angular_velocity = 0.0
-7:4/0 = 0
-7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_0/angular_velocity = 0.0
-7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_1/angular_velocity = 0.0
-3:5/0 = 0
-3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_0/angular_velocity = 0.0
-3:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_1/angular_velocity = 0.0
-4:5/0 = 0
-4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_0/angular_velocity = 0.0
-4:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_1/angular_velocity = 0.0
-7:5/0 = 0
-7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_0/angular_velocity = 0.0
-7:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_1/angular_velocity = 0.0
-3:6/0 = 0
-3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_0/angular_velocity = 0.0
-3:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_1/angular_velocity = 0.0
-4:6/0 = 0
-4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_0/angular_velocity = 0.0
-4:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_1/angular_velocity = 0.0
-7:6/0 = 0
-7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_0/angular_velocity = 0.0
-7:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_1/angular_velocity = 0.0
-2:7/0 = 0
-2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_0/angular_velocity = 0.0
-2:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_1/angular_velocity = 0.0
-3:7/0 = 0
-3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_0/angular_velocity = 0.0
-3:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_1/angular_velocity = 0.0
-4:7/0 = 0
-4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_0/angular_velocity = 0.0
-4:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_1/angular_velocity = 0.0
-5:7/0 = 0
-5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_0/angular_velocity = 0.0
-5:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_1/angular_velocity = 0.0
-8:0/0 = 0
-8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_0/angular_velocity = 0.0
-8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_1/angular_velocity = 0.0
-9:0/0 = 0
-9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_0/angular_velocity = 0.0
-9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_1/angular_velocity = 0.0
-10:0/0 = 0
-10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_0/angular_velocity = 0.0
-10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_1/angular_velocity = 0.0
-11:0/0 = 0
-11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_0/angular_velocity = 0.0
-11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_1/angular_velocity = 0.0
-12:0/0 = 0
-12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_0/angular_velocity = 0.0
-12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_1/angular_velocity = 0.0
-13:0/0 = 0
-13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_0/angular_velocity = 0.0
-13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0 = 0
-14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_0/angular_velocity = 0.0
-14:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8)
-14:0/0/custom_data_0 = &"Sign"
-15:0/0 = 0
-15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_0/angular_velocity = 0.0
-15:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_1/angular_velocity = 0.0
-16:0/0 = 0
-16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_0/angular_velocity = 0.0
-16:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_1/angular_velocity = 0.0
-8:1/0 = 0
-8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_0/angular_velocity = 0.0
-8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_1/angular_velocity = 0.0
-9:1/0 = 0
-9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_0/angular_velocity = 0.0
-9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_1/angular_velocity = 0.0
-10:1/0 = 0
-10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_0/angular_velocity = 0.0
-10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_1/angular_velocity = 0.0
-11:1/0 = 0
-11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_0/angular_velocity = 0.0
-11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_1/angular_velocity = 0.0
-12:1/0 = 0
-12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_0/angular_velocity = 0.0
-12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_1/angular_velocity = 0.0
-13:1/0 = 0
-13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_0/angular_velocity = 0.0
-13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_1/angular_velocity = 0.0
-14:1/0 = 0
-14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_0/angular_velocity = 0.0
-14:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_1/angular_velocity = 0.0
-15:1/0 = 0
-15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_0/angular_velocity = 0.0
-15:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_1/angular_velocity = 0.0
-16:1/0 = 0
-16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_0/angular_velocity = 0.0
-16:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_1/angular_velocity = 0.0
-8:2/0 = 0
-8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_0/angular_velocity = 0.0
-8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_1/angular_velocity = 0.0
-9:2/0 = 0
-9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_0/angular_velocity = 0.0
-9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_1/angular_velocity = 0.0
-10:2/0 = 0
-10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_0/angular_velocity = 0.0
-10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_1/angular_velocity = 0.0
-11:2/0 = 0
-11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_0/angular_velocity = 0.0
-11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_1/angular_velocity = 0.0
-12:2/0 = 0
-12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_0/angular_velocity = 0.0
-12:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_1/angular_velocity = 0.0
-13:2/0 = 0
-13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_0/angular_velocity = 0.0
-13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_1/angular_velocity = 0.0
-14:2/0 = 0
-14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_0/angular_velocity = 0.0
-14:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_1/angular_velocity = 0.0
-15:2/0 = 0
-15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_0/angular_velocity = 0.0
-15:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_1/angular_velocity = 0.0
-16:2/0 = 0
-16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_0/angular_velocity = 0.0
-16:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_1/angular_velocity = 0.0
-8:3/0 = 0
-8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_0/angular_velocity = 0.0
-8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_1/angular_velocity = 0.0
-9:3/0 = 0
-9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_0/angular_velocity = 0.0
-9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_1/angular_velocity = 0.0
-10:3/0 = 0
-10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_0/angular_velocity = 0.0
-10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_1/angular_velocity = 0.0
-11:3/0 = 0
-11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_0/angular_velocity = 0.0
-11:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_1/angular_velocity = 0.0
-12:3/0 = 0
-12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:3/0/physics_layer_0/angular_velocity = 0.0
-12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:3/0/physics_layer_1/angular_velocity = 0.0
-13:3/0 = 0
-13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:3/0/physics_layer_0/angular_velocity = 0.0
-13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:3/0/physics_layer_1/angular_velocity = 0.0
-14:3/0 = 0
-14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:3/0/physics_layer_0/angular_velocity = 0.0
-14:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:3/0/physics_layer_1/angular_velocity = 0.0
-15:3/0 = 0
-15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:3/0/physics_layer_0/angular_velocity = 0.0
-15:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:3/0/physics_layer_1/angular_velocity = 0.0
-16:3/0 = 0
-16:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:3/0/physics_layer_0/angular_velocity = 0.0
-16:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:3/0/physics_layer_1/angular_velocity = 0.0
-8:4/0 = 0
-8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:4/0/physics_layer_0/angular_velocity = 0.0
-8:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:4/0/physics_layer_1/angular_velocity = 0.0
-9:4/0 = 0
-9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:4/0/physics_layer_0/angular_velocity = 0.0
-9:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:4/0/physics_layer_1/angular_velocity = 0.0
-10:4/0 = 0
-10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:4/0/physics_layer_0/angular_velocity = 0.0
-10:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:4/0/physics_layer_1/angular_velocity = 0.0
-11:4/0 = 0
-11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:4/0/physics_layer_0/angular_velocity = 0.0
-11:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-7, 2.5, -5, -2, -2.5, -5, 2, -7, 8, -8, 8, 8, -8, 8)
-11:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:4/0/physics_layer_1/angular_velocity = 0.0
-12:4/0 = 0
-12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:4/0/physics_layer_0/angular_velocity = 0.0
-12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:4/0/physics_layer_1/angular_velocity = 0.0
-13:4/0 = 0
-13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:4/0/physics_layer_0/angular_velocity = 0.0
-13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 0, -6, 4, -1.5, 6.5, 1.5, 8, 8, -8, 8)
-13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:4/0/physics_layer_1/angular_velocity = 0.0
-14:4/0 = 0
-14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:4/0/physics_layer_0/angular_velocity = 0.0
-14:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:4/0/physics_layer_1/angular_velocity = 0.0
-14:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
-14:4/0/custom_data_0 = &"Inventory"
-15:4/0 = 0
-15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:4/0/physics_layer_0/angular_velocity = 0.0
-15:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:4/0/physics_layer_1/angular_velocity = 0.0
-16:4/0 = 0
-16:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:4/0/physics_layer_0/angular_velocity = 0.0
-16:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:4/0/physics_layer_1/angular_velocity = 0.0
-8:5/0 = 0
-8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:5/0/physics_layer_0/angular_velocity = 0.0
-8:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:5/0/physics_layer_1/angular_velocity = 0.0
-9:5/0 = 0
-9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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-14:5/0 = 0
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-script = ExtResource("4_mylkx")
-
-[node name="Player" type="Node" parent="."]
-
-[node name="PlayerPhantomCamera2D" type="Node2D" parent="Player"]
-unique_name_in_owner = true
-position = Vector2(674, -132)
-script = ExtResource("5_lwx5e")
-priority_override = null
-priority = 5
-zoom = Vector2(2, 2)
-follow_mode = 5
-follow_target = NodePath("../CharacterBody2D")
-follow_parameters/target_offset = Vector2(0, 0)
-follow_parameters/damping = true
-follow_parameters/damping_value = 20.0
-follow_parameters/dead_zone_horizontal = 0.362
-follow_parameters/dead_zone_vertical = 1.0
-follow_parameters/viewfinder_in_play = true
-tween_parameters = ExtResource("6_tu4q2")
-tween_on_load = false
-inactive_update_mode = 0
-
-[node name="CharacterBody2D" type="CharacterBody2D" parent="Player"]
-position = Vector2(674, -132)
-script = ExtResource("7_lgoyn")
-metadata/_edit_group_ = true
-
-[node name="DarkOverlay" type="ColorRect" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-visible = false
-anchors_preset = 8
-anchor_left = 0.5
-anchor_top = 0.5
-anchor_right = 0.5
-anchor_bottom = 0.5
-offset_left = -1000.0
-offset_top = -1000.0
-offset_right = 1000.0
-offset_bottom = 1000.0
-grow_horizontal = 2
-grow_vertical = 2
-color = Color(0, 0, 0, 0.615686)
-
-[node name="InteractionPrompt" type="Panel" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-visible = false
-anchors_preset = 7
-anchor_left = 0.5
-anchor_top = 1.0
-anchor_right = 0.5
-anchor_bottom = 1.0
-offset_left = -16.0
-offset_top = -66.0
-offset_right = 16.0
-offset_bottom = -34.0
-grow_horizontal = 2
-grow_vertical = 0
-size_flags_vertical = 0
-theme_override_styles/panel = SubResource("StyleBoxFlat_5hryl")
-
-[node name="Label" type="Label" parent="Player/CharacterBody2D/InteractionPrompt"]
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_top = -3.0
-offset_bottom = 5.0
-grow_horizontal = 2
-grow_vertical = 2
-theme_override_colors/font_color = Color(0, 0, 0, 1)
-theme_override_fonts/font = ExtResource("8_bo8m7")
-theme_override_font_sizes/font_size = 26
-text = "F"
-horizontal_alignment = 1
-vertical_alignment = 1
-
-[node name="PlayerSprite" type="Sprite2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-scale = Vector2(0.5, 0.5)
-texture = ExtResource("9_lv4it")
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Player/CharacterBody2D"]
-position = Vector2(0, -0.5)
-shape = SubResource("RectangleShape2D_xj4ar")
-
-[node name="PlayerArea2D" type="Area2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-collision_layer = 2
-collision_mask = 2
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Player/CharacterBody2D/PlayerArea2D"]
-position = Vector2(0, -0.5)
-shape = SubResource("RectangleShape2D_18i13")
-
-[node name="ItemFocusPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(100, -135)
-script = ExtResource("5_lwx5e")
-priority_override = null
-priority = 0
-zoom = Vector2(2, 2)
-follow_mode = 0
-tween_parameters = ExtResource("10_uli1l")
-tween_on_load = true
-inactive_update_mode = 0
-metadata/_edit_lock_ = true
-
-[node name="InventoryPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(-183, -5)
-script = ExtResource("5_lwx5e")
-priority_override = null
-priority = 0
-zoom = Vector2(2.5, 2.5)
-follow_mode = 0
-tween_parameters = ExtResource("11_rg2e5")
-tween_on_load = true
-inactive_update_mode = 0
-metadata/_edit_lock_ = true
-
-[node name="Label" type="Label" parent="Player"]
-offset_left = 167.0
-offset_top = -145.0
-offset_right = 332.0
-offset_bottom = -81.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("8_bo8m7")
-text = "[WASD] to move
-[Space] to jump"
diff --git a/addons/phantom_camera/examples/example_scenes/2D/2DFollowGroupExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/2D/2DFollowGroupExampleScene.tscn
deleted file mode 100644
index f08c288..0000000
--- a/addons/phantom_camera/examples/example_scenes/2D/2DFollowGroupExampleScene.tscn
+++ /dev/null
@@ -1,775 +0,0 @@
-[gd_scene load_steps=17 format=3 uid="uid://brrncnp26lrco"]
-
-[ext_resource type="Texture2D" uid="uid://c77npili4pel4" path="res://addons/phantom_camera/examples/textures/2D/level_spritesheet.png" id="1_5kqbp"]
-[ext_resource type="PackedScene" uid="uid://dg7rhrymsrrrm" path="res://addons/phantom_camera/examples/ui/UIInventory.tscn" id="2_xmntp"]
-[ext_resource type="PackedScene" uid="uid://iq5xd1ob1res" path="res://addons/phantom_camera/examples/ui/UISign.tscn" id="3_8dojy"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="4_2efwt"]
-[ext_resource type="Texture2D" uid="uid://cwep0on2tthn7" path="res://addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png" id="5_0v2cd"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd" id="6_diuy4"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd" id="7_0pk2o"]
-[ext_resource type="Resource" uid="uid://euybd2w0bax" path="res://addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera2DTween.tres" id="8_cx6vg"]
-[ext_resource type="Resource" uid="uid://cecrnq0wnkexh" path="res://addons/phantom_camera/examples/resources/tween/ItemFocusPhantomCamera2DTween.tres" id="10_ar2rk"]
-[ext_resource type="Resource" uid="uid://cllveybboaqk5" path="res://addons/phantom_camera/examples/resources/tween/InventoryPhantomCamera2DTween.tres" id="11_5hu46"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="12_uvcwb"]
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_easgx"]
-texture = ExtResource("1_5kqbp")
-0:0/0 = 0
-0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_0/angular_velocity = 0.0
-0:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_1/angular_velocity = 0.0
-1:0/0 = 0
-1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_0/angular_velocity = 0.0
-1:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_1/angular_velocity = 0.0
-2:0/0 = 0
-2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_0/angular_velocity = 0.0
-2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_1/angular_velocity = 0.0
-3:0/0 = 0
-3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_0/angular_velocity = 0.0
-3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_1/angular_velocity = 0.0
-4:0/0 = 0
-4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_0/angular_velocity = 0.0
-4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_1/angular_velocity = 0.0
-5:0/0 = 0
-5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_0/angular_velocity = 0.0
-5:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_1/angular_velocity = 0.0
-6:0/0 = 0
-6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_0/angular_velocity = 0.0
-6:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_1/angular_velocity = 0.0
-7:0/0 = 0
-7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_0/angular_velocity = 0.0
-7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_1/angular_velocity = 0.0
-0:1/0 = 0
-0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_0/angular_velocity = 0.0
-0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_1/angular_velocity = 0.0
-1:1/0 = 0
-1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_0/angular_velocity = 0.0
-1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_1/angular_velocity = 0.0
-2:1/0 = 0
-2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_0/angular_velocity = 0.0
-2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_1/angular_velocity = 0.0
-3:1/0 = 0
-3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_0/angular_velocity = 0.0
-3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_1/angular_velocity = 0.0
-4:1/0 = 0
-4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_0/angular_velocity = 0.0
-4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_1/angular_velocity = 0.0
-5:1/0 = 0
-5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_0/angular_velocity = 0.0
-5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_1/angular_velocity = 0.0
-7:1/0 = 0
-7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_0/angular_velocity = 0.0
-7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_1/angular_velocity = 0.0
-2:2/0 = 0
-2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_0/angular_velocity = 0.0
-2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_1/angular_velocity = 0.0
-3:2/0 = 0
-3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_0/angular_velocity = 0.0
-3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_1/angular_velocity = 0.0
-4:2/0 = 0
-4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_0/angular_velocity = 0.0
-4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_1/angular_velocity = 0.0
-7:2/0 = 0
-7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_0/angular_velocity = 0.0
-7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_1/angular_velocity = 0.0
-3:3/0 = 0
-3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_0/angular_velocity = 0.0
-3:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_1/angular_velocity = 0.0
-4:3/0 = 0
-4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_0/angular_velocity = 0.0
-4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_1/angular_velocity = 0.0
-5:3/0 = 0
-5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_0/angular_velocity = 0.0
-5:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_1/angular_velocity = 0.0
-7:3/0 = 0
-7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_0/angular_velocity = 0.0
-7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_1/angular_velocity = 0.0
-3:4/0 = 0
-3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_0/angular_velocity = 0.0
-3:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_1/angular_velocity = 0.0
-4:4/0 = 0
-4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_0/angular_velocity = 0.0
-4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_1/angular_velocity = 0.0
-5:4/0 = 0
-5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_0/angular_velocity = 0.0
-5:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_1/angular_velocity = 0.0
-7:4/0 = 0
-7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_0/angular_velocity = 0.0
-7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_1/angular_velocity = 0.0
-3:5/0 = 0
-3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_0/angular_velocity = 0.0
-3:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_1/angular_velocity = 0.0
-4:5/0 = 0
-4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_0/angular_velocity = 0.0
-4:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_1/angular_velocity = 0.0
-7:5/0 = 0
-7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_0/angular_velocity = 0.0
-7:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_1/angular_velocity = 0.0
-3:6/0 = 0
-3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_0/angular_velocity = 0.0
-3:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_1/angular_velocity = 0.0
-4:6/0 = 0
-4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_0/angular_velocity = 0.0
-4:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_1/angular_velocity = 0.0
-7:6/0 = 0
-7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_0/angular_velocity = 0.0
-7:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_1/angular_velocity = 0.0
-2:7/0 = 0
-2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_0/angular_velocity = 0.0
-2:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_1/angular_velocity = 0.0
-3:7/0 = 0
-3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_0/angular_velocity = 0.0
-3:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_1/angular_velocity = 0.0
-4:7/0 = 0
-4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_0/angular_velocity = 0.0
-4:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_1/angular_velocity = 0.0
-5:7/0 = 0
-5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_0/angular_velocity = 0.0
-5:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_1/angular_velocity = 0.0
-8:0/0 = 0
-8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_0/angular_velocity = 0.0
-8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_1/angular_velocity = 0.0
-9:0/0 = 0
-9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_0/angular_velocity = 0.0
-9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_1/angular_velocity = 0.0
-10:0/0 = 0
-10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_0/angular_velocity = 0.0
-10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_1/angular_velocity = 0.0
-11:0/0 = 0
-11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_0/angular_velocity = 0.0
-11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_1/angular_velocity = 0.0
-12:0/0 = 0
-12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_0/angular_velocity = 0.0
-12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_1/angular_velocity = 0.0
-13:0/0 = 0
-13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_0/angular_velocity = 0.0
-13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0 = 0
-14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_0/angular_velocity = 0.0
-14:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8)
-14:0/0/custom_data_0 = &"Sign"
-15:0/0 = 0
-15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_0/angular_velocity = 0.0
-15:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_1/angular_velocity = 0.0
-16:0/0 = 0
-16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_0/angular_velocity = 0.0
-16:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_1/angular_velocity = 0.0
-8:1/0 = 0
-8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_0/angular_velocity = 0.0
-8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_1/angular_velocity = 0.0
-9:1/0 = 0
-9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_0/angular_velocity = 0.0
-9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_1/angular_velocity = 0.0
-10:1/0 = 0
-10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_0/angular_velocity = 0.0
-10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_1/angular_velocity = 0.0
-11:1/0 = 0
-11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_0/angular_velocity = 0.0
-11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_1/angular_velocity = 0.0
-12:1/0 = 0
-12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_0/angular_velocity = 0.0
-12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_1/angular_velocity = 0.0
-13:1/0 = 0
-13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_0/angular_velocity = 0.0
-13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_1/angular_velocity = 0.0
-14:1/0 = 0
-14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_0/angular_velocity = 0.0
-14:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_1/angular_velocity = 0.0
-15:1/0 = 0
-15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_0/angular_velocity = 0.0
-15:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_1/angular_velocity = 0.0
-16:1/0 = 0
-16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_0/angular_velocity = 0.0
-16:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_1/angular_velocity = 0.0
-8:2/0 = 0
-8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_0/angular_velocity = 0.0
-8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_1/angular_velocity = 0.0
-9:2/0 = 0
-9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_0/angular_velocity = 0.0
-9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_1/angular_velocity = 0.0
-10:2/0 = 0
-10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_0/angular_velocity = 0.0
-10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_1/angular_velocity = 0.0
-11:2/0 = 0
-11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_0/angular_velocity = 0.0
-11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_1/angular_velocity = 0.0
-12:2/0 = 0
-12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_0/angular_velocity = 0.0
-12:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_1/angular_velocity = 0.0
-13:2/0 = 0
-13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_0/angular_velocity = 0.0
-13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_1/angular_velocity = 0.0
-14:2/0 = 0
-14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_0/angular_velocity = 0.0
-14:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_1/angular_velocity = 0.0
-15:2/0 = 0
-15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_0/angular_velocity = 0.0
-15:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_1/angular_velocity = 0.0
-16:2/0 = 0
-16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_0/angular_velocity = 0.0
-16:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_1/angular_velocity = 0.0
-8:3/0 = 0
-8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_0/angular_velocity = 0.0
-8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_1/angular_velocity = 0.0
-9:3/0 = 0
-9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_0/angular_velocity = 0.0
-9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_1/angular_velocity = 0.0
-10:3/0 = 0
-10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_0/angular_velocity = 0.0
-10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_1/angular_velocity = 0.0
-11:3/0 = 0
-11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_0/angular_velocity = 0.0
-11:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_1/angular_velocity = 0.0
-12:3/0 = 0
-12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:3/0/physics_layer_0/angular_velocity = 0.0
-12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:3/0/physics_layer_1/angular_velocity = 0.0
-13:3/0 = 0
-13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:3/0/physics_layer_0/angular_velocity = 0.0
-13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:3/0/physics_layer_1/angular_velocity = 0.0
-14:3/0 = 0
-14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:3/0/physics_layer_0/angular_velocity = 0.0
-14:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:3/0/physics_layer_1/angular_velocity = 0.0
-15:3/0 = 0
-15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:3/0/physics_layer_0/angular_velocity = 0.0
-15:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:3/0/physics_layer_1/angular_velocity = 0.0
-16:3/0 = 0
-16:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:3/0/physics_layer_0/angular_velocity = 0.0
-16:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:3/0/physics_layer_1/angular_velocity = 0.0
-8:4/0 = 0
-8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:4/0/physics_layer_0/angular_velocity = 0.0
-8:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:4/0/physics_layer_1/angular_velocity = 0.0
-9:4/0 = 0
-9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:4/0/physics_layer_0/angular_velocity = 0.0
-9:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:4/0/physics_layer_1/angular_velocity = 0.0
-10:4/0 = 0
-10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:4/0/physics_layer_0/angular_velocity = 0.0
-10:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:4/0/physics_layer_1/angular_velocity = 0.0
-11:4/0 = 0
-11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:4/0/physics_layer_0/angular_velocity = 0.0
-11:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-7, 2.5, -5, -2, -2.5, -5, 2, -7, 8, -8, 8, 8, -8, 8)
-11:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:4/0/physics_layer_1/angular_velocity = 0.0
-12:4/0 = 0
-12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:4/0/physics_layer_0/angular_velocity = 0.0
-12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:4/0/physics_layer_1/angular_velocity = 0.0
-13:4/0 = 0
-13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:4/0/physics_layer_0/angular_velocity = 0.0
-13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 0, -6, 4, -1.5, 6.5, 1.5, 8, 8, -8, 8)
-13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:4/0/physics_layer_1/angular_velocity = 0.0
-14:4/0 = 0
-14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:4/0/physics_layer_0/angular_velocity = 0.0
-14:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:4/0/physics_layer_1/angular_velocity = 0.0
-14:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
-14:4/0/custom_data_0 = &"Inventory"
-15:4/0 = 0
-15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:4/0/physics_layer_0/angular_velocity = 0.0
-15:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:4/0/physics_layer_1/angular_velocity = 0.0
-16:4/0 = 0
-16:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:4/0/physics_layer_0/angular_velocity = 0.0
-16:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:4/0/physics_layer_1/angular_velocity = 0.0
-8:5/0 = 0
-8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:5/0/physics_layer_0/angular_velocity = 0.0
-8:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:5/0/physics_layer_1/angular_velocity = 0.0
-9:5/0 = 0
-9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:5/0/physics_layer_0/angular_velocity = 0.0
-9:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:5/0/physics_layer_1/angular_velocity = 0.0
-10:5/0 = 0
-10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:5/0/physics_layer_0/angular_velocity = 0.0
-10:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:5/0/physics_layer_1/angular_velocity = 0.0
-11:5/0 = 0
-11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:5/0/physics_layer_0/angular_velocity = 0.0
-11:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:5/0/physics_layer_1/angular_velocity = 0.0
-12:5/0 = 0
-12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:5/0/physics_layer_0/angular_velocity = 0.0
-12:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:5/0/physics_layer_1/angular_velocity = 0.0
-13:5/0 = 0
-13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:5/0/physics_layer_0/angular_velocity = 0.0
-13:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:5/0/physics_layer_1/angular_velocity = 0.0
-14:5/0 = 0
-14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:5/0/physics_layer_0/angular_velocity = 0.0
-14:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:5/0/physics_layer_1/angular_velocity = 0.0
-15:5/0 = 0
-15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:5/0/physics_layer_0/angular_velocity = 0.0
-15:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:5/0/physics_layer_1/angular_velocity = 0.0
-16:5/0 = 0
-16:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:5/0/physics_layer_0/angular_velocity = 0.0
-16:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:5/0/physics_layer_1/angular_velocity = 0.0
-8:6/0 = 0
-8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:6/0/physics_layer_0/angular_velocity = 0.0
-8:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:6/0/physics_layer_1/angular_velocity = 0.0
-9:6/0 = 0
-9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:6/0/physics_layer_0/angular_velocity = 0.0
-9:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:6/0/physics_layer_1/angular_velocity = 0.0
-10:6/0 = 0
-10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:6/0/physics_layer_0/angular_velocity = 0.0
-10:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:6/0/physics_layer_1/angular_velocity = 0.0
-11:6/0 = 0
-11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:6/0/physics_layer_0/angular_velocity = 0.0
-11:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, 1, 6.5, -3, 3, -6.5, -1.5)
-11:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:6/0/physics_layer_1/angular_velocity = 0.0
-12:6/0 = 0
-12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:6/0/physics_layer_0/angular_velocity = 0.0
-12:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:6/0/physics_layer_1/angular_velocity = 0.0
-13:6/0 = 0
-13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:6/0/physics_layer_0/angular_velocity = 0.0
-13:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 6, -0.5, 3, 3.5, -1.5, 6.5, -8, 8)
-13:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:6/0/physics_layer_1/angular_velocity = 0.0
-14:6/0 = 0
-14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:6/0/physics_layer_0/angular_velocity = 0.0
-14:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:6/0/physics_layer_1/angular_velocity = 0.0
-15:6/0 = 0
-15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:6/0/physics_layer_0/angular_velocity = 0.0
-15:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:6/0/physics_layer_1/angular_velocity = 0.0
-16:6/0 = 0
-16:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:6/0/physics_layer_0/angular_velocity = 0.0
-16:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:6/0/physics_layer_1/angular_velocity = 0.0
-
-[sub_resource type="TileSet" id="TileSet_kf7eg"]
-physics_layer_0/collision_layer = 1
-physics_layer_1/collision_layer = 2
-physics_layer_1/collision_mask = 2
-custom_data_layer_0/name = "Type"
-custom_data_layer_0/type = 21
-sources/0 = SubResource("TileSetAtlasSource_easgx")
-
-[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_5hryl"]
-bg_color = Color(0.85098, 0.894118, 0.937255, 1)
-border_width_left = 2
-border_width_top = 2
-border_width_right = 2
-border_width_bottom = 2
-border_color = Color(0.113725, 0.113725, 0.113725, 1)
-corner_radius_top_left = 7
-corner_radius_top_right = 7
-corner_radius_bottom_right = 7
-corner_radius_bottom_left = 7
-
-[sub_resource type="RectangleShape2D" id="RectangleShape2D_xj4ar"]
-size = Vector2(64, 57)
-
-[sub_resource type="RectangleShape2D" id="RectangleShape2D_18i13"]
-size = Vector2(42, 57)
-
-[node name="ExampleScene2D" type="Node2D"]
-
-[node name="Background" type="CanvasLayer" parent="."]
-layer = -3
-
-[node name="ColorRect" type="ColorRect" parent="Background"]
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_left = -311.0
-offset_top = -173.0
-offset_right = 981.0
-offset_bottom = 548.0
-grow_horizontal = 2
-grow_vertical = 2
-auto_translate = false
-localize_numeral_system = false
-color = Color(0.137255, 0.14902, 0.196078, 1)
-
-[node name="TileMap" type="TileMap" parent="."]
-z_index = -1
-scale = Vector2(3, 3)
-tile_set = SubResource("TileSet_kf7eg")
-format = 2
-layer_0/name = "Background"
-layer_0/tile_data = PackedInt32Array(-393216, 655360, 2, -327680, 655360, 3, -262144, 655360, 3, -196608, 655360, 3, -131072, 655360, 3, -65536, 655360, 3, -393215, 720896, 2, -327679, 720896, 1, -262143, 720896, 1, -196607, 720896, 1, -131071, 720896, 1, -65535, 720896, 1, -393214, 786432, 2, -327678, 786432, 3, -262142, 786432, 3, -196606, 786432, 3, -131070, 786432, 3, -65534, 786432, 3)
-layer_1/name = "Terrain"
-layer_1/enabled = true
-layer_1/modulate = Color(1, 1, 1, 1)
-layer_1/y_sort_enabled = false
-layer_1/y_sort_origin = 0
-layer_1/z_index = 1
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-
-[node name="UI" type="CanvasLayer" parent="."]
-
-[node name="UIInventory" parent="UI" instance=ExtResource("2_xmntp")]
-unique_name_in_owner = true
-visible = false
-
-[node name="UISign" parent="UI" instance=ExtResource("3_8dojy")]
-unique_name_in_owner = true
-visible = false
-
-[node name="Camera2D" type="Camera2D" parent="."]
-position = Vector2(325, -222)
-zoom = Vector2(1.32483, 1.32483)
-
-[node name="PhantomCameraHost" type="Node" parent="Camera2D"]
-script = ExtResource("4_2efwt")
-
-[node name="Label" type="Label" parent="."]
-offset_left = 167.0
-offset_top = -133.0
-offset_right = 332.0
-offset_bottom = -69.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("12_uvcwb")
-text = "[WASD] to move
-[Space] to jump"
-
-[node name="GroupNPCSprite" type="Sprite2D" parent="."]
-unique_name_in_owner = true
-position = Vector2(107, -316)
-scale = Vector2(0.5, 0.5)
-texture = ExtResource("5_0v2cd")
-
-[node name="Player" type="Node" parent="."]
-
-[node name="GroupPhantomCamera2D" type="Node2D" parent="Player"]
-unique_name_in_owner = true
-position = Vector2(325, -222)
-script = ExtResource("6_diuy4")
-priority_override = null
-priority = 6
-zoom = Vector2(1.32483, 1.32483)
-follow_mode = 3
-follow_group = Array[NodePath]([NodePath("../CharacterBody2D"), NodePath("../../GroupNPCSprite")])
-follow_parameters/auto_zoom = true
-follow_parameters/min_zoom = 0.7
-follow_parameters/max_zoom = 3.0
-follow_parameters/zoom_margin = Vector4(100, 200, 200, 50)
-follow_parameters/target_offset = Vector2(0, 0)
-follow_parameters/damping = true
-follow_parameters/damping_value = 8.0
-tween_parameters = ExtResource("8_cx6vg")
-tween_on_load = false
-inactive_update_mode = 0
-
-[node name="CharacterBody2D" type="CharacterBody2D" parent="Player"]
-position = Vector2(243, -28)
-script = ExtResource("7_0pk2o")
-
-[node name="DarkOverlay" type="ColorRect" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-visible = false
-anchors_preset = 8
-anchor_left = 0.5
-anchor_top = 0.5
-anchor_right = 0.5
-anchor_bottom = 0.5
-offset_left = -1000.0
-offset_top = -1000.0
-offset_right = 1000.0
-offset_bottom = 1000.0
-grow_horizontal = 2
-grow_vertical = 2
-color = Color(0, 0, 0, 0.615686)
-
-[node name="InteractionPrompt" type="Panel" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-visible = false
-anchors_preset = 7
-anchor_left = 0.5
-anchor_top = 1.0
-anchor_right = 0.5
-anchor_bottom = 1.0
-offset_left = -16.0
-offset_top = -66.0
-offset_right = 16.0
-offset_bottom = -34.0
-grow_horizontal = 2
-grow_vertical = 0
-size_flags_vertical = 0
-theme_override_styles/panel = SubResource("StyleBoxFlat_5hryl")
-
-[node name="Label" type="Label" parent="Player/CharacterBody2D/InteractionPrompt"]
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_top = -3.0
-offset_bottom = 5.0
-grow_horizontal = 2
-grow_vertical = 2
-theme_override_colors/font_color = Color(0, 0, 0, 1)
-theme_override_fonts/font = ExtResource("12_uvcwb")
-theme_override_font_sizes/font_size = 26
-text = "F"
-horizontal_alignment = 1
-vertical_alignment = 1
-
-[node name="PlayerSprite" type="Sprite2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-scale = Vector2(0.5, 0.5)
-texture = ExtResource("5_0v2cd")
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Player/CharacterBody2D"]
-position = Vector2(0, -0.5)
-shape = SubResource("RectangleShape2D_xj4ar")
-
-[node name="PlayerArea2D" type="Area2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-collision_layer = 2
-collision_mask = 2
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Player/CharacterBody2D/PlayerArea2D"]
-position = Vector2(0, -0.5)
-shape = SubResource("RectangleShape2D_18i13")
-
-[node name="ItemFocusPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(0, -122)
-script = ExtResource("6_diuy4")
-priority_override = null
-priority = 0
-zoom = Vector2(2, 2)
-follow_mode = 0
-tween_parameters = ExtResource("10_ar2rk")
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="InventoryPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(-183, -5)
-script = ExtResource("6_diuy4")
-priority_override = null
-priority = 0
-zoom = Vector2(2.5, 2.5)
-follow_mode = 0
-tween_parameters = ExtResource("11_5hu46")
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="StaysInViewLabel" type="Label" parent="Player"]
-offset_left = 49.0
-offset_top = -379.0
-offset_right = 151.0
-offset_bottom = -353.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("12_uvcwb")
-text = "Stays in view"
diff --git a/addons/phantom_camera/examples/example_scenes/2D/2DFollowPathExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/2D/2DFollowPathExampleScene.tscn
deleted file mode 100644
index 085a5bc..0000000
--- a/addons/phantom_camera/examples/example_scenes/2D/2DFollowPathExampleScene.tscn
+++ /dev/null
@@ -1,778 +0,0 @@
-[gd_scene load_steps=18 format=3 uid="uid://psbaaxnedqmq"]
-
-[ext_resource type="Texture2D" uid="uid://c77npili4pel4" path="res://addons/phantom_camera/examples/textures/2D/level_spritesheet.png" id="1_17ngo"]
-[ext_resource type="PackedScene" uid="uid://dg7rhrymsrrrm" path="res://addons/phantom_camera/examples/ui/UIInventory.tscn" id="2_whpvu"]
-[ext_resource type="PackedScene" uid="uid://iq5xd1ob1res" path="res://addons/phantom_camera/examples/ui/UISign.tscn" id="3_rbo5b"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="4_yddet"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd" id="5_x25dj"]
-[ext_resource type="Resource" uid="uid://euybd2w0bax" path="res://addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera2DTween.tres" id="6_4vtmp"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd" id="7_ipd3c"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="8_6pcaf"]
-[ext_resource type="Texture2D" uid="uid://cwep0on2tthn7" path="res://addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png" id="9_cspd2"]
-[ext_resource type="Resource" uid="uid://cecrnq0wnkexh" path="res://addons/phantom_camera/examples/resources/tween/ItemFocusPhantomCamera2DTween.tres" id="10_mh1yw"]
-[ext_resource type="Resource" uid="uid://cllveybboaqk5" path="res://addons/phantom_camera/examples/resources/tween/InventoryPhantomCamera2DTween.tres" id="11_apay3"]
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_easgx"]
-texture = ExtResource("1_17ngo")
-0:0/0 = 0
-0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_0/angular_velocity = 0.0
-0:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_1/angular_velocity = 0.0
-1:0/0 = 0
-1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_0/angular_velocity = 0.0
-1:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_1/angular_velocity = 0.0
-2:0/0 = 0
-2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_0/angular_velocity = 0.0
-2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_1/angular_velocity = 0.0
-3:0/0 = 0
-3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_0/angular_velocity = 0.0
-3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_1/angular_velocity = 0.0
-4:0/0 = 0
-4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_0/angular_velocity = 0.0
-4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_1/angular_velocity = 0.0
-5:0/0 = 0
-5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_0/angular_velocity = 0.0
-5:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_1/angular_velocity = 0.0
-6:0/0 = 0
-6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_0/angular_velocity = 0.0
-6:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_1/angular_velocity = 0.0
-7:0/0 = 0
-7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_0/angular_velocity = 0.0
-7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_1/angular_velocity = 0.0
-0:1/0 = 0
-0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_0/angular_velocity = 0.0
-0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_1/angular_velocity = 0.0
-1:1/0 = 0
-1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_0/angular_velocity = 0.0
-1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_1/angular_velocity = 0.0
-2:1/0 = 0
-2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_0/angular_velocity = 0.0
-2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_1/angular_velocity = 0.0
-3:1/0 = 0
-3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_0/angular_velocity = 0.0
-3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_1/angular_velocity = 0.0
-4:1/0 = 0
-4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_0/angular_velocity = 0.0
-4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_1/angular_velocity = 0.0
-5:1/0 = 0
-5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_0/angular_velocity = 0.0
-5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_1/angular_velocity = 0.0
-7:1/0 = 0
-7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_0/angular_velocity = 0.0
-7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_1/angular_velocity = 0.0
-2:2/0 = 0
-2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_0/angular_velocity = 0.0
-2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_1/angular_velocity = 0.0
-3:2/0 = 0
-3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_0/angular_velocity = 0.0
-3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_1/angular_velocity = 0.0
-4:2/0 = 0
-4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_0/angular_velocity = 0.0
-4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_1/angular_velocity = 0.0
-7:2/0 = 0
-7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_0/angular_velocity = 0.0
-7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_1/angular_velocity = 0.0
-3:3/0 = 0
-3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_0/angular_velocity = 0.0
-3:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_1/angular_velocity = 0.0
-4:3/0 = 0
-4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_0/angular_velocity = 0.0
-4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_1/angular_velocity = 0.0
-5:3/0 = 0
-5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_0/angular_velocity = 0.0
-5:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_1/angular_velocity = 0.0
-7:3/0 = 0
-7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_0/angular_velocity = 0.0
-7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_1/angular_velocity = 0.0
-3:4/0 = 0
-3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_0/angular_velocity = 0.0
-3:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_1/angular_velocity = 0.0
-4:4/0 = 0
-4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_0/angular_velocity = 0.0
-4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_1/angular_velocity = 0.0
-5:4/0 = 0
-5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_0/angular_velocity = 0.0
-5:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_1/angular_velocity = 0.0
-7:4/0 = 0
-7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_0/angular_velocity = 0.0
-7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_1/angular_velocity = 0.0
-3:5/0 = 0
-3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_0/angular_velocity = 0.0
-3:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_1/angular_velocity = 0.0
-4:5/0 = 0
-4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_0/angular_velocity = 0.0
-4:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_1/angular_velocity = 0.0
-7:5/0 = 0
-7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_0/angular_velocity = 0.0
-7:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_1/angular_velocity = 0.0
-3:6/0 = 0
-3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_0/angular_velocity = 0.0
-3:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_1/angular_velocity = 0.0
-4:6/0 = 0
-4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_0/angular_velocity = 0.0
-4:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_1/angular_velocity = 0.0
-7:6/0 = 0
-7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_0/angular_velocity = 0.0
-7:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_1/angular_velocity = 0.0
-2:7/0 = 0
-2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_0/angular_velocity = 0.0
-2:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_1/angular_velocity = 0.0
-3:7/0 = 0
-3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_0/angular_velocity = 0.0
-3:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_1/angular_velocity = 0.0
-4:7/0 = 0
-4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_0/angular_velocity = 0.0
-4:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_1/angular_velocity = 0.0
-5:7/0 = 0
-5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_0/angular_velocity = 0.0
-5:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_1/angular_velocity = 0.0
-8:0/0 = 0
-8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_0/angular_velocity = 0.0
-8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_1/angular_velocity = 0.0
-9:0/0 = 0
-9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_0/angular_velocity = 0.0
-9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_1/angular_velocity = 0.0
-10:0/0 = 0
-10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_0/angular_velocity = 0.0
-10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_1/angular_velocity = 0.0
-11:0/0 = 0
-11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_0/angular_velocity = 0.0
-11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_1/angular_velocity = 0.0
-12:0/0 = 0
-12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_0/angular_velocity = 0.0
-12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_1/angular_velocity = 0.0
-13:0/0 = 0
-13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_0/angular_velocity = 0.0
-13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0 = 0
-14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_0/angular_velocity = 0.0
-14:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8)
-14:0/0/custom_data_0 = &"Sign"
-15:0/0 = 0
-15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_0/angular_velocity = 0.0
-15:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_1/angular_velocity = 0.0
-16:0/0 = 0
-16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_0/angular_velocity = 0.0
-16:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_1/angular_velocity = 0.0
-8:1/0 = 0
-8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_0/angular_velocity = 0.0
-8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_1/angular_velocity = 0.0
-9:1/0 = 0
-9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_0/angular_velocity = 0.0
-9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_1/angular_velocity = 0.0
-10:1/0 = 0
-10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_0/angular_velocity = 0.0
-10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_1/angular_velocity = 0.0
-11:1/0 = 0
-11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_0/angular_velocity = 0.0
-11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_1/angular_velocity = 0.0
-12:1/0 = 0
-12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_0/angular_velocity = 0.0
-12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_1/angular_velocity = 0.0
-13:1/0 = 0
-13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_0/angular_velocity = 0.0
-13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_1/angular_velocity = 0.0
-14:1/0 = 0
-14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_0/angular_velocity = 0.0
-14:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_1/angular_velocity = 0.0
-15:1/0 = 0
-15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_0/angular_velocity = 0.0
-15:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_1/angular_velocity = 0.0
-16:1/0 = 0
-16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_0/angular_velocity = 0.0
-16:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_1/angular_velocity = 0.0
-8:2/0 = 0
-8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_0/angular_velocity = 0.0
-8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_1/angular_velocity = 0.0
-9:2/0 = 0
-9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_0/angular_velocity = 0.0
-9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_1/angular_velocity = 0.0
-10:2/0 = 0
-10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_0/angular_velocity = 0.0
-10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_1/angular_velocity = 0.0
-11:2/0 = 0
-11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_0/angular_velocity = 0.0
-11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_1/angular_velocity = 0.0
-12:2/0 = 0
-12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_0/angular_velocity = 0.0
-12:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_1/angular_velocity = 0.0
-13:2/0 = 0
-13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_0/angular_velocity = 0.0
-13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_1/angular_velocity = 0.0
-14:2/0 = 0
-14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_0/angular_velocity = 0.0
-14:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_1/angular_velocity = 0.0
-15:2/0 = 0
-15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_0/angular_velocity = 0.0
-15:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_1/angular_velocity = 0.0
-16:2/0 = 0
-16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_0/angular_velocity = 0.0
-16:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_1/angular_velocity = 0.0
-8:3/0 = 0
-8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_0/angular_velocity = 0.0
-8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_1/angular_velocity = 0.0
-9:3/0 = 0
-9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_0/angular_velocity = 0.0
-9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_1/angular_velocity = 0.0
-10:3/0 = 0
-10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_0/angular_velocity = 0.0
-10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_1/angular_velocity = 0.0
-11:3/0 = 0
-11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_0/angular_velocity = 0.0
-11:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
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-border_color = Color(0.113725, 0.113725, 0.113725, 1)
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-size = Vector2(64, 57)
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-point_count = 2
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-[node name="ExampleScene2D" type="Node2D"]
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-layer = -3
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-
-[node name="UI" type="CanvasLayer" parent="."]
-
-[node name="UIInventory" parent="UI" instance=ExtResource("2_whpvu")]
-unique_name_in_owner = true
-visible = false
-
-[node name="UISign" parent="UI" instance=ExtResource("3_rbo5b")]
-unique_name_in_owner = true
-visible = false
-
-[node name="Camera2D" type="Camera2D" parent="."]
-position = Vector2(374, -216)
-zoom = Vector2(1.5, 1.5)
-
-[node name="PhantomCameraHost" type="Node" parent="Camera2D"]
-script = ExtResource("4_yddet")
-
-[node name="Label" type="Label" parent="."]
-offset_left = 167.0
-offset_top = -133.0
-offset_right = 332.0
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-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("8_6pcaf")
-text = "[WASD] to move
-[Space] to jump"
-
-[node name="Player" type="Node" parent="."]
-
-[node name="CharacterBody2D" type="CharacterBody2D" parent="Player"]
-position = Vector2(221, -28)
-script = ExtResource("7_ipd3c")
-metadata/_edit_group_ = true
-
-[node name="DarkOverlay" type="ColorRect" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-visible = false
-anchors_preset = 8
-anchor_left = 0.5
-anchor_top = 0.5
-anchor_right = 0.5
-anchor_bottom = 0.5
-offset_left = -1000.0
-offset_top = -1000.0
-offset_right = 1000.0
-offset_bottom = 1000.0
-grow_horizontal = 2
-grow_vertical = 2
-color = Color(0, 0, 0, 0.615686)
-
-[node name="InteractionPrompt" type="Panel" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-visible = false
-anchors_preset = 7
-anchor_left = 0.5
-anchor_top = 1.0
-anchor_right = 0.5
-anchor_bottom = 1.0
-offset_left = -16.0
-offset_top = -66.0
-offset_right = 16.0
-offset_bottom = -34.0
-grow_horizontal = 2
-grow_vertical = 0
-size_flags_vertical = 0
-theme_override_styles/panel = SubResource("StyleBoxFlat_5hryl")
-
-[node name="Label" type="Label" parent="Player/CharacterBody2D/InteractionPrompt"]
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_top = -3.0
-offset_bottom = 5.0
-grow_horizontal = 2
-grow_vertical = 2
-theme_override_colors/font_color = Color(0, 0, 0, 1)
-theme_override_fonts/font = ExtResource("8_6pcaf")
-theme_override_font_sizes/font_size = 26
-text = "F"
-horizontal_alignment = 1
-vertical_alignment = 1
-
-[node name="PlayerSprite" type="Sprite2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-scale = Vector2(0.5, 0.5)
-texture = ExtResource("9_cspd2")
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Player/CharacterBody2D"]
-position = Vector2(0, -0.5)
-shape = SubResource("RectangleShape2D_xj4ar")
-
-[node name="PlayerArea2D" type="Area2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-collision_layer = 2
-collision_mask = 2
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="Player/CharacterBody2D/PlayerArea2D"]
-position = Vector2(0, -0.5)
-shape = SubResource("RectangleShape2D_18i13")
-
-[node name="ItemFocusPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(0, -122)
-script = ExtResource("5_x25dj")
-priority_override = null
-priority = 0
-zoom = Vector2(2, 2)
-follow_mode = 0
-tween_parameters = ExtResource("10_mh1yw")
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="InventoryPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(-183, -5)
-script = ExtResource("5_x25dj")
-priority_override = null
-priority = 0
-zoom = Vector2(2.5, 2.5)
-follow_mode = 0
-tween_parameters = ExtResource("11_apay3")
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="Label" type="Label" parent="Player"]
-visible = false
-offset_left = 167.0
-offset_top = -145.0
-offset_right = 332.0
-offset_bottom = -81.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("8_6pcaf")
-text = "[WASD] to move
-[Space] to jump"
-
-[node name="PlayerPhantomCamera2D" type="Node2D" parent="."]
-unique_name_in_owner = true
-position = Vector2(374, -216)
-script = ExtResource("5_x25dj")
-priority_override = null
-priority = 5
-zoom = Vector2(1.5, 1.5)
-follow_mode = 4
-follow_target = NodePath("../Player/CharacterBody2D")
-follow_path = NodePath("../Path2D")
-follow_parameters/damping = true
-follow_parameters/damping_value = 5.0
-tween_parameters = ExtResource("6_4vtmp")
-tween_on_load = false
-inactive_update_mode = 0
-
-[node name="Path2D" type="Path2D" parent="."]
-position = Vector2(152, -216)
-curve = SubResource("Curve2D_usrhf")
diff --git a/addons/phantom_camera/examples/example_scenes/2D/2DTweeningExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/2D/2DTweeningExampleScene.tscn
deleted file mode 100644
index f63b3e2..0000000
--- a/addons/phantom_camera/examples/example_scenes/2D/2DTweeningExampleScene.tscn
+++ /dev/null
@@ -1,909 +0,0 @@
-[gd_scene load_steps=23 format=3 uid="uid://cpyb3ucwcqj8l"]
-
-[ext_resource type="Texture2D" uid="uid://c77npili4pel4" path="res://addons/phantom_camera/examples/textures/2D/level_spritesheet.png" id="1_oo2bo"]
-[ext_resource type="PackedScene" uid="uid://dg7rhrymsrrrm" path="res://addons/phantom_camera/examples/ui/UIInventory.tscn" id="2_as4e6"]
-[ext_resource type="PackedScene" uid="uid://iq5xd1ob1res" path="res://addons/phantom_camera/examples/ui/UISign.tscn" id="3_6yi7w"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="4_bb7en"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd" id="5_kikl5"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="6_8u8cj"]
-[ext_resource type="Resource" uid="uid://euybd2w0bax" path="res://addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera2DTween.tres" id="6_gu0o0"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd" id="6_oxdpf"]
-[ext_resource type="Texture2D" uid="uid://cwep0on2tthn7" path="res://addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png" id="8_ok3b7"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/2D/2D_trigger_area.gd" id="9_184pu"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="11_myq47"]
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_easgx"]
-texture = ExtResource("1_oo2bo")
-0:0/0 = 0
-0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_0/angular_velocity = 0.0
-0:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_1/angular_velocity = 0.0
-1:0/0 = 0
-1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_0/angular_velocity = 0.0
-1:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_1/angular_velocity = 0.0
-2:0/0 = 0
-2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_0/angular_velocity = 0.0
-2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_1/angular_velocity = 0.0
-3:0/0 = 0
-3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_0/angular_velocity = 0.0
-3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_1/angular_velocity = 0.0
-4:0/0 = 0
-4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_0/angular_velocity = 0.0
-4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_1/angular_velocity = 0.0
-5:0/0 = 0
-5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_0/angular_velocity = 0.0
-5:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_1/angular_velocity = 0.0
-6:0/0 = 0
-6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_0/angular_velocity = 0.0
-6:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_1/angular_velocity = 0.0
-7:0/0 = 0
-7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_0/angular_velocity = 0.0
-7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_1/angular_velocity = 0.0
-0:1/0 = 0
-0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_0/angular_velocity = 0.0
-0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_1/angular_velocity = 0.0
-1:1/0 = 0
-1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_0/angular_velocity = 0.0
-1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_1/angular_velocity = 0.0
-2:1/0 = 0
-2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_0/angular_velocity = 0.0
-2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_1/angular_velocity = 0.0
-3:1/0 = 0
-3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_0/angular_velocity = 0.0
-3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_1/angular_velocity = 0.0
-4:1/0 = 0
-4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_0/angular_velocity = 0.0
-4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_1/angular_velocity = 0.0
-5:1/0 = 0
-5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_0/angular_velocity = 0.0
-5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_1/angular_velocity = 0.0
-7:1/0 = 0
-7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_0/angular_velocity = 0.0
-7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_1/angular_velocity = 0.0
-2:2/0 = 0
-2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_0/angular_velocity = 0.0
-2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_1/angular_velocity = 0.0
-3:2/0 = 0
-3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_0/angular_velocity = 0.0
-3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_1/angular_velocity = 0.0
-4:2/0 = 0
-4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_0/angular_velocity = 0.0
-4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_1/angular_velocity = 0.0
-7:2/0 = 0
-7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_0/angular_velocity = 0.0
-7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_1/angular_velocity = 0.0
-3:3/0 = 0
-3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_0/angular_velocity = 0.0
-3:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_1/angular_velocity = 0.0
-4:3/0 = 0
-4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_0/angular_velocity = 0.0
-4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_1/angular_velocity = 0.0
-7:3/0 = 0
-7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_0/angular_velocity = 0.0
-7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_1/angular_velocity = 0.0
-3:4/0 = 0
-3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_0/angular_velocity = 0.0
-3:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_1/angular_velocity = 0.0
-4:4/0 = 0
-4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_0/angular_velocity = 0.0
-4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_1/angular_velocity = 0.0
-5:4/0 = 0
-5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_0/angular_velocity = 0.0
-5:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_1/angular_velocity = 0.0
-7:4/0 = 0
-7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_0/angular_velocity = 0.0
-7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_1/angular_velocity = 0.0
-3:5/0 = 0
-3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_0/angular_velocity = 0.0
-3:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:5/0/physics_layer_1/angular_velocity = 0.0
-4:5/0 = 0
-4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_0/angular_velocity = 0.0
-4:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_1/angular_velocity = 0.0
-7:5/0 = 0
-7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_0/angular_velocity = 0.0
-7:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_1/angular_velocity = 0.0
-3:6/0 = 0
-3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_0/angular_velocity = 0.0
-3:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_1/angular_velocity = 0.0
-4:6/0 = 0
-4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_0/angular_velocity = 0.0
-4:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_1/angular_velocity = 0.0
-7:6/0 = 0
-7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_0/angular_velocity = 0.0
-7:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-7:6/0/physics_layer_1/angular_velocity = 0.0
-2:7/0 = 0
-2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_0/angular_velocity = 0.0
-2:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_1/angular_velocity = 0.0
-3:7/0 = 0
-3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_0/angular_velocity = 0.0
-3:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_1/angular_velocity = 0.0
-4:7/0 = 0
-4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_0/angular_velocity = 0.0
-4:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_1/angular_velocity = 0.0
-5:7/0 = 0
-5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_0/angular_velocity = 0.0
-5:7/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_1/angular_velocity = 0.0
-8:0/0 = 0
-8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_0/angular_velocity = 0.0
-8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_1/angular_velocity = 0.0
-9:0/0 = 0
-9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_0/angular_velocity = 0.0
-9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_1/angular_velocity = 0.0
-10:0/0 = 0
-10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_0/angular_velocity = 0.0
-10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_1/angular_velocity = 0.0
-11:0/0 = 0
-11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_0/angular_velocity = 0.0
-11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_1/angular_velocity = 0.0
-12:0/0 = 0
-12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_0/angular_velocity = 0.0
-12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:0/0/physics_layer_1/angular_velocity = 0.0
-13:0/0 = 0
-13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_0/angular_velocity = 0.0
-13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0 = 0
-14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_0/angular_velocity = 0.0
-14:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:0/0/physics_layer_1/angular_velocity = 0.0
-14:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8)
-14:0/0/custom_data_0 = &"Sign"
-15:0/0 = 0
-15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_0/angular_velocity = 0.0
-15:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:0/0/physics_layer_1/angular_velocity = 0.0
-16:0/0 = 0
-16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_0/angular_velocity = 0.0
-16:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:0/0/physics_layer_1/angular_velocity = 0.0
-8:1/0 = 0
-8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_0/angular_velocity = 0.0
-8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_1/angular_velocity = 0.0
-9:1/0 = 0
-9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_0/angular_velocity = 0.0
-9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_1/angular_velocity = 0.0
-10:1/0 = 0
-10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_0/angular_velocity = 0.0
-10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_1/angular_velocity = 0.0
-11:1/0 = 0
-11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_0/angular_velocity = 0.0
-11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_1/angular_velocity = 0.0
-12:1/0 = 0
-12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_0/angular_velocity = 0.0
-12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_1/angular_velocity = 0.0
-13:1/0 = 0
-13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_0/angular_velocity = 0.0
-13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_1/angular_velocity = 0.0
-14:1/0 = 0
-14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_0/angular_velocity = 0.0
-14:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_1/angular_velocity = 0.0
-15:1/0 = 0
-15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_0/angular_velocity = 0.0
-15:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_1/angular_velocity = 0.0
-16:1/0 = 0
-16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_0/angular_velocity = 0.0
-16:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:1/0/physics_layer_1/angular_velocity = 0.0
-8:2/0 = 0
-8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_0/angular_velocity = 0.0
-8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_1/angular_velocity = 0.0
-9:2/0 = 0
-9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_0/angular_velocity = 0.0
-9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_1/angular_velocity = 0.0
-10:2/0 = 0
-10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_0/angular_velocity = 0.0
-10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-10:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_1/angular_velocity = 0.0
-11:2/0 = 0
-11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_0/angular_velocity = 0.0
-11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-11:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_1/angular_velocity = 0.0
-12:2/0 = 0
-12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_0/angular_velocity = 0.0
-12:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-12:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-12:2/0/physics_layer_1/angular_velocity = 0.0
-13:2/0 = 0
-13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_0/angular_velocity = 0.0
-13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-13:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-13:2/0/physics_layer_1/angular_velocity = 0.0
-14:2/0 = 0
-14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_0/angular_velocity = 0.0
-14:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-14:2/0/physics_layer_1/angular_velocity = 0.0
-15:2/0 = 0
-15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_0/angular_velocity = 0.0
-15:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-15:2/0/physics_layer_1/angular_velocity = 0.0
-16:2/0 = 0
-16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_0/angular_velocity = 0.0
-16:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
-16:2/0/physics_layer_1/angular_velocity = 0.0
-8:3/0 = 0
-8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_0/angular_velocity = 0.0
-8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:3/0/physics_layer_1/linear_velocity = Vector2(0, 0)
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-
-[node name="ItemFocusPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(0, -122)
-script = ExtResource("5_kikl5")
-priority_override = null
-priority = 0
-zoom = Vector2(1, 1)
-follow_mode = 0
-tween_parameters = null
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="InventoryPhantomCamera2D" type="Node2D" parent="Player/CharacterBody2D"]
-unique_name_in_owner = true
-position = Vector2(-183, -5)
-script = ExtResource("5_kikl5")
-priority_override = null
-priority = 0
-zoom = Vector2(1, 1)
-follow_mode = 0
-tween_parameters = null
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="Label" type="Label" parent="Player"]
-offset_left = 167.0
-offset_top = -132.0
-offset_right = 332.0
-offset_bottom = -68.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("11_myq47")
-text = "[WASD] to move
-[Space] to jump"
-
-[node name="WideArea" type="Area2D" parent="." node_paths=PackedStringArray("area_pcam")]
-position = Vector2(393, -40)
-script = ExtResource("9_184pu")
-area_pcam = NodePath("PhantomCamera2D")
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="WideArea"]
-position = Vector2(0, -40)
-shape = SubResource("RectangleShape2D_tgk1y")
-
-[node name="ColorRect" type="ColorRect" parent="WideArea"]
-offset_left = -70.0
-offset_top = -120.0
-offset_right = 70.0
-offset_bottom = 40.0
-size_flags_horizontal = 0
-size_flags_vertical = 0
-color = Color(0.556863, 0.447059, 0.545098, 0.698039)
-
-[node name="Label" type="Label" parent="WideArea"]
-offset_left = -77.0
-offset_top = -250.0
-offset_right = 76.0
-offset_bottom = -120.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("11_myq47")
-text = "Transition Type:
-Sine
-
-Duration:
-0.6s"
-horizontal_alignment = 1
-
-[node name="PhantomCamera2D" type="Node2D" parent="WideArea"]
-position = Vector2(4, -100)
-script = ExtResource("5_kikl5")
-priority_override = null
-priority = 0
-zoom = Vector2(0.8, 0.8)
-follow_mode = 0
-tween_parameters = SubResource("Resource_ujs6q")
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="UpperZoomArea" type="Area2D" parent="." node_paths=PackedStringArray("area_pcam")]
-position = Vector2(649, -135)
-script = ExtResource("9_184pu")
-area_pcam = NodePath("PhantomCamera2D")
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="UpperZoomArea"]
-position = Vector2(0, -40)
-shape = SubResource("RectangleShape2D_clm0y")
-
-[node name="ColorRect" type="ColorRect" parent="UpperZoomArea"]
-offset_left = -52.0
-offset_top = -120.0
-offset_right = 52.0
-offset_bottom = 40.0
-size_flags_horizontal = 0
-size_flags_vertical = 0
-color = Color(0.556863, 0.447059, 0.545098, 0.698039)
-
-[node name="Label" type="Label" parent="UpperZoomArea"]
-offset_left = -74.0
-offset_top = -251.0
-offset_right = 79.0
-offset_bottom = -121.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("11_myq47")
-text = "Transition Type:
-Circ
-
-Duration:
-0.3s"
-horizontal_alignment = 1
-
-[node name="PhantomCamera2D" type="Node2D" parent="UpperZoomArea"]
-position = Vector2(2, -83)
-script = ExtResource("5_kikl5")
-priority_override = null
-priority = 0
-zoom = Vector2(2, 2)
-follow_mode = 0
-tween_parameters = SubResource("Resource_7xgkv")
-tween_on_load = true
-inactive_update_mode = 0
-
-[node name="ForwardArea" type="Area2D" parent="." node_paths=PackedStringArray("area_pcam")]
-position = Vector2(1136, -38)
-script = ExtResource("9_184pu")
-area_pcam = NodePath("PhantomCamera2D")
-
-[node name="CollisionShape2D" type="CollisionShape2D" parent="ForwardArea"]
-position = Vector2(0, -42)
-shape = SubResource("RectangleShape2D_uka0w")
-
-[node name="ColorRect" type="ColorRect" parent="ForwardArea"]
-offset_left = -280.0
-offset_top = -122.0
-offset_right = 280.0
-offset_bottom = 38.0
-size_flags_horizontal = 0
-size_flags_vertical = 0
-color = Color(0.556863, 0.447059, 0.545098, 0.698039)
-
-[node name="Label" type="Label" parent="ForwardArea"]
-offset_left = -76.0
-offset_top = -252.0
-offset_right = 77.0
-offset_bottom = -122.0
-theme_override_colors/font_color = Color(0.294118, 1, 0.631373, 1)
-theme_override_fonts/font = ExtResource("11_myq47")
-text = "Transition Type:
-Back
-
-Duration:
-1.2s"
-horizontal_alignment = 1
-
-[node name="PhantomCamera2D" type="Node2D" parent="ForwardArea"]
-position = Vector2(344, -46)
-script = ExtResource("5_kikl5")
-priority_override = null
-priority = 0
-zoom = Vector2(0.9, 0.9)
-follow_mode = 0
-tween_parameters = SubResource("Resource_tse25")
-tween_on_load = true
-inactive_update_mode = 0
diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DExampleScene.tscn
deleted file mode 100644
index 69b8f96..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DExampleScene.tscn
+++ /dev/null
@@ -1,378 +0,0 @@
-[gd_scene load_steps=35 format=3 uid="uid://ci12ytew5vwty"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="1_ry0dd"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/NPC.gd" id="2_2n1da"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="2_e7gxt"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="2_y3dy8"]
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="3_f5qrw"]
-[ext_resource type="Resource" uid="uid://cptfoggk2ok67" path="res://addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera3DTween.tres" id="4_a27nb"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/3D_trigger_area.gd" id="4_moad5"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller.gd" id="5_c85ys"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="6_ebm1o"]
-[ext_resource type="Resource" uid="uid://c1v786g5agaw5" path="res://addons/phantom_camera/examples/resources/tween/FixedCameraTween.tres" id="8_c0sgt"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_g0eml"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_flw6w"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_dy1i7"]
-
-[sub_resource type="Resource" id="Resource_su0l1"]
-script = ExtResource("6_ebm1o")
-duration = 1.2
-transition = 3
-ease = 2
-
-[sub_resource type="BoxMesh" id="BoxMesh_7tjw4"]
-size = Vector3(2, 0.5, 4)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_hpllm"]
-transparency = 1
-albedo_color = Color(0.988235, 0.478431, 0.905882, 0.0901961)
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_65o6h"]
-size = Vector3(2, 0.5, 4)
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_tpc7d"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_v5iy7"]
-albedo_color = Color(0.988235, 0.478431, 0.905882, 1)
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_wcrbb"]
-size = Vector3(6.8, 0.1, 5.4)
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_ctyr8"]
-size = Vector3(7.4, 0.1, 3.6)
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_ua072"]
-size = Vector3(6.8, 0.1, 3.6)
-
-[sub_resource type="BoxMesh" id="BoxMesh_ugc3s"]
-size = Vector3(1, 1, 2)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_68thd"]
-albedo_color = Color(0.34902, 0.862745, 0.854902, 1)
-
-[sub_resource type="BoxMesh" id="BoxMesh_wphly"]
-size = Vector3(1, 0.5, 1)
-
-[sub_resource type="BoxMesh" id="BoxMesh_gyp5s"]
-size = Vector3(20, 40, 30)
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_lfaqs"]
-size = Vector3(20, 40, 30)
-
-[sub_resource type="BoxMesh" id="BoxMesh_n70lt"]
-size = Vector3(14, 40, 6)
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_jxmqm"]
-size = Vector3(14, 40, 6)
-
-[sub_resource type="BoxMesh" id="BoxMesh_x0tgm"]
-size = Vector3(8, 40, 1)
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_t67ef"]
-size = Vector3(50, 40, 1)
-
-[sub_resource type="BoxMesh" id="BoxMesh_rmslh"]
-size = Vector3(0.5, 6, 13.5)
-
-[sub_resource type="BoxMesh" id="BoxMesh_242ij"]
-size = Vector3(2, 3, 3)
-
-[sub_resource type="BoxMesh" id="BoxMesh_niuda"]
-size = Vector3(8, 6, 0.5)
-
-[node name="Root" type="Node3D"]
-
-[node name="MainCamera3D" type="Camera3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.997417, 0.0220127, -0.0662648, 0, 0.948973, 0.315232, 0.0698191, -0.314467, 0.946641, -4.132, 2, 9.011)
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
-script = ExtResource("1_ry0dd")
-
-[node name="PlayerGroup" type="Node" parent="."]
-
-[node name="MovementInstructionsLabel" type="Label3D" parent="PlayerGroup"]
-transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -2.50422, -0.455369, 6.62486)
-modulate = Color(0.294118, 1, 0.631373, 1)
-text = "[WASD] to move"
-font = ExtResource("2_e7gxt")
-font_size = 48
-
-[node name="PlayerPhantomCamera3D" type="Node3D" parent="PlayerGroup"]
-unique_name_in_owner = true
-transform = Transform3D(0.997417, 0.0220127, -0.0662648, 0, 0.948973, 0.315232, 0.0698191, -0.314467, 0.946641, -4.132, 2, 9.011)
-script = ExtResource("2_y3dy8")
-priority_override = false
-priority = 3
-follow_mode = 2
-follow_target = NodePath("../PlayerCharacterBody3D")
-follow_parameters/target_offset = Vector3(0.5, 1.5, 2)
-follow_parameters/damping = true
-follow_parameters/damping_value = 10.0
-look_at_mode = 0
-tween_parameters = ExtResource("4_a27nb")
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="PlayerCharacterBody3D" type="CharacterBody3D" parent="PlayerGroup"]
-unique_name_in_owner = true
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.632, 0.5, 7.011)
-script = ExtResource("5_c85ys")
-SPEED = 3.5
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="PlayerGroup/PlayerCharacterBody3D"]
-mesh = SubResource("CapsuleMesh_g0eml")
-surface_material_override/0 = SubResource("StandardMaterial3D_flw6w")
-
-[node name="PlayerArea3D" type="Area3D" parent="PlayerGroup/PlayerCharacterBody3D"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerGroup/PlayerCharacterBody3D/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_dy1i7")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="PlayerGroup/PlayerCharacterBody3D"]
-shape = SubResource("CapsuleShape3D_dy1i7")
-
-[node name="NPCGroup" type="Node" parent="."]
-
-[node name="NPCPhantomCamera3D" type="Node3D" parent="NPCGroup"]
-unique_name_in_owner = true
-transform = Transform3D(0.616596, -0.109786, 0.779587, -2.23517e-08, 0.990229, 0.13945, -0.78728, -0.0859841, 0.610571, -2.98802, 1.50739, 1.19719)
-script = ExtResource("2_y3dy8")
-priority_override = false
-priority = 0
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = SubResource("Resource_su0l1")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="NPCDescriptionLabel" type="Label3D" parent="NPCGroup"]
-transform = Transform3D(1, 0, 0, 0, 0.866026, 0.5, 0, -0.5, 0.866025, -3.04693, 0.367287, 0.953757)
-text = "Input Example"
-font = ExtResource("2_e7gxt")
-
-[node name="NPCDialogueExampleLabel" type="Label3D" parent="NPCGroup"]
-unique_name_in_owner = true
-transform = Transform3D(1, 4.54671e-10, 1.65487e-10, 4.25644e-10, 0.939693, 0.34202, 0, -0.34202, 0.939693, -4.46738, 1.58641, -0.253679)
-modulate = Color(1, 0.603922, 0.254902, 1)
-text = "Press [ F ] to change camera"
-font = ExtResource("2_e7gxt")
-
-[node name="NPCInteractionZoneMesh" type="MeshInstance3D" parent="NPCGroup"]
-transform = Transform3D(0.819152, 4.83851e-10, -0.573576, -3.92481e-09, 1, -6.3473e-09, 0.573576, 7.45058e-09, 0.819152, -3.46138, -0.4, 0.875321)
-mesh = SubResource("BoxMesh_7tjw4")
-skeleton = NodePath("../..")
-surface_material_override/0 = SubResource("StandardMaterial3D_hpllm")
-metadata/_edit_group_ = true
-
-[node name="NPCInteractionArea3D" type="Area3D" parent="NPCGroup/NPCInteractionZoneMesh"]
-unique_name_in_owner = true
-transform = Transform3D(1, -2.68591e-26, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
-monitorable = false
-
-[node name="NPCInterationCollisionShape3D" type="CollisionShape3D" parent="NPCGroup/NPCInteractionZoneMesh/NPCInteractionArea3D"]
-shape = SubResource("BoxShape3D_65o6h")
-
-[node name="NPC" type="StaticBody3D" parent="NPCGroup"]
-transform = Transform3D(1, 4.83851e-10, 0, 4.25644e-10, 1, -7.45058e-09, 0, 7.45058e-09, 1, -4.56338, 0.5, -0.272679)
-script = ExtResource("2_2n1da")
-
-[node name="PlayerCollisionShape3D2" type="CollisionShape3D" parent="NPCGroup/NPC"]
-transform = Transform3D(1, -2.68591e-26, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
-shape = SubResource("CapsuleShape3D_tpc7d")
-
-[node name="NPCMesh" type="MeshInstance3D" parent="NPCGroup/NPC"]
-transform = Transform3D(1, -2.68591e-26, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
-mesh = SubResource("CapsuleMesh_g0eml")
-skeleton = NodePath("../../..")
-surface_material_override/0 = SubResource("StandardMaterial3D_v5iy7")
-
-[node name="MoveToLocation" type="Node3D" parent="NPCGroup"]
-unique_name_in_owner = true
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.70084, 0.5, 0.962891)
-
-[node name="FixedCameraTriggerZone" type="Node" parent="."]
-
-[node name="FixedCameraLabel" type="Label3D" parent="FixedCameraTriggerZone"]
-unique_name_in_owner = true
-transform = Transform3D(0.939693, 0.280167, -0.196175, 1.49012e-08, 0.573577, 0.819152, 0.34202, -0.769751, 0.538986, -0.538716, -0.247626, 3.13456)
-text = "Fixed Camera
-Example"
-font = ExtResource("2_e7gxt")
-
-[node name="NorthRoomPhantomCamera3D" type="Node3D" parent="FixedCameraTriggerZone"]
-transform = Transform3D(0.38357, -0.555836, 0.737507, -0.105898, 0.766851, 0.633027, -0.917417, -0.320912, 0.235279, 6.89638, 4.73986, 0.115512)
-script = ExtResource("2_y3dy8")
-priority_override = false
-priority = 0
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = ExtResource("8_c0sgt")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="NorthRoomTrigger" type="Area3D" parent="FixedCameraTriggerZone" node_paths=PackedStringArray("area_pcam")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, -0.45, -0.9)
-priority = 5
-script = ExtResource("4_moad5")
-area_pcam = NodePath("../NorthRoomPhantomCamera3D")
-metadata/_edit_group_ = true
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="FixedCameraTriggerZone/NorthRoomTrigger"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.6, 0, -0.4)
-shape = SubResource("BoxShape3D_wcrbb")
-
-[node name="EntryRoomPhantomCamera3D" type="Node3D" parent="FixedCameraTriggerZone"]
-transform = Transform3D(0.258818, -0.482963, 0.836515, 1.3027e-15, 0.866025, 0.499999, -0.965924, -0.129409, 0.224143, 6.69741, 4.73364, 4.02374)
-script = ExtResource("2_y3dy8")
-priority_override = false
-priority = 0
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = ExtResource("8_c0sgt")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="EntryRoomTrigger" type="Area3D" parent="FixedCameraTriggerZone" node_paths=PackedStringArray("area_pcam")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.00003, -0.454982, 3.00572)
-priority = 5
-script = ExtResource("4_moad5")
-area_pcam = NodePath("../EntryRoomPhantomCamera3D")
-metadata/_edit_group_ = true
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="FixedCameraTriggerZone/EntryRoomTrigger"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.3, 0, 0.2)
-shape = SubResource("BoxShape3D_ctyr8")
-
-[node name="SouthRoomPhantomCamera3D" type="Node3D" parent="FixedCameraTriggerZone"]
-transform = Transform3D(-0.766043, -0.492403, 0.413175, 0, 0.642787, 0.766043, -0.642786, 0.586825, -0.492403, 6.89741, 4.73364, 5.62374)
-script = ExtResource("2_y3dy8")
-priority_override = false
-priority = 0
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = ExtResource("8_c0sgt")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="SouthRoomTrigger" type="Area3D" parent="FixedCameraTriggerZone" node_paths=PackedStringArray("area_pcam")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, -0.45, 6.7)
-priority = 5
-script = ExtResource("4_moad5")
-area_pcam = NodePath("../SouthRoomPhantomCamera3D")
-metadata/_edit_group_ = true
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="FixedCameraTriggerZone/SouthRoomTrigger"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.6, 0, 0.1)
-shape = SubResource("BoxShape3D_ua072")
-
-[node name="CSGMesh3D" type="CSGMesh3D" parent="FixedCameraTriggerZone"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.14238, 1.82571, 2.88655)
-mesh = SubResource("BoxMesh_ugc3s")
-material = SubResource("StandardMaterial3D_68thd")
-
-[node name="CSGMesh3D2" type="CSGMesh3D" parent="FixedCameraTriggerZone/CSGMesh3D"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00192642, -0.0120339, 0.00494432)
-operation = 2
-mesh = SubResource("BoxMesh_wphly")
-material = SubResource("StandardMaterial3D_68thd")
-
-[node name="Environment" type="Node" parent="."]
-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 8, 0)
-metadata/_edit_lock_ = true
-
-[node name="Environment" type="Node3D" parent="Environment"]
-
-[node name="Floor" parent="Environment/Environment" instance=ExtResource("3_f5qrw")]
-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
-
-[node name="West Wall" type="StaticBody3D" parent="Environment/Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16, 0.5, 0)
-metadata/_edit_group_ = true
-metadata/_edit_lock_ = true
-
-[node name="MeshInstance3D2" type="MeshInstance3D" parent="Environment/Environment/West Wall"]
-mesh = SubResource("BoxMesh_gyp5s")
-skeleton = NodePath("")
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Environment/West Wall"]
-shape = SubResource("BoxShape3D_lfaqs")
-
-[node name="East Wall" type="StaticBody3D" parent="Environment/Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 16.999, 0.502, 0)
-metadata/_edit_group_ = true
-metadata/_edit_lock_ = true
-
-[node name="MeshInstance3D2" type="MeshInstance3D" parent="Environment/Environment/East Wall"]
-mesh = SubResource("BoxMesh_gyp5s")
-skeleton = NodePath("")
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Environment/East Wall"]
-shape = SubResource("BoxShape3D_lfaqs")
-
-[node name="North Wall" type="StaticBody3D" parent="Environment/Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, -6.90828)
-metadata/_edit_group_ = true
-metadata/_edit_lock_ = true
-
-[node name="MeshInstance3D2" type="MeshInstance3D" parent="Environment/Environment/North Wall"]
-mesh = SubResource("BoxMesh_n70lt")
-skeleton = NodePath("")
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Environment/North Wall"]
-shape = SubResource("BoxShape3D_jxmqm")
-
-[node name="South Wall" type="StaticBody3D" parent="Environment/Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.25, 0.5, 9.087)
-metadata/_edit_group_ = true
-
-[node name="MeshInstance3D3" type="MeshInstance3D" parent="Environment/Environment/South Wall"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0, 0)
-mesh = SubResource("BoxMesh_x0tgm")
-skeleton = NodePath("")
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Environment/South Wall"]
-shape = SubResource("BoxShape3D_t67ef")
-
-[node name="FixedCamOuterWall" type="CSGMesh3D" parent="Environment/Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 2)
-use_collision = true
-mesh = SubResource("BoxMesh_rmslh")
-
-[node name="FixedCamOuterDoorway" type="CSGMesh3D" parent="Environment/Environment/FixedCamOuterWall"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.5, 1)
-operation = 2
-mesh = SubResource("BoxMesh_242ij")
-
-[node name="FixedCamNorthWall" type="CSGMesh3D" parent="Environment/Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 2.5, 1)
-use_collision = true
-mesh = SubResource("BoxMesh_niuda")
-
-[node name="FixedCamNorthDoorway" type="CSGMesh3D" parent="Environment/Environment/FixedCamNorthWall"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.5, 0)
-operation = 2
-mesh = SubResource("BoxMesh_242ij")
-
-[node name="FixedCamSouthWall" type="CSGMesh3D" parent="Environment/Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 2.5, 5.1)
-use_collision = true
-mesh = SubResource("BoxMesh_niuda")
-
-[node name="FixedCamSouthDoorway" type="CSGMesh3D" parent="Environment/Environment/FixedCamSouthWall"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.50541, 1.19209e-07)
-operation = 2
-mesh = SubResource("BoxMesh_242ij")
diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DFollowFramedExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DFollowFramedExampleScene.tscn
deleted file mode 100644
index f4ff93d..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DFollowFramedExampleScene.tscn
+++ /dev/null
@@ -1,172 +0,0 @@
-[gd_scene load_steps=11 format=3 uid="uid://c4llb3gsbfv1a"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="1_7824u"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="2_g1bv4"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller.gd" id="3_6xt4f"]
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="4_t4fso"]
-[ext_resource type="Texture2D" uid="uid://c7ja4woxol8yc" path="res://addons/phantom_camera/examples/textures/3D/CheckerPatternDark.png" id="5_c0upu"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_pda7a"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_u74j7"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_xgjm7"]
-radius = 0.05
-height = 0.1
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_3xplc"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_auy8m"]
-albedo_texture = ExtResource("5_c0upu")
-uv1_triplanar = true
-uv1_world_triplanar = true
-
-[node name="Root" type="Node3D"]
-
-[node name="MainCamera3D" type="Camera3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.99995, 0, 0, 0, 0.79324, 0.608671, 0, -0.608675, 0.793235, -16.4602, 2.94168, 7.33457)
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
-script = ExtResource("1_7824u")
-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 8, 0)
-metadata/_edit_lock_ = true
-
-[node name="Player" type="Node" parent="."]
-
-[node name="PlayerPhantomCamera3D" type="Node3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.99995, 0, 0, 0, 0.79324, 0.608671, 0, -0.608675, 0.793235, -16.4602, 2.94168, 7.33457)
-script = ExtResource("2_g1bv4")
-priority_override = false
-priority = 0
-follow_mode = 5
-follow_target = NodePath("../PlayerCharacterBody3D")
-follow_parameters/distance = 4.0
-follow_parameters/target_offset = Vector3(0, 0, 0)
-follow_parameters/damping = false
-follow_parameters/dead_zone_horizontal = 0.294
-follow_parameters/dead_zone_vertical = 0.201
-follow_parameters/viewfinder_in_play = true
-look_at_mode = 0
-tween_parameters = null
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="PlayerCharacterBody3D" type="CharacterBody3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999897, 0.0143636, 0, -0.0143636, 0.999897, 0, 0, 0, 1, -16.4602, 0.507, 4.16163)
-script = ExtResource("3_6xt4f")
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="Player/PlayerCharacterBody3D"]
-mesh = SubResource("CapsuleMesh_pda7a")
-surface_material_override/0 = SubResource("StandardMaterial3D_u74j7")
-
-[node name="PlayerMeshInstance3D2" type="MeshInstance3D" parent="Player/PlayerCharacterBody3D"]
-visible = false
-mesh = SubResource("CapsuleMesh_xgjm7")
-surface_material_override/0 = SubResource("StandardMaterial3D_u74j7")
-
-[node name="PlayerArea3D" type="Area3D" parent="Player/PlayerCharacterBody3D"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="Environment" type="Node" parent="."]
-
-[node name="Floor" parent="Environment" instance=ExtResource("4_t4fso")]
-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
-
-[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13.6511, 0.805455, -6.37532)
-use_collision = true
-radius = 1.71971
-height = 2.61091
-sides = 32
-
-[node name="CSGCylinder3D5" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.8332, -0.540694, -3.39517)
-use_collision = true
-radius = 1.53269
-height = 2.5036
-sides = 32
-
-[node name="CSGCylinder3D6" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.936, -1.50101, 1.22863)
-use_collision = true
-radius = 1.57419
-height = 3.47475
-sides = 32
-
-[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.81402, 0.805455, -8.78984)
-use_collision = true
-radius = 0.956285
-height = 2.61091
-sides = 32
-
-[node name="CSGSphere3D" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -23.6875, -1.69814, 3.36997)
-use_collision = true
-radius = 3.34732
-rings = 32
-
-[node name="CSGSphere3D2" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.14955, -0.599204, -1.04651)
-use_collision = true
-radius = 2.65844
-rings = 32
-
-[node name="CSGSphere3D3" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -26.0848, -0.599204, -2.42244)
-use_collision = true
-radius = 2.14606
-rings = 32
-
-[node name="CSGTorus3D2" type="CSGTorus3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.44645, -0.497663, 4.44352)
-use_collision = true
-inner_radius = 0.971543
-outer_radius = 2.15226
-sides = 32
-ring_sides = 18
-
-[node name="CSGBox3D" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.52545, 6.53866, -12.6331)
-use_collision = true
-size = Vector3(178.429, 14.0773, 1)
-material = SubResource("StandardMaterial3D_auy8m")
-
-[node name="CSGBox3D2" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.1764, 0.760708, -6.1376)
-use_collision = true
-size = Vector3(2.64182, 2.52142, 2.30997)
-
-[node name="CSGBox3D5" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -18.1256, -0.241718, 7.14677)
-use_collision = true
-size = Vector3(3.80964, 1.67049, 0.932048)
-
-[node name="CSGBox3D3" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.94346, 0.138478, -4.36159)
-use_collision = true
-size = Vector3(1.53893, 1.27695, 1.80814)
-
-[node name="CSGBox3D6" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.30382, 0.138478, -1.89037)
-use_collision = true
-size = Vector3(4.03502, 1.27695, 5.2198)
-
-[node name="CSGBox3D4" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.90576, 0.0440434, 8.36617)
-use_collision = true
-size = Vector3(4.57784, 1.08809, 3.11285)
diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DFollowGluedExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DFollowGluedExampleScene.tscn
deleted file mode 100644
index 43991eb..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DFollowGluedExampleScene.tscn
+++ /dev/null
@@ -1,222 +0,0 @@
-[gd_scene load_steps=13 format=3 uid="uid://dw2yflu7up2rr"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="1_pmeux"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="2_q1ygp"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller.gd" id="3_tk586"]
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="4_8qqha"]
-[ext_resource type="Texture2D" uid="uid://c7ja4woxol8yc" path="res://addons/phantom_camera/examples/textures/3D/CheckerPatternDark.png" id="5_wr3bq"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_pda7a"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_u74j7"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_3xplc"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_2h36r"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_w3olp"]
-albedo_color = Color(0.227451, 0.337255, 0.576471, 1)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cw102"]
-albedo_color = Color(0.227451, 0.337255, 0.576471, 1)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_auy8m"]
-albedo_texture = ExtResource("5_wr3bq")
-uv1_triplanar = true
-uv1_world_triplanar = true
-
-[node name="Node3D" type="Node3D"]
-
-[node name="MainCamera3D" type="Camera3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.999954, 0, 0, 0, 0.638683, 0.769345, 0, -0.769298, 0.638723, -11.2101, 6.38964, 6.74731)
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
-script = ExtResource("1_pmeux")
-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 8, 0)
-metadata/_edit_lock_ = true
-
-[node name="Player" type="Node" parent="."]
-
-[node name="PlayerPhantomCamera3D" type="Node3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999954, 0, 0, 0, 0.638683, 0.769345, 0, -0.769298, 0.638723, -11.2101, 6.38964, 6.74731)
-script = ExtResource("2_q1ygp")
-priority_override = false
-priority = 5
-follow_mode = 1
-follow_target = NodePath("../PlayerCharacterBody3D")
-follow_parameters/damping = true
-follow_parameters/damping_value = 5.0
-look_at_mode = 0
-tween_parameters = null
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="PlayerCharacterBody3D" type="CharacterBody3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999897, 0.0143636, 0, -0.0143636, 0.999897, 0, 0, 0, 1, -11.2101, 6.38964, 6.74731)
-script = ExtResource("3_tk586")
-enable_gravity = false
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="Player/PlayerCharacterBody3D"]
-visible = false
-mesh = SubResource("CapsuleMesh_pda7a")
-surface_material_override/0 = SubResource("StandardMaterial3D_u74j7")
-
-[node name="PlayerArea3D" type="Area3D" parent="Player/PlayerCharacterBody3D"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="PlayerCharacterBody3D2" type="CharacterBody3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999897, 0.0143636, 0, -0.0143636, 0.999897, 0, 0, 0, 1, -12.0829, 0.5, 1.40206)
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="Player/PlayerCharacterBody3D2"]
-mesh = SubResource("CapsuleMesh_pda7a")
-surface_material_override/0 = SubResource("StandardMaterial3D_u74j7")
-
-[node name="PlayerArea3D" type="Area3D" parent="Player/PlayerCharacterBody3D2"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D2/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D2"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="NPCs" type="Node" parent="."]
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="NPCs"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -14.6059, 0.519002, -1.52506)
-mesh = SubResource("CapsuleMesh_2h36r")
-skeleton = NodePath("")
-surface_material_override/0 = SubResource("StandardMaterial3D_w3olp")
-
-[node name="PlayerMeshInstance3D2" type="MeshInstance3D" parent="NPCs"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.0461, 0.519, 4.06618)
-mesh = SubResource("CapsuleMesh_2h36r")
-skeleton = NodePath("")
-surface_material_override/0 = SubResource("StandardMaterial3D_cw102")
-
-[node name="Environment" type="Node" parent="."]
-
-[node name="Floor" parent="Environment" instance=ExtResource("4_8qqha")]
-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
-
-[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13.6511, 0.805455, -6.37532)
-use_collision = true
-radius = 1.71971
-height = 2.61091
-sides = 32
-
-[node name="CSGCylinder3D5" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12.9141, 0.31181, -5.46661)
-use_collision = true
-radius = 2.77591
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-sides = 32
-
-[node name="CSGCylinder3D6" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.6099, 0.31181, 6.6322)
-use_collision = true
-radius = 1.57419
-height = 3.47475
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-
-[node name="CSGCylinder3D3" type="CSGCylinder3D" parent="Environment"]
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-[node name="CSGCylinder3D4" type="CSGCylinder3D" parent="Environment"]
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-height = 7.88261
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-[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="Environment"]
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-use_collision = true
-radius = 0.956285
-height = 2.61091
-sides = 32
-
-[node name="CSGSphere3D" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.95333, -1.69814, -6.51262)
-use_collision = true
-radius = 3.34732
-rings = 32
-
-[node name="CSGSphere3D2" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -11.4682, -0.599204, 8.81048)
-use_collision = true
-radius = 2.65844
-rings = 32
-
-[node name="CSGSphere3D3" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -26.0848, -0.599204, -2.42244)
-use_collision = true
-radius = 2.14606
-rings = 32
-
-[node name="CSGTorus3D" type="CSGTorus3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -17.2356, -1.90735e-06, 0.346393)
-use_collision = true
-inner_radius = 1.3
-outer_radius = 2.0
-sides = 32
-ring_sides = 18
-
-[node name="CSGTorus3D2" type="CSGTorus3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.90455, -1.90735e-06, 7.89765)
-use_collision = true
-inner_radius = 0.971543
-outer_radius = 2.15226
-sides = 32
-ring_sides = 18
-
-[node name="CSGBox3D" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.52545, 6.53866, -12.6331)
-use_collision = true
-size = Vector3(178.429, 14.0773, 1)
-material = SubResource("StandardMaterial3D_auy8m")
-
-[node name="CSGBox3D2" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.1764, 0.760708, -6.1376)
-use_collision = true
-size = Vector3(2.64182, 2.52142, 2.30997)
-
-[node name="CSGBox3D5" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.31901, 0.335247, 8.22829)
-use_collision = true
-size = Vector3(3.80964, 1.67049, 0.932048)
-
-[node name="CSGBox3D3" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.94346, 0.138478, -4.36159)
-use_collision = true
-size = Vector3(1.53893, 1.27695, 1.80814)
-
-[node name="CSGBox3D6" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -26.7985, 0.138478, 5.20734)
-use_collision = true
-size = Vector3(4.03502, 1.27695, 5.2198)
-
-[node name="CSGBox3D4" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.1236, 1.78638, -1.60318)
-use_collision = true
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diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DFollowGroupExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DFollowGroupExampleScene.tscn
deleted file mode 100644
index 24855c7..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DFollowGroupExampleScene.tscn
+++ /dev/null
@@ -1,186 +0,0 @@
-[gd_scene load_steps=13 format=3 uid="uid://dbfiy6svpcqap"]
-
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="1_r00ve"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="2_pi7mp"]
-[ext_resource type="Texture2D" uid="uid://c7ja4woxol8yc" path="res://addons/phantom_camera/examples/textures/3D/CheckerPatternDark.png" id="3_a5igg"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="3_wr1tj"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller.gd" id="4_hehj7"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_pda7a"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_u74j7"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_3xplc"]
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-[sub_resource type="CapsuleMesh" id="CapsuleMesh_2h36r"]
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-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_w3olp"]
-albedo_color = Color(0.227451, 0.337255, 0.576471, 1)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cw102"]
-albedo_color = Color(0.227451, 0.337255, 0.576471, 1)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_auy8m"]
-albedo_texture = ExtResource("3_a5igg")
-uv1_triplanar = true
-uv1_world_triplanar = true
-
-[node name="Node3D" type="Node3D"]
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-[node name="MainCamera3D" type="Camera3D" parent="."]
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-transform = Transform3D(0.999954, 0, 0, 0, 0.906188, 0.422588, 0, -0.422562, 0.906243, -12.326, 2.60717, 5.26374)
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
-script = ExtResource("3_wr1tj")
-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 8, 0)
-metadata/_edit_lock_ = true
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-[node name="Player" type="Node" parent="."]
-
-[node name="PlayerPhantomCamera3D" type="Node3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999954, 0, 0, 0, 0.906188, 0.422588, 0, -0.422562, 0.906243, -12.326, 2.60717, 5.26374)
-script = ExtResource("2_pi7mp")
-priority_override = false
-priority = 5
-follow_mode = 3
-follow_group = Array[NodePath]([NodePath("../PlayerCharacterBody3D2"), NodePath("../../NPCs/PlayerMeshInstance3D"), NodePath("../../NPCs/PlayerMeshInstance3D2")])
-follow_parameters/auto_distance = true
-follow_parameters/min_distance = 2.0
-follow_parameters/max_distance = 15.0
-follow_parameters/auto_distance_divisor = 20.0
-follow_parameters/target_offset = Vector3(0, 0, 0)
-follow_parameters/damping = true
-follow_parameters/damping_value = 5.0
-look_at_mode = 0
-tween_parameters = null
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="PlayerCharacterBody3D2" type="CharacterBody3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999897, 0.0143636, 0, -0.0143636, 0.999897, 0, 0, 0, 1, -12.0829, 0.5, 1.40206)
-script = ExtResource("4_hehj7")
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="Player/PlayerCharacterBody3D2"]
-mesh = SubResource("CapsuleMesh_pda7a")
-surface_material_override/0 = SubResource("StandardMaterial3D_u74j7")
-
-[node name="PlayerArea3D" type="Area3D" parent="Player/PlayerCharacterBody3D2"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D2/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D2"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="NPCs" type="Node" parent="."]
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="NPCs"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -14.6059, 0.519002, 0.128472)
-mesh = SubResource("CapsuleMesh_2h36r")
-skeleton = NodePath("")
-surface_material_override/0 = SubResource("StandardMaterial3D_w3olp")
-
-[node name="PlayerMeshInstance3D2" type="MeshInstance3D" parent="NPCs"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.0461, 0.519, 0.249913)
-mesh = SubResource("CapsuleMesh_2h36r")
-skeleton = NodePath("")
-surface_material_override/0 = SubResource("StandardMaterial3D_cw102")
-
-[node name="Environment" type="Node" parent="."]
-
-[node name="Floor" parent="Environment" instance=ExtResource("1_r00ve")]
-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
-
-[node name="Wall" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.52545, 6.53866, -12.6331)
-use_collision = true
-size = Vector3(178.429, 14.0773, 1)
-material = SubResource("StandardMaterial3D_auy8m")
-
-[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13.6511, 0.805455, -6.37532)
-use_collision = true
-radius = 1.71971
-height = 2.61091
-sides = 32
-
-[node name="CSGCylinder3D5" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12.9141, 0.31181, -5.46661)
-use_collision = true
-radius = 2.77591
-height = 1.62362
-sides = 32
-
-[node name="CSGCylinder3D6" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.6099, 0.31181, 6.6322)
-use_collision = true
-radius = 1.57419
-height = 3.47475
-sides = 32
-
-[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.81402, 0.805455, -8.78984)
-use_collision = true
-radius = 0.956285
-height = 2.61091
-sides = 32
-
-[node name="CSGSphere3D" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.95333, -1.69814, -6.51262)
-use_collision = true
-radius = 3.34732
-rings = 32
-
-[node name="CSGSphere3D2" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -11.4682, -0.599204, 8.81048)
-use_collision = true
-radius = 2.65844
-rings = 32
-
-[node name="CSGSphere3D3" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -26.0848, -0.599204, -2.42244)
-use_collision = true
-radius = 2.14606
-rings = 32
-
-[node name="CSGTorus3D2" type="CSGTorus3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.90455, -1.90735e-06, 7.89765)
-use_collision = true
-inner_radius = 0.971543
-outer_radius = 2.15226
-sides = 32
-ring_sides = 18
-
-[node name="CSGBox3D2" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.1764, 0.760708, -6.1376)
-use_collision = true
-size = Vector3(2.64182, 2.52142, 2.30997)
-
-[node name="CSGBox3D5" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.31901, 0.335247, 8.22829)
-use_collision = true
-size = Vector3(3.80964, 1.67049, 0.932048)
-
-[node name="CSGBox3D3" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.94346, 0.138478, -4.36159)
-use_collision = true
-size = Vector3(1.53893, 1.27695, 1.80814)
-
-[node name="CSGBox3D6" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -26.7985, 0.138478, 5.20734)
-use_collision = true
-size = Vector3(4.03502, 1.27695, 5.2198)
-
-[node name="CSGBox3D4" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.1236, 1.78638, -1.60318)
-use_collision = true
-size = Vector3(4.57784, 4.57276, 3.11285)
diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DFollowPathExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DFollowPathExampleScene.tscn
deleted file mode 100644
index 471b1c3..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DFollowPathExampleScene.tscn
+++ /dev/null
@@ -1,239 +0,0 @@
-[gd_scene load_steps=23 format=3 uid="uid://dxx7ngi0emt8h"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="1_lm5n8"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller.gd" id="2_tsk60"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="3_bd7x3"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="3_hbjve"]
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="4_dfdlo"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/path_follow.gd" id="5_vdqkm"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="6_obo83"]
-
-[sub_resource type="Resource" id="Resource_m07s2"]
-script = ExtResource("3_hbjve")
-duration = 0.6
-transition = 1
-ease = 2
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_vr5ym"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mjpjo"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ca4wa"]
-
-[sub_resource type="Resource" id="Resource_rw4bl"]
-script = ExtResource("3_hbjve")
-duration = 1.0
-transition = 3
-ease = 2
-
-[sub_resource type="Curve3D" id="Curve3D_b33df"]
-_data = {
-"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -10),
-"tilts": PackedFloat32Array(0, 0)
-}
-point_count = 2
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_aovgi"]
-size = Vector3(6, 0.1, 10)
-
-[sub_resource type="BoxMesh" id="BoxMesh_0hdeh"]
-size = Vector3(6, 0.1, 10)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fsm1b"]
-transparency = 1
-albedo_color = Color(0.988235, 0.478431, 0.905882, 0.0901961)
-
-[sub_resource type="Curve3D" id="Curve3D_8uw2x"]
-_data = {
-"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0, 0),
-"tilts": PackedFloat32Array(0, 0)
-}
-point_count = 2
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_ctnqu"]
-size = Vector3(12, 0.1, 4)
-
-[sub_resource type="BoxMesh" id="BoxMesh_f6dp8"]
-size = Vector3(12, 0.1, 4)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gwnkj"]
-transparency = 1
-albedo_color = Color(0.568403, 0.988235, 0.762724, 0.0901961)
-
-[sub_resource type="BoxMesh" id="BoxMesh_7l3dh"]
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-[sub_resource type="BoxMesh" id="BoxMesh_as6ok"]
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-[node name="Root" type="Node3D"]
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-[node name="MainCamera3D" type="Camera3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.999807, -0.00216249, 0.00184445, 0, 0.648836, 0.760728, -0.00284214, -0.760718, 0.648839, 4.00185, 2.99999, -1.51096)
-fov = 90.0
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
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-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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-metadata/_edit_lock_ = true
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-[node name="PlayerPhantomCamera3D" type="Node3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.999807, -0.00216249, 0.00184445, 0, 0.648836, 0.760728, -0.00284214, -0.760718, 0.648839, 4.00185, 2.99999, -1.51096)
-script = ExtResource("3_bd7x3")
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-priority = 3
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-follow_target = NodePath("../PlayerCharacterBody3D")
-follow_parameters/target_offset = Vector3(0, 2.5, 2)
-follow_parameters/damping = true
-follow_parameters/damping_value = 10.0
-look_at_mode = 0
-tween_parameters = SubResource("Resource_m07s2")
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-[node name="PlayerCharacterBody3D" type="CharacterBody3D" parent="."]
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-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.00185, 0.499993, -3.51096)
-script = ExtResource("2_tsk60")
-SPEED = 3.5
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="PlayerCharacterBody3D"]
-mesh = SubResource("CapsuleMesh_vr5ym")
-surface_material_override/0 = SubResource("StandardMaterial3D_mjpjo")
-
-[node name="PlayerArea3D" type="Area3D" parent="PlayerCharacterBody3D"]
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-[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerCharacterBody3D/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_ca4wa")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="PlayerCharacterBody3D"]
-shape = SubResource("CapsuleShape3D_ca4wa")
-
-[node name="Paths" type="Node" parent="."]
-
-[node name="PathPhantomCamera3D" type="Node3D" parent="Paths"]
-transform = Transform3D(-4.37114e-08, -1, -4.37114e-08, 0, -4.37114e-08, 1, -1, 4.37114e-08, 1.91069e-15, 3.73176, 7.9199, -4.8731)
-script = ExtResource("3_bd7x3")
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-priority = 2
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-follow_target = NodePath("../../PlayerCharacterBody3D")
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-tween_parameters = SubResource("Resource_rw4bl")
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-[node name="FollowPath" type="Path3D" parent="Paths"]
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-curve = SubResource("Curve3D_b33df")
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-[node name="StraightPathFollowTrigger" type="Area3D" parent="Paths" node_paths=PackedStringArray("path_pcam")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, -0.45, -10)
-priority = 5
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-[node name="CollisionShape3D" type="CollisionShape3D" parent="Paths/StraightPathFollowTrigger"]
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-tween_parameters = SubResource("Resource_rw4bl")
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-[node name="FollowPath2" type="Path3D" parent="Paths"]
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-[node name="StraightPathFollowTrigger2" type="Area3D" parent="Paths" node_paths=PackedStringArray("path_pcam")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0, -17)
-priority = 5
-script = ExtResource("5_vdqkm")
-path_pcam = NodePath("../PathPhantomCamera3D2")
-metadata/_edit_group_ = true
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-[node name="CollisionShape3D" type="CollisionShape3D" parent="Paths/StraightPathFollowTrigger2"]
-shape = SubResource("BoxShape3D_ctnqu")
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-[node name="NPCInteractionZoneMesh" type="MeshInstance3D" parent="Paths/StraightPathFollowTrigger2/CollisionShape3D"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.45, 0)
-mesh = SubResource("BoxMesh_f6dp8")
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-surface_material_override/0 = SubResource("StandardMaterial3D_gwnkj")
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-[node name="Environment" type="Node" parent="."]
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-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
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-[node name="Floor3" parent="Environment" instance=ExtResource("4_dfdlo")]
-transform = Transform3D(6, 0, 0, 0, 1, 0, 0, 0, 1, 3.6, 0, -1.5)
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-[node name="Floor2" parent="Environment/Floor3" instance=ExtResource("4_dfdlo")]
-transform = Transform3D(0.166667, 0, 0, 0, 3, 0, 0, 0, 14, -0.516667, 1, -6.5)
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-[node name="Floor5" parent="Environment/Floor3" instance=ExtResource("4_dfdlo")]
-transform = Transform3D(0.166667, 0, 0, 0, 3, 0, 0, 0, 14, 0.65, 1, -6.5)
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-[node name="Floor4" parent="Environment/Floor3" instance=ExtResource("4_dfdlo")]
-transform = Transform3D(2, 0, 0, 0, 3, 0, 0, 0, 1, 0.0666667, 1, -18)
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-[node name="Floor6" parent="Environment/Floor3" instance=ExtResource("4_dfdlo")]
-transform = Transform3D(0.333333, 0, 0, 0, 3, 0, 0, 0, 1, -0.766667, 1, -13)
-mesh = SubResource("BoxMesh_7l3dh")
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-[node name="Floor8" parent="Environment/Floor3" instance=ExtResource("4_dfdlo")]
-transform = Transform3D(0.166667, 0, 0, 0, 3, 0, 0, 0, 6, -1.01667, 1, -15.5)
-mesh = SubResource("BoxMesh_as6ok")
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-[node name="Floor9" parent="Environment/Floor3" instance=ExtResource("4_dfdlo")]
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-mesh = SubResource("BoxMesh_as6ok")
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-[node name="Floor7" parent="Environment/Floor3" instance=ExtResource("4_dfdlo")]
-transform = Transform3D(0.333333, 0, 0, 0, 3, 0, 0, 0, 1, 0.9, 1, -13)
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-transform = Transform3D(5.21541e-08, -1, -7.7486e-07, -1.10675e-15, 2.23517e-07, 0.999999, -0.999999, -7.45058e-08, -5.68829e-14, 0.568982, 2.59595, -8.78089)
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-transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 4.0203, -0.455369, -2.69276)
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-font = ExtResource("6_obo83")
-font_size = 48
diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DFollowSimpleExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DFollowSimpleExampleScene.tscn
deleted file mode 100644
index 1693c2e..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DFollowSimpleExampleScene.tscn
+++ /dev/null
@@ -1,170 +0,0 @@
-[gd_scene load_steps=12 format=3 uid="uid://buglvjwpn85ny"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="1_trxu1"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="2_grjck"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/camera_3D_resource.gd" id="3_ac3tw"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller.gd" id="3_uymu2"]
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="4_4u2y6"]
-[ext_resource type="Texture2D" uid="uid://c7ja4woxol8yc" path="res://addons/phantom_camera/examples/textures/3D/CheckerPatternDark.png" id="5_1tybo"]
-
-[sub_resource type="Resource" id="Resource_beoni"]
-script = ExtResource("3_ac3tw")
-cull_mask = 1048575
-h_offset = 0.0
-v_offset = 0.0
-fov = 75.0
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_pda7a"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_u74j7"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_3xplc"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_auy8m"]
-albedo_texture = ExtResource("5_1tybo")
-uv1_triplanar = true
-uv1_world_triplanar = true
-
-[node name="Node3D" type="Node3D"]
-
-[node name="MainCamera3D" type="Camera3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.999954, 0, 0, 0, 0.906188, 0.422588, 0, -0.422562, 0.906243, -13.1946, 2.34415, 10.4086)
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
-script = ExtResource("1_trxu1")
-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 8, 0)
-metadata/_edit_lock_ = true
-
-[node name="Player" type="Node" parent="."]
-
-[node name="PlayerPhantomCamera3D" type="Node3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999954, 0, 0, 0, 0.906188, 0.422588, 0, -0.422562, 0.906243, -13.1946, 2.34415, 10.4086)
-script = ExtResource("2_grjck")
-priority_override = false
-priority = 0
-follow_mode = 2
-follow_target = NodePath("../PlayerCharacterBody3D2")
-follow_parameters/target_offset = Vector3(0, 2, 2)
-follow_parameters/damping = true
-follow_parameters/damping_value = 10.0
-look_at_mode = 0
-tween_parameters = null
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = SubResource("Resource_beoni")
-
-[node name="PlayerCharacterBody3D2" type="CharacterBody3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999897, 0.0143636, 0, -0.0143636, 0.999897, 0, 0, 0, 1, -13.1946, 0.344147, 8.40857)
-script = ExtResource("3_uymu2")
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="Player/PlayerCharacterBody3D2"]
-mesh = SubResource("CapsuleMesh_pda7a")
-surface_material_override/0 = SubResource("StandardMaterial3D_u74j7")
-
-[node name="PlayerArea3D" type="Area3D" parent="Player/PlayerCharacterBody3D2"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D2/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D2"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="NPCs" type="Node" parent="."]
-
-[node name="Environment" type="Node" parent="."]
-
-[node name="Floor" parent="Environment" instance=ExtResource("4_4u2y6")]
-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
-
-[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13.6511, 0.805455, -6.37532)
-use_collision = true
-radius = 1.71971
-height = 2.61091
-sides = 32
-
-[node name="CSGCylinder3D5" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.8332, -0.540694, -3.39517)
-use_collision = true
-radius = 1.53269
-height = 2.5036
-sides = 32
-
-[node name="CSGCylinder3D6" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.936, -1.50101, 1.22863)
-use_collision = true
-radius = 1.57419
-height = 3.47475
-sides = 32
-
-[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.81402, 0.805455, -8.78984)
-use_collision = true
-radius = 0.956285
-height = 2.61091
-sides = 32
-
-[node name="CSGSphere3D" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -23.6875, -1.69814, 3.36997)
-use_collision = true
-radius = 3.34732
-rings = 32
-
-[node name="CSGSphere3D2" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.14955, -0.599204, -1.04651)
-use_collision = true
-radius = 2.65844
-rings = 32
-
-[node name="CSGSphere3D3" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -26.0848, -0.599204, -2.42244)
-use_collision = true
-radius = 2.14606
-rings = 32
-
-[node name="CSGTorus3D2" type="CSGTorus3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.44645, -0.497663, 4.44352)
-use_collision = true
-inner_radius = 0.971543
-outer_radius = 2.15226
-sides = 32
-ring_sides = 18
-
-[node name="CSGBox3D" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.52545, 6.53866, -12.6331)
-use_collision = true
-size = Vector3(178.429, 14.0773, 1)
-material = SubResource("StandardMaterial3D_auy8m")
-
-[node name="CSGBox3D2" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.1764, 0.760708, -6.1376)
-use_collision = true
-size = Vector3(2.64182, 2.52142, 2.30997)
-
-[node name="CSGBox3D5" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -18.1256, 0.335247, 7.14677)
-use_collision = true
-size = Vector3(3.80964, 1.67049, 0.932048)
-
-[node name="CSGBox3D3" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.94346, 0.138478, -4.36159)
-use_collision = true
-size = Vector3(1.53893, 1.27695, 1.80814)
-
-[node name="CSGBox3D6" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.30382, 0.138478, -1.89037)
-use_collision = true
-size = Vector3(4.03502, 1.27695, 5.2198)
-
-[node name="CSGBox3D4" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.04727, 0.0440434, 8.36617)
-use_collision = true
-size = Vector3(4.57784, 1.08809, 3.11285)
diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DFollowThirdPersonExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DFollowThirdPersonExampleScene.tscn
deleted file mode 100644
index 611069a..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DFollowThirdPersonExampleScene.tscn
+++ /dev/null
@@ -1,216 +0,0 @@
-[gd_scene load_steps=19 format=3 uid="uid://4i5csj0s34nb"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="1_b4nxi"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="2_whx47"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="3_oisgy"]
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="4_lii5s"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/camera_3D_resource.gd" id="5_jt2lp"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller_third_person.gd" id="5_p60kr"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="7_kg7u1"]
-
-[sub_resource type="Resource" id="Resource_0yw0t"]
-script = ExtResource("3_oisgy")
-duration = 0.3
-transition = 1
-ease = 2
-
-[sub_resource type="Resource" id="Resource_bai5y"]
-script = ExtResource("5_jt2lp")
-cull_mask = 1048575
-h_offset = 0.0
-v_offset = 0.0
-fov = 75.0
-
-[sub_resource type="Resource" id="Resource_xvcjx"]
-script = ExtResource("3_oisgy")
-duration = 0.25
-transition = 1
-ease = 2
-
-[sub_resource type="Resource" id="Resource_yf1op"]
-script = ExtResource("5_jt2lp")
-cull_mask = 1048575
-h_offset = 1.0
-v_offset = 0.0
-fov = 50.0
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_s61dn"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_47f0o"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mv4do"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="PrismMesh" id="PrismMesh_wg1x3"]
-size = Vector3(0.5, 0.5, 0.3)
-
-[sub_resource type="BoxMesh" id="BoxMesh_wsigl"]
-size = Vector3(1, 10, 20)
-
-[sub_resource type="BoxMesh" id="BoxMesh_bj3re"]
-size = Vector3(1, 7, 7)
-
-[sub_resource type="Resource" id="Resource_daoak"]
-script = ExtResource("3_oisgy")
-duration = 1.0
-transition = 7
-ease = 2
-
-[node name="Root" type="Node3D"]
-
-[node name="MainCamera3D" type="Camera3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(1, 0, 0, 0, 0.866025, 0.499999, 0, -0.5, 0.866023, -0.0194088, 2.25688, 3.01476)
-current = true
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
-script = ExtResource("1_b4nxi")
-
-[node name="PlayerPhantomCamera3D" type="Node3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(1, 0, 0, 0, 0.866025, 0.499999, 0, -0.5, 0.866023, -0.0194088, 2.25688, 3.01476)
-script = ExtResource("2_whx47")
-priority_override = false
-priority = 10
-follow_mode = 6
-follow_target = NodePath("../PlayerCharacterBody3D")
-follow_parameters/spring_arm/spring_length = 3.5
-follow_parameters/spring_arm/collision_mask = 1
-follow_parameters/spring_arm/shape = null
-follow_parameters/spring_arm/margin = 0.2
-follow_parameters/target_offset = Vector3(0, 0, 0)
-follow_parameters/damping = true
-follow_parameters/damping_value = 10.0
-look_at_mode = 0
-tween_parameters = SubResource("Resource_0yw0t")
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = SubResource("Resource_bai5y")
-
-[node name="PlayerAimPhantomCamera3D" type="Node3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.953716, -0.0104945, 0.300522, 0, 0.99939, 0.0348995, -0.300706, -0.0332842, 0.953135, 0.431374, 1.35423, 1.41338)
-script = ExtResource("2_whx47")
-priority_override = false
-priority = 0
-follow_mode = 6
-follow_target = NodePath("../PlayerCharacterBody3D")
-follow_parameters/spring_arm/spring_length = 1.5
-follow_parameters/spring_arm/collision_mask = 1
-follow_parameters/spring_arm/shape = null
-follow_parameters/spring_arm/margin = 0.5
-follow_parameters/target_offset = Vector3(0, 0.795, 0)
-follow_parameters/damping = false
-look_at_mode = 0
-tween_parameters = SubResource("Resource_xvcjx")
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = SubResource("Resource_yf1op")
-
-[node name="PlayerCharacterBody3D" type="CharacterBody3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.999903, 0.0139622, 0, -0.0139622, 0.999903, 0, 0, 0, 1, -0.0194088, 0.506884, -0.0163251)
-collision_layer = 2
-script = ExtResource("5_p60kr")
-metadata/_edit_group_ = true
-
-[node name="PlayerArea3D" type="Area3D" parent="PlayerCharacterBody3D"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerCharacterBody3D/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_s61dn")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="PlayerCharacterBody3D"]
-shape = SubResource("CapsuleShape3D_s61dn")
-
-[node name="PlayerModel" type="Node3D" parent="PlayerCharacterBody3D"]
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="PlayerCharacterBody3D/PlayerModel"]
-transform = Transform3D(1, 0, 0, 0, 1, 4.65661e-10, 0, 0, 1, 0, 0, 0)
-mesh = SubResource("CapsuleMesh_47f0o")
-skeleton = NodePath("../..")
-surface_material_override/0 = SubResource("StandardMaterial3D_mv4do")
-
-[node name="PlayerMeshInstance3D2" type="MeshInstance3D" parent="PlayerCharacterBody3D/PlayerModel"]
-transform = Transform3D(1, 0, 0, -9.31323e-10, 1, 4.65661e-10, 2.98023e-08, 0, 1, -0.0156226, 1.08631, 0)
-mesh = SubResource("PrismMesh_wg1x3")
-skeleton = NodePath("../..")
-surface_material_override/0 = SubResource("StandardMaterial3D_mv4do")
-
-[node name="Environment" type="Node" parent="."]
-
-[node name="Floor" parent="Environment" instance=ExtResource("4_lii5s")]
-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
-
-[node name="Wall" parent="Environment" instance=ExtResource("4_lii5s")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.5, 4.5, 0)
-mesh = SubResource("BoxMesh_wsigl")
-metadata/_edit_lock_ = true
-
-[node name="Wall5" parent="Environment" instance=ExtResource("4_lii5s")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.133, 3, -6.5)
-mesh = SubResource("BoxMesh_bj3re")
-metadata/_edit_lock_ = true
-
-[node name="Wall6" parent="Environment" instance=ExtResource("4_lii5s")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.5, 3, 0)
-mesh = SubResource("BoxMesh_bj3re")
-metadata/_edit_lock_ = true
-
-[node name="Wall7" parent="Environment" instance=ExtResource("4_lii5s")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.5, 3, 0)
-mesh = SubResource("BoxMesh_bj3re")
-metadata/_edit_lock_ = true
-
-[node name="Wall2" parent="Environment" instance=ExtResource("4_lii5s")]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.5, 4.5, 0)
-mesh = SubResource("BoxMesh_wsigl")
-metadata/_edit_lock_ = true
-
-[node name="Wall3" parent="Environment" instance=ExtResource("4_lii5s")]
-transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 4.5, 10.5)
-mesh = SubResource("BoxMesh_wsigl")
-metadata/_edit_lock_ = true
-
-[node name="Wall4" parent="Environment" instance=ExtResource("4_lii5s")]
-transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 4.5, -9.5)
-mesh = SubResource("BoxMesh_wsigl")
-metadata/_edit_lock_ = true
-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 8, 0)
-metadata/_edit_lock_ = true
-
-[node name="CeilingPhantomCamera3D" type="Node3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(-4.37114e-08, -1, 2.98023e-08, 0, 2.98023e-08, 1, -1, 4.37114e-08, -1.3027e-15, -0.200665, 13.366, -0.162648)
-script = ExtResource("2_whx47")
-priority_override = false
-priority = 1
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = SubResource("Resource_daoak")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="MovementInstructionsLabel" type="Label3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0.0505604, -0.484909, 1.44357)
-modulate = Color(0.294118, 1, 0.631373, 1)
-text = "[WASD] to move"
-font = ExtResource("7_kg7u1")
-font_size = 48
-
-[node name="MovementInstructionsLabel3" type="Label3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0.0505604, -0.484909, 0.817134)
-modulate = Color(0.294118, 1, 0.631373, 1)
-text = "[Right Mouse Click] to \"aim\""
-font = ExtResource("7_kg7u1")
-font_size = 48
-
-[node name="MovementInstructionsLabel2" type="Label3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, -0.0440154, -0.490478, -6.30248)
-modulate = Color(0.294118, 1, 0.631373, 1)
-text = "[Space] to toggle PCam"
-font = ExtResource("7_kg7u1")
-font_size = 48
diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DLookAtExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DLookAtExampleScene.tscn
deleted file mode 100644
index 55ae1f5..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DLookAtExampleScene.tscn
+++ /dev/null
@@ -1,202 +0,0 @@
-[gd_scene load_steps=13 format=3 uid="uid://bdhrdhbux7sjg"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="1_lldvu"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="2_8md3q"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller.gd" id="3_odwso"]
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="4_2i811"]
-[ext_resource type="Texture2D" uid="uid://c7ja4woxol8yc" path="res://addons/phantom_camera/examples/textures/3D/CheckerPatternDark.png" id="5_u5qhp"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_pda7a"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_u74j7"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_3xplc"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_2h36r"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_w3olp"]
-albedo_color = Color(0.227451, 0.337255, 0.576471, 1)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cw102"]
-albedo_color = Color(0.227451, 0.337255, 0.576471, 1)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_auy8m"]
-albedo_texture = ExtResource("5_u5qhp")
-uv1_triplanar = true
-uv1_world_triplanar = true
-
-[node name="Node3D" type="Node3D"]
-
-[node name="MainCamera3D" type="Camera3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.999952, -0.00114636, 0.00116873, -5.82049e-11, 0.713788, 0.700216, -0.00163718, -0.700172, 0.713831, -12.3172, 5.78213, 6.64571)
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
-script = ExtResource("1_lldvu")
-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 8, 0)
-metadata/_edit_lock_ = true
-
-[node name="Player" type="Node" parent="."]
-
-[node name="PlayerPhantomCamera3D" type="Node3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999952, -0.00114636, 0.00116873, 0, 0.713788, 0.700216, -0.00163718, -0.700172, 0.713831, -12.3172, 5.78213, 6.64571)
-script = ExtResource("2_8md3q")
-priority_override = false
-priority = 5
-follow_mode = 0
-look_at_mode = 3
-look_at_group = Array[NodePath]([NodePath("../PlayerCharacterBody3D2"), NodePath("../../NPCs/PlayerMeshInstance3D"), NodePath("../../NPCs/PlayerMeshInstance3D2")])
-tween_parameters = null
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="PlayerCharacterBody3D2" type="CharacterBody3D" parent="Player"]
-unique_name_in_owner = true
-transform = Transform3D(0.999897, 0.0143636, 0, -0.0143636, 0.999897, 0, 0, 0, 1, -12.0829, 0.5, 1.40206)
-script = ExtResource("3_odwso")
-SPEED = 3.0
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="Player/PlayerCharacterBody3D2"]
-mesh = SubResource("CapsuleMesh_pda7a")
-surface_material_override/0 = SubResource("StandardMaterial3D_u74j7")
-
-[node name="PlayerArea3D" type="Area3D" parent="Player/PlayerCharacterBody3D2"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D2/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="Player/PlayerCharacterBody3D2"]
-shape = SubResource("CapsuleShape3D_3xplc")
-
-[node name="NPCs" type="Node" parent="."]
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="NPCs"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -14.6059, 0.519002, -1.52506)
-mesh = SubResource("CapsuleMesh_2h36r")
-skeleton = NodePath("")
-surface_material_override/0 = SubResource("StandardMaterial3D_w3olp")
-
-[node name="PlayerMeshInstance3D2" type="MeshInstance3D" parent="NPCs"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.0461, 0.519, 4.06618)
-mesh = SubResource("CapsuleMesh_2h36r")
-skeleton = NodePath("")
-surface_material_override/0 = SubResource("StandardMaterial3D_cw102")
-
-[node name="Environment" type="Node" parent="."]
-
-[node name="Floor" parent="Environment" instance=ExtResource("4_2i811")]
-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
-
-[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13.6511, 0.805455, -6.37532)
-use_collision = true
-radius = 1.71971
-height = 2.61091
-sides = 32
-
-[node name="CSGCylinder3D5" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12.9141, 0.31181, -5.46661)
-use_collision = true
-radius = 2.77591
-height = 1.62362
-sides = 32
-
-[node name="CSGCylinder3D6" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.6099, 0.31181, 6.6322)
-use_collision = true
-radius = 1.57419
-height = 3.47475
-sides = 32
-
-[node name="CSGCylinder3D3" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.75028, 0.201103, 2.71259)
-use_collision = true
-radius = 1.41311
-height = 1.40221
-sides = 32
-
-[node name="CSGCylinder3D4" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.61885, 0.201101, 11.6804)
-use_collision = true
-radius = 2.21673
-height = 7.88261
-sides = 32
-
-[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.81402, 0.805455, -8.78984)
-use_collision = true
-radius = 0.956285
-height = 2.61091
-sides = 32
-
-[node name="CSGSphere3D" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.95333, -1.69814, -6.51262)
-use_collision = true
-radius = 3.34732
-rings = 32
-
-[node name="CSGSphere3D2" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -11.4682, -0.599204, 8.81048)
-use_collision = true
-radius = 2.65844
-rings = 32
-
-[node name="CSGSphere3D3" type="CSGSphere3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -26.0848, -0.599204, -2.42244)
-use_collision = true
-radius = 2.14606
-rings = 32
-
-[node name="CSGTorus3D" type="CSGTorus3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -17.2356, -1.90735e-06, 0.346393)
-use_collision = true
-inner_radius = 1.3
-outer_radius = 2.0
-sides = 32
-ring_sides = 18
-
-[node name="CSGTorus3D2" type="CSGTorus3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.90455, -1.90735e-06, 7.89765)
-use_collision = true
-inner_radius = 0.971543
-outer_radius = 2.15226
-sides = 32
-ring_sides = 18
-
-[node name="CSGBox3D" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.52545, 6.53866, -12.6331)
-use_collision = true
-size = Vector3(178.429, 14.0773, 1)
-material = SubResource("StandardMaterial3D_auy8m")
-
-[node name="CSGBox3D2" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -21.1764, 0.760708, -6.1376)
-use_collision = true
-size = Vector3(2.64182, 2.52142, 2.30997)
-
-[node name="CSGBox3D5" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.31901, 0.335247, 8.22829)
-use_collision = true
-size = Vector3(3.80964, 1.67049, 0.932048)
-
-[node name="CSGBox3D3" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.94346, 0.138478, -4.36159)
-use_collision = true
-size = Vector3(1.53893, 1.27695, 1.80814)
-
-[node name="CSGBox3D6" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -26.7985, 0.138478, 5.20734)
-use_collision = true
-size = Vector3(4.03502, 1.27695, 5.2198)
-
-[node name="CSGBox3D4" type="CSGBox3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 18.1236, 1.78638, -1.60318)
-use_collision = true
-size = Vector3(4.57784, 4.57276, 3.11285)
diff --git a/addons/phantom_camera/examples/example_scenes/3D/3DTweeningExampleScene.tscn b/addons/phantom_camera/examples/example_scenes/3D/3DTweeningExampleScene.tscn
deleted file mode 100644
index e39180c..0000000
--- a/addons/phantom_camera/examples/example_scenes/3D/3DTweeningExampleScene.tscn
+++ /dev/null
@@ -1,270 +0,0 @@
-[gd_scene load_steps=19 format=3 uid="uid://5xtssqdfilal"]
-
-[ext_resource type="PackedScene" uid="uid://cixlwqycoox8h" path="res://addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn" id="1_ydeog"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd" id="2_b2yrt"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd" id="3_m2w30"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/player_controller.gd" id="4_68dqc"]
-[ext_resource type="Resource" uid="uid://cptfoggk2ok67" path="res://addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera3DTween.tres" id="4_aj0kl"]
-[ext_resource type="Script" path="res://addons/phantom_camera/examples/scripts/3D/3D_trigger_area.gd" id="5_h0ouh"]
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="6_wup4d"]
-[ext_resource type="FontFile" uid="uid://c4mm3of2mc8o5" path="res://addons/phantom_camera/fonts/Nunito-Black.ttf" id="8_60rny"]
-
-[sub_resource type="CapsuleMesh" id="CapsuleMesh_qde4k"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ks21f"]
-albedo_color = Color(0.988235, 0.498039, 0.498039, 1)
-
-[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_12ynn"]
-
-[sub_resource type="BoxShape3D" id="BoxShape3D_j6fha"]
-size = Vector3(5, 0.1, 4)
-
-[sub_resource type="BoxMesh" id="BoxMesh_xg4en"]
-size = Vector3(5, 0.1, 4)
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2dct5"]
-transparency = 1
-albedo_color = Color(0.988235, 0.478431, 0.905882, 0.0901961)
-
-[sub_resource type="Resource" id="Resource_hml7x"]
-script = ExtResource("6_wup4d")
-duration = 0.6
-transition = 0
-ease = 2
-
-[sub_resource type="Resource" id="Resource_pjwwe"]
-script = ExtResource("6_wup4d")
-duration = 0.3
-transition = 1
-ease = 2
-
-[sub_resource type="Resource" id="Resource_ex8sv"]
-script = ExtResource("6_wup4d")
-duration = 0.3
-transition = 8
-ease = 2
-
-[sub_resource type="Resource" id="Resource_n4qdq"]
-script = ExtResource("6_wup4d")
-duration = 1.2
-transition = 10
-ease = 2
-
-[node name="Root" type="Node3D"]
-
-[node name="Environment" type="Node" parent="."]
-
-[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
-transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 8, 0)
-metadata/_edit_lock_ = true
-
-[node name="Floor" parent="Environment" instance=ExtResource("1_ydeog")]
-transform = Transform3D(1000, 0, 0, 0, 1, 0, 0, 0, 1000, 0, -1, 0)
-metadata/_edit_lock_ = true
-
-[node name="MainCamera3D" type="Camera3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.999889, 0, 0, 0, 0.707092, 0.707088, 0, -0.707092, 0.707088, -0.0548701, 2.5, 5.82771)
-
-[node name="PhantomCameraHost" type="Node" parent="MainCamera3D"]
-script = ExtResource("2_b2yrt")
-
-[node name="------------------" type="Node" parent="."]
-
-[node name="PlayerPhantomCamera3D" type="Node3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(0.999889, 0, 0, 0, 0.707092, 0.707088, 0, -0.707092, 0.707088, -0.0548701, 2.5, 5.82771)
-script = ExtResource("3_m2w30")
-priority_override = false
-priority = 3
-follow_mode = 2
-follow_target = NodePath("../PlayerCharacterBody3D")
-follow_parameters/target_offset = Vector3(0, 2, 2)
-follow_parameters/damping = true
-follow_parameters/damping_value = 10.0
-look_at_mode = 0
-tween_parameters = ExtResource("4_aj0kl")
-tween_on_load = false
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="PlayerCharacterBody3D" type="CharacterBody3D" parent="."]
-unique_name_in_owner = true
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0548701, 0.5, 3.82771)
-script = ExtResource("4_68dqc")
-metadata/_edit_group_ = true
-
-[node name="PlayerMeshInstance3D" type="MeshInstance3D" parent="PlayerCharacterBody3D"]
-mesh = SubResource("CapsuleMesh_qde4k")
-surface_material_override/0 = SubResource("StandardMaterial3D_ks21f")
-
-[node name="PlayerArea3D" type="Area3D" parent="PlayerCharacterBody3D"]
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerCharacterBody3D/PlayerArea3D"]
-shape = SubResource("CapsuleShape3D_12ynn")
-
-[node name="PlayerCollisionShape3D" type="CollisionShape3D" parent="PlayerCharacterBody3D"]
-shape = SubResource("CapsuleShape3D_12ynn")
-
-[node name="-------------------" type="Node" parent="."]
-
-[node name="Tweening Example" type="Node3D" parent="."]
-
-[node name="Linear" type="Node3D" parent="Tweening Example"]
-
-[node name="EntryRoomTrigger" type="Area3D" parent="Tweening Example/Linear" node_paths=PackedStringArray("area_pcam")]
-priority = 5
-script = ExtResource("5_h0ouh")
-area_pcam = NodePath("../PhantomCamera3D")
-metadata/_edit_group_ = true
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Tweening Example/Linear/EntryRoomTrigger"]
-shape = SubResource("BoxShape3D_j6fha")
-
-[node name="NPCInteractionZoneMesh" type="MeshInstance3D" parent="Tweening Example/Linear/EntryRoomTrigger"]
-mesh = SubResource("BoxMesh_xg4en")
-skeleton = NodePath("../../../../..")
-surface_material_override/0 = SubResource("StandardMaterial3D_2dct5")
-metadata/_edit_group_ = true
-
-[node name="PhantomCamera3D" type="Node3D" parent="Tweening Example/Linear"]
-transform = Transform3D(1, 0, 0, 0, 0.642788, 0.766044, 0, -0.766044, 0.642788, 0, 4.8, 3.3)
-script = ExtResource("3_m2w30")
-priority_override = false
-priority = 0
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = SubResource("Resource_hml7x")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="TweenNameLabel" type="Label3D" parent="Tweening Example/Linear"]
-transform = Transform3D(1, 0, 0, 0, 0.695913, 0.718126, 0, -0.718126, 0.695913, -1.8, 0.5, 0)
-text = "Transition Type:
-Linear
-
-Duration:
-0.6s"
-font = ExtResource("8_60rny")
-font_size = 48
-
-[node name="Sine" type="Node3D" parent="Tweening Example"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -7.4)
-
-[node name="EntryRoomTrigger" type="Area3D" parent="Tweening Example/Sine" node_paths=PackedStringArray("area_pcam")]
-priority = 5
-script = ExtResource("5_h0ouh")
-area_pcam = NodePath("../PhantomCamera3D")
-metadata/_edit_group_ = true
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Tweening Example/Sine/EntryRoomTrigger"]
-shape = SubResource("BoxShape3D_j6fha")
-
-[node name="NPCInteractionZoneMesh" type="MeshInstance3D" parent="Tweening Example/Sine/EntryRoomTrigger"]
-mesh = SubResource("BoxMesh_xg4en")
-skeleton = NodePath("../../../../..")
-surface_material_override/0 = SubResource("StandardMaterial3D_2dct5")
-metadata/_edit_group_ = true
-
-[node name="PhantomCamera3D" type="Node3D" parent="Tweening Example/Sine"]
-transform = Transform3D(1, 0, 0, 0, 0.642788, 0.766044, 0, -0.766044, 0.642788, 0, 4.8, 3.3)
-script = ExtResource("3_m2w30")
-priority_override = false
-priority = 0
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = SubResource("Resource_pjwwe")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="TweenNameLabel" type="Label3D" parent="Tweening Example/Sine"]
-transform = Transform3D(1, 0, 0, 0, 0.695913, 0.718126, 0, -0.718126, 0.695913, 1.7, 0.5, 0)
-text = "Transition Type:
-Sine
-
-Duration:
-0.3s"
-font = ExtResource("8_60rny")
-font_size = 72
-
-[node name="Circ" type="Node3D" parent="Tweening Example"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -14.1)
-
-[node name="EntryRoomTrigger" type="Area3D" parent="Tweening Example/Circ" node_paths=PackedStringArray("area_pcam")]
-priority = 5
-script = ExtResource("5_h0ouh")
-area_pcam = NodePath("../PhantomCamera3D")
-metadata/_edit_group_ = true
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Tweening Example/Circ/EntryRoomTrigger"]
-shape = SubResource("BoxShape3D_j6fha")
-
-[node name="NPCInteractionZoneMesh" type="MeshInstance3D" parent="Tweening Example/Circ/EntryRoomTrigger"]
-mesh = SubResource("BoxMesh_xg4en")
-skeleton = NodePath("../../../../..")
-surface_material_override/0 = SubResource("StandardMaterial3D_2dct5")
-metadata/_edit_group_ = true
-
-[node name="PhantomCamera3D" type="Node3D" parent="Tweening Example/Circ"]
-transform = Transform3D(1, 0, 0, 0, 0.642788, 0.766044, 0, -0.766044, 0.642788, 0, 4.8, 3.3)
-script = ExtResource("3_m2w30")
-priority_override = false
-priority = 0
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = SubResource("Resource_ex8sv")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="TweenNameLabel" type="Label3D" parent="Tweening Example/Circ"]
-transform = Transform3D(1, 0, 0, 0, 0.695913, 0.718126, 0, -0.718126, 0.695913, -1.8, 0.5, 0)
-text = "Transition Type:
-Circ
-
-Duration:
-0.3s"
-font = ExtResource("8_60rny")
-font_size = 72
-
-[node name="Back" type="Node3D" parent="Tweening Example"]
-transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -21)
-
-[node name="EntryRoomTrigger" type="Area3D" parent="Tweening Example/Back" node_paths=PackedStringArray("area_pcam")]
-priority = 5
-script = ExtResource("5_h0ouh")
-area_pcam = NodePath("../PhantomCamera3D")
-metadata/_edit_group_ = true
-
-[node name="CollisionShape3D" type="CollisionShape3D" parent="Tweening Example/Back/EntryRoomTrigger"]
-shape = SubResource("BoxShape3D_j6fha")
-
-[node name="NPCInteractionZoneMesh" type="MeshInstance3D" parent="Tweening Example/Back/EntryRoomTrigger"]
-mesh = SubResource("BoxMesh_xg4en")
-skeleton = NodePath("../../../../..")
-surface_material_override/0 = SubResource("StandardMaterial3D_2dct5")
-metadata/_edit_group_ = true
-
-[node name="PhantomCamera3D" type="Node3D" parent="Tweening Example/Back"]
-transform = Transform3D(1, 0, 0, 0, 0.642788, 0.766044, 0, -0.766044, 0.642788, -0.8, 4.8, 3.3)
-script = ExtResource("3_m2w30")
-priority_override = false
-priority = 0
-follow_mode = 0
-look_at_mode = 0
-tween_parameters = SubResource("Resource_n4qdq")
-tween_on_load = true
-inactive_update_mode = 0
-camera_3D_resource = null
-
-[node name="TweenNameLabel" type="Label3D" parent="Tweening Example/Back"]
-transform = Transform3D(1, 0, 0, 0, 0.695913, 0.718126, 0, -0.718126, 0.695913, 1.7, 0.5, 0)
-text = "Transition Type:
-Back
-
-Duration:
-1.2s"
-font = ExtResource("8_60rny")
-font_size = 48
diff --git a/addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn b/addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn
deleted file mode 100644
index bb58abb..0000000
--- a/addons/phantom_camera/examples/models/3DPrototypeCubeDark.tscn
+++ /dev/null
@@ -1,15 +0,0 @@
-[gd_scene load_steps=4 format=3 uid="uid://cixlwqycoox8h"]
-
-[ext_resource type="Texture2D" uid="uid://c7ja4woxol8yc" path="res://addons/phantom_camera/examples/textures/3D/CheckerPatternDark.png" id="1_836jx"]
-
-[sub_resource type="BoxMesh" id="BoxMesh_d24c3"]
-
-[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_aox6v"]
-albedo_texture = ExtResource("1_836jx")
-uv1_triplanar = true
-uv1_world_triplanar = true
-
-[node name="3DPrototypeCube" type="CSGMesh3D"]
-use_collision = true
-mesh = SubResource("BoxMesh_d24c3")
-material = SubResource("StandardMaterial3D_aox6v")
diff --git a/addons/phantom_camera/examples/resources/tween/FixedCameraTween.tres b/addons/phantom_camera/examples/resources/tween/FixedCameraTween.tres
deleted file mode 100644
index 640b6ae..0000000
--- a/addons/phantom_camera/examples/resources/tween/FixedCameraTween.tres
+++ /dev/null
@@ -1,9 +0,0 @@
-[gd_resource type="Resource" script_class="PhantomCameraTween" load_steps=2 format=3 uid="uid://c1v786g5agaw5"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="1_ptlie"]
-
-[resource]
-script = ExtResource("1_ptlie")
-duration = 0.0
-transition = 0
-ease = 2
diff --git a/addons/phantom_camera/examples/resources/tween/InventoryPhantomCamera2DTween.tres b/addons/phantom_camera/examples/resources/tween/InventoryPhantomCamera2DTween.tres
deleted file mode 100644
index 38d9879..0000000
--- a/addons/phantom_camera/examples/resources/tween/InventoryPhantomCamera2DTween.tres
+++ /dev/null
@@ -1,9 +0,0 @@
-[gd_resource type="Resource" script_class="PhantomCameraTweenResource" load_steps=2 format=3 uid="uid://cllveybboaqk5"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="1_7yoy0"]
-
-[resource]
-script = ExtResource("1_7yoy0")
-duration = 0.6
-transition = 5
-ease = 1
diff --git a/addons/phantom_camera/examples/resources/tween/ItemFocusPhantomCamera2DTween.tres b/addons/phantom_camera/examples/resources/tween/ItemFocusPhantomCamera2DTween.tres
deleted file mode 100644
index 3a09b1e..0000000
--- a/addons/phantom_camera/examples/resources/tween/ItemFocusPhantomCamera2DTween.tres
+++ /dev/null
@@ -1,9 +0,0 @@
-[gd_resource type="Resource" script_class="PhantomCameraTweenResource" load_steps=2 format=3 uid="uid://cecrnq0wnkexh"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="1_sq5ls"]
-
-[resource]
-script = ExtResource("1_sq5ls")
-duration = 0.6
-transition = 8
-ease = 1
diff --git a/addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera2DTween.tres b/addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera2DTween.tres
deleted file mode 100644
index e23bdbe..0000000
--- a/addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera2DTween.tres
+++ /dev/null
@@ -1,9 +0,0 @@
-[gd_resource type="Resource" script_class="PhantomCameraTween" load_steps=2 format=3 uid="uid://euybd2w0bax"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="1_by4ei"]
-
-[resource]
-script = ExtResource("1_by4ei")
-duration = 0.6
-transition = 3
-ease = 1
diff --git a/addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera3DTween.tres b/addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera3DTween.tres
deleted file mode 100644
index 7edea42..0000000
--- a/addons/phantom_camera/examples/resources/tween/PlayerPhantomCamera3DTween.tres
+++ /dev/null
@@ -1,9 +0,0 @@
-[gd_resource type="Resource" script_class="PhantomCameraTween" load_steps=2 format=3 uid="uid://cptfoggk2ok67"]
-
-[ext_resource type="Script" path="res://addons/phantom_camera/scripts/resources/tween_resource.gd" id="1_q5tix"]
-
-[resource]
-script = ExtResource("1_q5tix")
-duration = 0.6
-transition = 3
-ease = 2
diff --git a/addons/phantom_camera/examples/scripts/2D/2D_trigger_area.gd b/addons/phantom_camera/examples/scripts/2D/2D_trigger_area.gd
deleted file mode 100644
index b83428d..0000000
--- a/addons/phantom_camera/examples/scripts/2D/2D_trigger_area.gd
+++ /dev/null
@@ -1,16 +0,0 @@
-extends Area2D
-
-@export var area_pcam: PhantomCamera2D
-
-func _ready() -> void:
- connect("area_entered", _entered_area)
- connect("area_exited", _exited_area)
-
-func _entered_area(area_2D: Area2D) -> void:
- if area_2D.get_parent() is CharacterBody2D:
- area_pcam.set_priority(20)
-
-func _exited_area(area_2D: Area2D) -> void:
- if area_2D.get_parent() is CharacterBody2D:
- area_pcam.set_priority(0)
-
diff --git a/addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd b/addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd
deleted file mode 100644
index 0c4d3b8..0000000
--- a/addons/phantom_camera/examples/scripts/2D/PlayerCharacterBody2D.gd
+++ /dev/null
@@ -1,170 +0,0 @@
-extends CharacterBody2D
-
-@onready var player_area2D = %PlayerArea2D
-@onready var player_sprite: Sprite2D = %PlayerSprite
-@onready var interaction_prompt: Panel = %InteractionPrompt
-@onready var ui_sign:Control = %UISign
-@onready var item_pcam2D: PhantomCamera2D = %ItemFocusPhantomCamera2D
-@onready var inventory_pcam2D: PhantomCamera2D = %InventoryPhantomCamera2D
-@onready var dark_overlay: ColorRect = %DarkOverlay
-
-const KEY_STRINGNAME: StringName = "Key"
-const ACTION_STRINGNAME: StringName = "Action"
-const INPUT_MOVE_LEFT_STRINGNAME: StringName = "move_left"
-const INPUT_MOVE_RIGHT_STRINGNAME: StringName = "move_right"
-
-const SPEED = 350.0
-const JUMP_VELOCITY = -750.0
-
-# Get the gravity from the project settings to be synced with RigidBody nodes.
-var gravity: int = 2400
-var _is_interactive: bool
-var _can_open_inventory: bool
-var _movement_disabled: bool
-var tween: Tween
-var _interactive_UI: Control
-var _active_pcam: PhantomCamera2D
-
-enum InteractiveType {
- NONE = 0,
- ITEM = 1,
- INVENTORY = 2,
-}
-var _interactive_object: InteractiveType = InteractiveType.NONE
-
-var InputMovementDic: Dictionary = {
- INPUT_MOVE_LEFT_STRINGNAME: {
- KEY_STRINGNAME: KEY_A,
- ACTION_STRINGNAME: INPUT_MOVE_LEFT_STRINGNAME
- },
- INPUT_MOVE_RIGHT_STRINGNAME: {
- KEY_STRINGNAME: KEY_D,
- ACTION_STRINGNAME: INPUT_MOVE_RIGHT_STRINGNAME
- },
-}
-
-
-func _ready() -> void:
- player_area2D.connect("body_shape_entered", _show_prompt)
- player_area2D.connect("body_shape_exited", _hide_prompt)
-
- for input in InputMovementDic:
- var key_val = InputMovementDic[input].get(KEY_STRINGNAME)
- var action_val = InputMovementDic[input].get(ACTION_STRINGNAME)
-
- var movement_input = InputEventKey.new()
- movement_input.physical_keycode = key_val
- InputMap.add_action(action_val)
- InputMap.action_add_event(action_val, movement_input)
-
-
-func _unhandled_input(event: InputEvent) -> void:
- if _is_interactive:
- if Input.is_physical_key_pressed(KEY_F):
- if tween:
- tween.kill()
-
- if not _movement_disabled:
- tween = get_tree().create_tween()
-
- _movement_disabled = true
- _active_pcam.set_priority(10)
-
- _show_interactive_node(_interactive_UI)
- _interactive_node_logic()
-
- else:
- _hide_interactive_node(_interactive_UI)
- _interactive_node_logic()
-
-
- if Input.is_physical_key_pressed(KEY_ESCAPE) and _movement_disabled:
- _hide_interactive_node(_interactive_UI)
- _interactive_node_logic()
-
-
-func _show_interactive_node(UI: Control) -> void:
- UI.modulate.a = 0
- UI.visible = true
- tween.tween_property(UI, "modulate", Color.WHITE, 1).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CIRC)
-
-
-func _hide_interactive_node(UI: Control) -> void:
- _movement_disabled = false
- _active_pcam.set_priority(0)
- UI.visible = false
-
-
-func _interactive_node_logic() -> void:
- match _interactive_object:
- 2:
- if _movement_disabled:
- dark_overlay.set_visible(true)
- else:
- dark_overlay.set_visible(false)
-
-
-func _physics_process(delta: float) -> void:
- if _movement_disabled: return
-
- if not is_on_floor():
- velocity.y += gravity * delta
-
- if Input.is_action_just_pressed("ui_accept") and is_on_floor():
- velocity.y = JUMP_VELOCITY
-
- var input_dir: = Input.get_axis(
- INPUT_MOVE_LEFT_STRINGNAME,
- INPUT_MOVE_RIGHT_STRINGNAME
- )
-
- if input_dir:
- velocity.x = input_dir * SPEED
- if input_dir > 0:
- player_sprite.set_flip_h(false)
- elif input_dir < 0:
- player_sprite.set_flip_h(true)
- else:
- velocity.x = move_toward(velocity.x, 0, SPEED)
-
- move_and_slide()
-
-
-func _show_prompt(body_rid: RID, body: Node2D, body_shape_index: int, local_shape: int) -> void:
- if body is TileMap:
- var tile_map: TileMap = body
-
- var tile_coords: Vector2i = tile_map.get_coords_for_body_rid(body_rid)
- var cell_data: TileData = tile_map.get_cell_tile_data(1, tile_coords)
-
- if cell_data:
- var cell_data_type: StringName = cell_data.get_custom_data("Type")
-# var cell_global_pos: Vector2 = tile_map.to_global(tile_map.map_to_local(tile_coords))
- _is_interactive = true
- interaction_prompt.set_visible(true)
-
- match cell_data_type:
- "Sign":
- _interactive_UI = %UISign
- _active_pcam = item_pcam2D
- _interactive_object = InteractiveType.ITEM
- "Inventory":
- _interactive_UI = %UIInventory
- _interactive_object = InteractiveType.INVENTORY
- _active_pcam = inventory_pcam2D
-
-
-func _hide_prompt(body_rid: RID, body: Node2D, body_shape_index: int, local_shape: int) -> void:
- if body is TileMap:
- var tile_map: TileMap = body
-
- var tile_coords: Vector2i = tile_map.get_coords_for_body_rid(body_rid)
- var cell_data: TileData = tile_map.get_cell_tile_data(1, tile_coords)
-
- if cell_data:
- interaction_prompt.set_visible(false)
- _is_interactive = false
- _interactive_UI = null
- _interactive_object = InteractiveType.NONE
- _active_pcam = null
-
diff --git a/addons/phantom_camera/examples/scripts/3D/3D_trigger_area.gd b/addons/phantom_camera/examples/scripts/3D/3D_trigger_area.gd
deleted file mode 100644
index 4fc9764..0000000
--- a/addons/phantom_camera/examples/scripts/3D/3D_trigger_area.gd
+++ /dev/null
@@ -1,26 +0,0 @@
-extends Area3D
-
-@export var area_pcam: PhantomCamera3D
-
-var initial_camera_position: Vector3
-var initial_camera_rotation: Vector3
-
-var tween: Tween
-var tween_duration: float = 0.9
-
-
-func _ready() -> void:
- connect("area_entered", _entered_area)
- connect("area_exited", _exited_area)
-
-
-func _entered_area(area_3D: Area3D) -> void:
- if area_3D.get_parent() is CharacterBody3D:
- area_pcam.set_priority(20)
-
-
-func _exited_area(area_3D: Area3D) -> void:
- if area_3D.get_parent() is CharacterBody3D:
- area_pcam.set_priority(0)
-
-
diff --git a/addons/phantom_camera/examples/scripts/3D/NPC.gd b/addons/phantom_camera/examples/scripts/3D/NPC.gd
deleted file mode 100644
index b815a06..0000000
--- a/addons/phantom_camera/examples/scripts/3D/NPC.gd
+++ /dev/null
@@ -1,66 +0,0 @@
-extends Node3D
-
-@onready var npc_pcam: PhantomCamera3D = %NPCPhantomCamera3D
-@onready var dialogueArea: Area3D = %NPCInteractionArea3D
-@onready var dialogueLabel3D: Label3D = %NPCDialogueExampleLabel
-
-@onready var player: CharacterBody3D = %PlayerCharacterBody3D
-
-@onready var move_to_location: Vector3 = %MoveToLocation.get_global_position()
-
-var dialogue_label_initial_position: Vector3
-var dialogue_label_initial_rotation: Vector3
-
-var tween: Tween
-var tween_duration: float = 0.9
-var tween_transition: Tween.TransitionType = Tween.TRANS_QUAD
-
-var interactable: bool
-var is_interacting: bool
-
-func _ready() -> void:
- dialogueArea.connect("area_entered", _interactable)
- dialogueArea.connect("area_exited", _not_interactable)
-
- dialogueLabel3D.set_visible(false)
-
- dialogue_label_initial_position = dialogueLabel3D.get_global_position()
- dialogue_label_initial_rotation = dialogueLabel3D.get_global_rotation()
-
-func _interactable(area_3D: Area3D) -> void:
- if area_3D.get_parent() is CharacterBody3D:
- dialogueLabel3D.set_visible(true)
- interactable = true
-
- var tween: Tween = get_tree().create_tween().set_trans(tween_transition).set_ease(Tween.EASE_IN_OUT).set_loops()
- tween.tween_property(dialogueLabel3D, "position", dialogue_label_initial_position - Vector3(0, -0.2, 0), tween_duration)
- tween.tween_property(dialogueLabel3D, "position", dialogue_label_initial_position, tween_duration)
-
-
-func _not_interactable(area_3D: Area3D) -> void:
- if area_3D.get_parent() is CharacterBody3D:
- dialogueLabel3D.set_visible(false)
- interactable = false
-
-
-func _input(event) -> void:
- if not interactable: return
-
- if event is InputEventKey and event.pressed:
- if event.keycode == KEY_F:
- var tween: Tween = get_tree().create_tween() \
- .set_parallel(true) \
- .set_trans(Tween.TRANS_QUART) \
- .set_ease(Tween.EASE_IN_OUT)
- if not is_interacting:
- npc_pcam.set_priority(20)
- player.set_physics_process(false)
- tween.tween_property(player, "position", move_to_location, 0.6).set_trans(tween_transition)
- tween.tween_property(dialogueLabel3D, "rotation", Vector3(deg_to_rad(-20), deg_to_rad(53), 0), 0.6).set_trans(tween_transition)
-
- else:
- npc_pcam.set_priority(0)
- player.set_physics_process(true)
- tween.tween_property(dialogueLabel3D, "rotation", dialogue_label_initial_rotation, 0.9)
-
- is_interacting = !is_interacting
diff --git a/addons/phantom_camera/examples/scripts/3D/path_follow.gd b/addons/phantom_camera/examples/scripts/3D/path_follow.gd
deleted file mode 100644
index 22973ec..0000000
--- a/addons/phantom_camera/examples/scripts/3D/path_follow.gd
+++ /dev/null
@@ -1,18 +0,0 @@
-extends Node
-
-@export var path_pcam: PhantomCamera3D
-
-func _ready() -> void:
- connect("area_entered", _entered_area)
- connect("area_exited", _exited_area)
-
-
-func _entered_area(area_3D: Area3D) -> void:
- if area_3D.get_parent() is CharacterBody3D:
- path_pcam.set_priority(20)
-
-
-func _exited_area(area_3D: Area3D) -> void:
- if area_3D.get_parent() is CharacterBody3D:
- path_pcam.set_priority(0)
-
diff --git a/addons/phantom_camera/examples/scripts/3D/player_controller.gd b/addons/phantom_camera/examples/scripts/3D/player_controller.gd
deleted file mode 100644
index 6521a81..0000000
--- a/addons/phantom_camera/examples/scripts/3D/player_controller.gd
+++ /dev/null
@@ -1,81 +0,0 @@
-extends CharacterBody3D
-
-@export var SPEED: float = 5.0
-@export var JUMP_VELOCITY: float = 4.5
-@export var enable_gravity = true
-
-@onready var _camera: Camera3D = %MainCamera3D
-@onready var _player_pcam: PhantomCamera3D = %PlayerPhantomCamera3D
-
-# Get the gravity from the project settings to be synced with RigidBody nodes.
-var gravity: float = 9.8
-
-const KEY_STRINGNAME: StringName = "Key"
-const ACTION_STRINGNAME: StringName = "Action"
-
-const INPUT_MOVE_UP_STRINGNAME: StringName = "move_up"
-const INPUT_MOVE_DOWM_STRINGNAME: StringName = "move_down"
-const INPUT_MOVE_LEFT_STRINGNAME: StringName = "move_left"
-const INPUT_MOVE_RIGHT_STRINGNAME: StringName = "move_right"
-
-var InputMovementDic: Dictionary = {
- INPUT_MOVE_UP_STRINGNAME: {
- KEY_STRINGNAME: KEY_W,
- ACTION_STRINGNAME: INPUT_MOVE_UP_STRINGNAME
- },
- INPUT_MOVE_DOWM_STRINGNAME: {
- KEY_STRINGNAME: KEY_S,
- ACTION_STRINGNAME: INPUT_MOVE_DOWM_STRINGNAME
- },
- INPUT_MOVE_LEFT_STRINGNAME: {
- KEY_STRINGNAME: KEY_A,
- ACTION_STRINGNAME: INPUT_MOVE_LEFT_STRINGNAME
- },
- INPUT_MOVE_RIGHT_STRINGNAME: {
- KEY_STRINGNAME: KEY_D,
- ACTION_STRINGNAME: INPUT_MOVE_RIGHT_STRINGNAME
- },
-}
-
-
-func _ready() -> void:
- for input in InputMovementDic:
- var key_val = InputMovementDic[input].get(KEY_STRINGNAME)
- var action_val = InputMovementDic[input].get(ACTION_STRINGNAME)
-
- var movement_input = InputEventKey.new()
- movement_input.physical_keycode = key_val
- InputMap.add_action(action_val)
- InputMap.action_add_event(action_val, movement_input)
-
-
-func _physics_process(delta: float) -> void:
- # Add the gravity.
- if enable_gravity and not is_on_floor():
- velocity.y -= gravity * delta
-
- # Get the input direction and handle the movement/deceleration.
- # As good practice, you should replace UI actions with custom gameplay actions.
- var input_dir: Vector2 = Input.get_vector(
- INPUT_MOVE_LEFT_STRINGNAME,
- INPUT_MOVE_RIGHT_STRINGNAME,
- INPUT_MOVE_UP_STRINGNAME,
- INPUT_MOVE_DOWM_STRINGNAME
- )
-
- var cam_dir: Vector3 = -_camera.global_transform.basis.z
-
- var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
- if direction:
- var move_dir: Vector3 = Vector3.ZERO
- move_dir.x = direction.x
- move_dir.z = direction.z
-
- move_dir = move_dir.rotated(Vector3.UP, _camera.rotation.y).normalized()
- velocity.x = move_dir.x * SPEED
- velocity.z = move_dir.z * SPEED
- else:
- velocity.x = move_toward(velocity.x, 0, SPEED)
- velocity.z = move_toward(velocity.z, 0, SPEED)
-
- move_and_slide()
diff --git a/addons/phantom_camera/examples/scripts/3D/player_controller_third_person.gd b/addons/phantom_camera/examples/scripts/3D/player_controller_third_person.gd
deleted file mode 100644
index 69b483d..0000000
--- a/addons/phantom_camera/examples/scripts/3D/player_controller_third_person.gd
+++ /dev/null
@@ -1,83 +0,0 @@
-extends "player_controller.gd"
-
-@onready var _aim_pcam: PhantomCamera3D = %PlayerAimPhantomCamera3D
-@onready var _model: Node3D = $PlayerModel
-@onready var _ceiling_pcam: PhantomCamera3D = %CeilingPhantomCamera3D
-
-@export var mouse_sensitivity: float = 0.05
-
-@export var min_yaw: float = -89.9
-@export var max_yaw: float = 50
-
-@export var min_pitch: float = 0
-@export var max_pitch: float = 360
-
-
-
-func _ready() -> void:
- super()
-
- if _player_pcam.get_follow_mode() == _player_pcam.Constants.FollowMode.THIRD_PERSON:
- Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
-
-
-func _physics_process(delta: float) -> void:
- super(delta)
-
- if velocity.length() > 0.2:
- var look_direction: Vector2 = Vector2(velocity.z, velocity.x)
- _model.rotation.y = look_direction.angle()
-
-
-func _unhandled_input(event: InputEvent) -> void:
- if _player_pcam.get_follow_mode() == _player_pcam.Constants.FollowMode.THIRD_PERSON:
- var active_pcam: PhantomCamera3D
-
- if is_instance_valid(_aim_pcam):
- _set_pcam_rotation(_player_pcam, event)
- _set_pcam_rotation(_aim_pcam, event)
- if _player_pcam.get_priority() > _aim_pcam.get_priority():
- _toggle_aim_pcam(event)
- else:
- _toggle_aim_pcam(event)
-
- if event is InputEventKey and event.pressed:
- if event.keycode == KEY_SPACE:
- if _ceiling_pcam.get_priority() < 30 and _player_pcam.is_active():
- _ceiling_pcam.set_priority(30)
- else:
- _ceiling_pcam.set_priority(1)
-
-
-func _set_pcam_rotation(pcam: PhantomCamera3D, event: InputEvent) -> void:
- if event is InputEventMouseMotion:
- var pcam_rotation_degrees: Vector3
-
- # Assigns the current 3D rotation of the SpringArm3D node - so it starts off where it is in the editor
- pcam_rotation_degrees = pcam.get_third_person_rotation_degrees()
-
- # Change the X rotation
- pcam_rotation_degrees.x -= event.relative.y * mouse_sensitivity
-
- # Clamp the rotation in the X axis so it go over or under the target
- pcam_rotation_degrees.x = clampf(pcam_rotation_degrees.x, min_yaw, max_yaw)
-
- # Change the Y rotation value
- pcam_rotation_degrees.y -= event.relative.x * mouse_sensitivity
-
- # Sets the rotation to fully loop around its target, but witout going below or exceeding 0 and 360 degrees respectively
- pcam_rotation_degrees.y = wrapf(pcam_rotation_degrees.y, min_pitch, max_pitch)
-
- # Change the SpringArm3D node's rotation and rotate around its target
- pcam.set_third_person_rotation_degrees(pcam_rotation_degrees)
-
-
-func _toggle_aim_pcam(event: InputEvent) -> void:
- if event is InputEventMouseButton \
- and event.is_pressed() \
- and event.button_index == 2 \
- and (_player_pcam.is_active() or _aim_pcam.is_active()):
- if _player_pcam.get_priority() > _aim_pcam.get_priority():
- _aim_pcam.set_priority(30)
- else:
- _aim_pcam.set_priority(0)
diff --git a/addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png b/addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png
deleted file mode 100644
index a4eaee3..0000000
Binary files a/addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png and /dev/null differ
diff --git a/addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png.import b/addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png.import
deleted file mode 100644
index dfa938a..0000000
--- a/addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png.import
+++ /dev/null
@@ -1,34 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://cwep0on2tthn7"
-path="res://.godot/imported/PhantomCamera2DSprite.png-6bf2b757da36375026c0e7c928edb9d4.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
-
-source_file="res://addons/phantom_camera/examples/textures/2D/PhantomCamera2DSprite.png"
-dest_files=["res://.godot/imported/PhantomCamera2DSprite.png-6bf2b757da36375026c0e7c928edb9d4.ctex"]
-
-[params]
-
-compress/mode=0
-compress/high_quality=false
-compress/lossy_quality=0.7
-compress/hdr_compression=1
-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
diff --git a/addons/phantom_camera/examples/textures/2D/inventory_container.png b/addons/phantom_camera/examples/textures/2D/inventory_container.png
deleted file mode 100644
index 7dd5178..0000000
Binary files a/addons/phantom_camera/examples/textures/2D/inventory_container.png and /dev/null differ
diff --git a/addons/phantom_camera/examples/textures/2D/inventory_container.png.import b/addons/phantom_camera/examples/textures/2D/inventory_container.png.import
deleted file mode 100644
index 72be1e5..0000000
--- a/addons/phantom_camera/examples/textures/2D/inventory_container.png.import
+++ /dev/null
@@ -1,34 +0,0 @@
-[remap]
-
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-theme_override_constants/separation = 0
-
-[node name="DeadZoneLeftTopPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneLeftHBoxContainer"]
-layout_mode = 2
-size_flags_vertical = 3
-theme_override_styles/panel = ExtResource("2_cvat1")
-
-[node name="DeadZoneLeftCenterPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneLeftHBoxContainer"]
-unique_name_in_owner = true
-layout_mode = 2
-theme_override_styles/panel = ExtResource("2_cvat1")
-
-[node name="DeadZoneLeftBottomPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneLeftHBoxContainer"]
-layout_mode = 2
-size_flags_vertical = 3
-theme_override_styles/panel = ExtResource("2_cvat1")
-
-[node name="DeadZoneCenterHBoxContainer" type="VBoxContainer" parent="FramedViewfinder/DeadZoneHBoxContainer"]
-unique_name_in_owner = true
-clip_contents = true
-layout_mode = 2
-size_flags_horizontal = 4
-theme_override_constants/separation = 0
-
-[node name="DeadZoneCenterTopPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneCenterHBoxContainer"]
-layout_mode = 2
-size_flags_vertical = 3
-theme_override_styles/panel = ExtResource("2_cvat1")
-
-[node name="DeadZoneCenterCenterPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneCenterHBoxContainer"]
-unique_name_in_owner = true
-layout_mode = 2
-size_flags_vertical = 4
-theme_override_styles/panel = SubResource("StyleBoxFlat_fle8t")
-
-[node name="DeadZoneCenterBottomPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneCenterHBoxContainer"]
-layout_mode = 2
-size_flags_vertical = 3
-theme_override_styles/panel = ExtResource("2_cvat1")
-
-[node name="DeadZoneRightHBoxContainer" type="VBoxContainer" parent="FramedViewfinder/DeadZoneHBoxContainer"]
-clip_contents = true
-layout_mode = 2
-size_flags_horizontal = 3
-theme_override_constants/separation = 0
-
-[node name="DeadZoneRightTopPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneRightHBoxContainer"]
-layout_mode = 2
-size_flags_vertical = 3
-theme_override_styles/panel = ExtResource("2_cvat1")
-
-[node name="DeadZoneRightCenterPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneRightHBoxContainer"]
-unique_name_in_owner = true
-layout_mode = 2
-theme_override_styles/panel = ExtResource("2_cvat1")
-
-[node name="DeadZoneRightBottomPanel" type="Panel" parent="FramedViewfinder/DeadZoneHBoxContainer/DeadZoneRightHBoxContainer"]
-layout_mode = 2
-size_flags_vertical = 3
-theme_override_styles/panel = ExtResource("2_cvat1")
-
-[node name="AspectRatioContainer" type="AspectRatioContainer" parent="FramedViewfinder"]
-unique_name_in_owner = true
-clip_contents = true
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-stretch_mode = 1
-
-[node name="CameraViewportPanel" type="Panel" parent="FramedViewfinder/AspectRatioContainer"]
-layout_mode = 2
-theme_override_styles/panel = SubResource("StyleBoxFlat_xmo1t")
-
-[node name="TargetPoint" type="Panel" parent="FramedViewfinder/AspectRatioContainer/CameraViewportPanel"]
-unique_name_in_owner = true
-layout_mode = 1
-anchors_preset = 8
-anchor_left = 0.5
-anchor_top = 0.5
-anchor_right = 0.5
-anchor_bottom = 0.5
-offset_left = -3.0
-offset_top = -3.0
-offset_right = 3.0
-offset_bottom = 3.0
-grow_horizontal = 2
-grow_vertical = 2
-theme_override_styles/panel = SubResource("StyleBoxFlat_q7vs4")
-
-[node name="NoSupportMsg" type="Label" parent="."]
-unique_name_in_owner = true
-visible = false
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_top = -8.0
-offset_bottom = -8.0
-grow_horizontal = 2
-grow_vertical = 2
-theme_override_fonts/font = ExtResource("4_dj3lt")
-theme_override_font_sizes/font_size = 24
-theme_override_styles/normal = SubResource("StyleBoxEmpty_iho1a")
-text = "2D scene support not available yet
-(Control scenes are not supported)"
-horizontal_alignment = 1
-vertical_alignment = 1
-
-[node name="EmptyStateControl" type="Control" parent="."]
-unique_name_in_owner = true
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-
-[node name="BGColorRect" type="ColorRect" parent="EmptyStateControl"]
-visible = false
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-color = Color(0, 0, 0, 1)
-metadata/_edit_lock_ = true
-
-[node name="VBoxContainer" type="VBoxContainer" parent="EmptyStateControl"]
-layout_mode = 1
-anchors_preset = 14
-anchor_top = 0.5
-anchor_right = 1.0
-anchor_bottom = 0.5
-offset_top = -80.0
-offset_bottom = 80.0
-grow_horizontal = 2
-grow_vertical = 2
-alignment = 1
-
-[node name="EmptyStateIcon" type="TextureRect" parent="EmptyStateControl/VBoxContainer"]
-unique_name_in_owner = true
-layout_mode = 2
-texture = ExtResource("3_rn5hf")
-stretch_mode = 3
-
-[node name="EmptyStateText" type="RichTextLabel" parent="EmptyStateControl/VBoxContainer"]
-unique_name_in_owner = true
-layout_mode = 2
-theme_override_colors/default_color = Color(1, 1, 1, 1)
-theme_override_fonts/normal_font = ExtResource("3_6wxxp")
-theme_override_fonts/bold_font = ExtResource("4_dj3lt")
-theme_override_font_sizes/normal_font_size = 24
-theme_override_font_sizes/bold_font_size = 24
-theme_override_styles/focus = SubResource("StyleBoxEmpty_obaj6")
-theme_override_styles/normal = SubResource("StyleBoxEmpty_iho1a")
-bbcode_enabled = true
-text = "[center][b]NodeType[/b] Description [/center]"
-fit_content = true
-
-[node name="AddNodeButton" type="Button" parent="EmptyStateControl/VBoxContainer"]
-unique_name_in_owner = true
-custom_minimum_size = Vector2(400, 54)
-layout_mode = 2
-size_flags_horizontal = 4
-focus_mode = 0
-theme_override_colors/font_color = Color(1, 1, 1, 1)
-theme_override_fonts/font = ExtResource("4_dj3lt")
-theme_override_font_sizes/font_size = 24
-theme_override_styles/normal = SubResource("StyleBoxFlat_fsxik")
-theme_override_styles/hover = SubResource("StyleBoxFlat_yh38y")
-theme_override_styles/pressed = SubResource("StyleBoxFlat_gci88")
-theme_override_styles/focus = SubResource("StyleBoxEmpty_4b76l")
-
-[node name="AddNodeTypeText" type="RichTextLabel" parent="EmptyStateControl/VBoxContainer/AddNodeButton"]
-unique_name_in_owner = true
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_top = 9.0
-offset_bottom = -11.0
-grow_horizontal = 2
-grow_vertical = 2
-mouse_filter = 2
-theme_override_colors/default_color = Color(1, 1, 1, 1)
-theme_override_fonts/normal_font = ExtResource("3_6wxxp")
-theme_override_fonts/bold_font = ExtResource("4_dj3lt")
-theme_override_font_sizes/normal_font_size = 24
-theme_override_font_sizes/bold_font_size = 24
-theme_override_styles/focus = SubResource("StyleBoxEmpty_g5wua")
-theme_override_styles/normal = SubResource("StyleBoxEmpty_x4bx8")
-bbcode_enabled = true
-text = "[center]Add [img=32]res://addons/phantom_camera/icons/viewfinder/Camera3DIcon.svg[/img] [b]{NodeType}[/b][/center]"
-scroll_active = false
-
-[node name="PriorityOverrideButton" type="Button" parent="."]
-unique_name_in_owner = true
-visible = false
-layout_mode = 1
-offset_left = 5.0
-offset_top = 5.0
-offset_right = 165.0
-offset_bottom = 57.0
-mouse_default_cursor_shape = 2
-theme_override_styles/normal = SubResource("StyleBoxFlat_agqdu")
-theme_override_styles/hover = SubResource("StyleBoxFlat_ja3vm")
-theme_override_styles/pressed = SubResource("StyleBoxFlat_mk273")
-theme_override_styles/focus = SubResource("StyleBoxEmpty_840sd")
-
-[node name="PriorityOverrideIcon" type="TextureRect" parent="PriorityOverrideButton"]
-layout_mode = 1
-offset_left = 8.0
-offset_top = 4.0
-offset_right = 32.0
-offset_bottom = 28.0
-texture = ExtResource("6_8cb64")
-expand_mode = 1
-
-[node name="PriorityOverrideByLabel" type="Label" parent="PriorityOverrideButton"]
-layout_mode = 0
-offset_left = 30.0
-offset_top = 1.0
-offset_right = 140.0
-offset_bottom = 24.0
-theme_override_fonts/font = ExtResource("4_dj3lt")
-theme_override_font_sizes/font_size = 14
-text = "OVERRIDDEN BY"
-vertical_alignment = 1
-
-[node name="PriorityOverrideNameLabel" type="Label" parent="PriorityOverrideButton"]
-unique_name_in_owner = true
-layout_mode = 0
-offset_left = 6.0
-offset_top = 21.0
-offset_right = 153.0
-offset_bottom = 44.0
-theme_override_fonts/font = ExtResource("3_6wxxp")
-theme_override_font_sizes/font_size = 14
-text = "PCam_Name
-"
-vertical_alignment = 1
-text_overrun_behavior = 3
diff --git a/addons/phantom_camera/gizmos/CustomGizmo.gd b/addons/phantom_camera/gizmos/CustomGizmo.gd
deleted file mode 100644
index f094f7b..0000000
--- a/addons/phantom_camera/gizmos/CustomGizmo.gd
+++ /dev/null
@@ -1,93 +0,0 @@
-extends EditorNode3DGizmoPlugin
-class_name CustomPluginGizmo
-
-var _gizmo_name
-var gizmo_name: String: set = set_gizmo_name
-
-var _gizmo_icon: Texture2D
-var gizmo_icon: Texture2D: set = set_gizmo_icon
-
-var _gizmo_spatial_script: Script
-var gizmo_spatial_script: Script: set = set_gizmo_spatial_script
-
-var _gizmo_scale: float = 0.035
-
-
-func set_gizmo_name(name: String) -> void:
- _gizmo_name = name
-
-
-func set_gizmo_icon(icon: Texture2D) -> void:
- _gizmo_icon = icon
-
-
-func set_gizmo_spatial_script(script: Script) -> void:
- _gizmo_spatial_script = script
-
-
-func _get_gizmo_name() -> String:
- return _gizmo_name
-
-func _has_gizmo(spatial: Node3D):
- return spatial.get_script() == _gizmo_spatial_script
-
-
-func _init() -> void:
- create_icon_material(_gizmo_name, _gizmo_icon, false, Color.WHITE)
- create_material("main", Color8(252, 127, 127, 255))
-
-
-func _draw_frustum() -> PackedVector3Array:
- var lines = PackedVector3Array()
-
- var dis: float = 0.25
- var width: float = dis * 1.25
- var len: float = dis * 1.5
-
- # Straight line
-# lines.push_back(Vector3(0, 0, 0))
-# lines.push_back(Vector3(0, 0, -len))
-
-
- # Trapezoid
- lines.push_back(Vector3(0, 0, 0))
- lines.push_back(Vector3(-width, dis, -len))
-
- lines.push_back(Vector3(0, 0, 0))
- lines.push_back(Vector3(width, dis, -len))
-
- lines.push_back(Vector3(0, 0, 0))
- lines.push_back(Vector3(-width, -dis, -len))
-
- lines.push_back(Vector3(0, 0, 0))
- lines.push_back(Vector3(width, -dis, -len))
-
-
- # Square
- ## Left
- lines.push_back(Vector3(-width, dis, -len))
- lines.push_back(Vector3(-width, -dis, -len))
-
- ## Bottom
- lines.push_back(Vector3(-width, -dis, -len))
- lines.push_back(Vector3(width, -dis, -len))
-
- ## Right
- lines.push_back(Vector3(width, -dis, -len))
- lines.push_back(Vector3(width, dis, -len))
-
- ## Top
- lines.push_back(Vector3(width, dis, -len))
- lines.push_back(Vector3(-width, dis, -len))
-
- return lines
-
-
-func _redraw(gizmo: EditorNode3DGizmo):
- gizmo.clear()
-
- var icon: Material = get_material(_gizmo_name, gizmo)
- gizmo.add_unscaled_billboard(icon, _gizmo_scale)
-
- var material = get_material("main", gizmo)
- gizmo.add_lines(_draw_frustum(), material)
diff --git a/addons/phantom_camera/gizmos/phantom_camera_gizmo_plugin_3D.gd b/addons/phantom_camera/gizmos/phantom_camera_gizmo_plugin_3D.gd
deleted file mode 100644
index 6e62c1f..0000000
--- a/addons/phantom_camera/gizmos/phantom_camera_gizmo_plugin_3D.gd
+++ /dev/null
@@ -1,11 +0,0 @@
-extends CustomPluginGizmo
-
-var _spatial_script: Script = preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd")
-var _icon: Texture2D = preload("res://addons/phantom_camera/icons/PhantomCameraGizmoIcon.svg")
-
-
-func _init() -> void:
- set_gizmo_name("PhantomCamera")
- set_gizmo_spatial_script(_spatial_script)
- set_gizmo_icon(_icon)
- super()
diff --git a/addons/phantom_camera/icons/Chevron.svg b/addons/phantom_camera/icons/Chevron.svg
deleted file mode 100644
index 8cef3a8..0000000
--- a/addons/phantom_camera/icons/Chevron.svg
+++ /dev/null
@@ -1,3 +0,0 @@
-
diff --git a/addons/phantom_camera/icons/Chevron.svg.import b/addons/phantom_camera/icons/Chevron.svg.import
deleted file mode 100644
index fbec77c..0000000
--- a/addons/phantom_camera/icons/Chevron.svg.import
+++ /dev/null
@@ -1,37 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://y4mdbb804sw0"
-path="res://.godot/imported/Chevron.svg-93f7d046492ad140824afb8ee9e4ac3b.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
-
-source_file="res://addons/phantom_camera/icons/Chevron.svg"
-dest_files=["res://.godot/imported/Chevron.svg-93f7d046492ad140824afb8ee9e4ac3b.ctex"]
-
-[params]
-
-compress/mode=0
-compress/high_quality=false
-compress/lossy_quality=0.7
-compress/hdr_compression=1
-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=2.0
-editor/scale_with_editor_scale=false
-editor/convert_colors_with_editor_theme=false
diff --git a/addons/phantom_camera/icons/PhantomCameraGizmoIcon.svg b/addons/phantom_camera/icons/PhantomCameraGizmoIcon.svg
deleted file mode 100644
index ac9c6c5..0000000
--- a/addons/phantom_camera/icons/PhantomCameraGizmoIcon.svg
+++ /dev/null
@@ -1,4 +0,0 @@
-
diff --git a/addons/phantom_camera/icons/PhantomCameraGizmoIcon.svg.import b/addons/phantom_camera/icons/PhantomCameraGizmoIcon.svg.import
deleted file mode 100644
index 379514d..0000000
--- a/addons/phantom_camera/icons/PhantomCameraGizmoIcon.svg.import
+++ /dev/null
@@ -1,37 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://r1je7iad5kby"
-path="res://.godot/imported/PhantomCameraGizmoIcon.svg-ac3a63e577cdd67a63dfefb53ff46c7f.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
-
-source_file="res://addons/phantom_camera/icons/PhantomCameraGizmoIcon.svg"
-dest_files=["res://.godot/imported/PhantomCameraGizmoIcon.svg-ac3a63e577cdd67a63dfefb53ff46c7f.ctex"]
-
-[params]
-
-compress/mode=0
-compress/high_quality=false
-compress/lossy_quality=0.7
-compress/hdr_compression=1
-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=0
-svg/scale=1.0
-editor/scale_with_editor_scale=false
-editor/convert_colors_with_editor_theme=false
diff --git a/addons/phantom_camera/icons/PhantomCameraGizmoIcon2D.svg b/addons/phantom_camera/icons/PhantomCameraGizmoIcon2D.svg
deleted file mode 100644
index 5038471..0000000
--- a/addons/phantom_camera/icons/PhantomCameraGizmoIcon2D.svg
+++ /dev/null
@@ -1,4 +0,0 @@
-
diff --git a/addons/phantom_camera/icons/PhantomCameraGizmoIcon2D.svg.import b/addons/phantom_camera/icons/PhantomCameraGizmoIcon2D.svg.import
deleted file mode 100644
index 09e45f6..0000000
--- a/addons/phantom_camera/icons/PhantomCameraGizmoIcon2D.svg.import
+++ /dev/null
@@ -1,38 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://b671h5enwiljg"
-path.s3tc="res://.godot/imported/PhantomCameraGizmoIcon2D.svg-5d7dab204f188a4185c9a05ae4e57434.s3tc.ctex"
-metadata={
-"imported_formats": ["s3tc_bptc"],
-"vram_texture": true
-}
-
-[deps]
-
-source_file="res://addons/phantom_camera/icons/PhantomCameraGizmoIcon2D.svg"
-dest_files=["res://.godot/imported/PhantomCameraGizmoIcon2D.svg-5d7dab204f188a4185c9a05ae4e57434.s3tc.ctex"]
-
-[params]
-
-compress/mode=2
-compress/high_quality=false
-compress/lossy_quality=0.7
-compress/hdr_compression=1
-compress/normal_map=0
-compress/channel_pack=0
-mipmaps/generate=true
-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=0
-svg/scale=1.0
-editor/scale_with_editor_scale=false
-editor/convert_colors_with_editor_theme=false
diff --git a/addons/phantom_camera/icons/PhantomCameraGizmoIcon3D.svg b/addons/phantom_camera/icons/PhantomCameraGizmoIcon3D.svg
deleted file mode 100644
index f84f1ce..0000000
--- a/addons/phantom_camera/icons/PhantomCameraGizmoIcon3D.svg
+++ /dev/null
@@ -1,4 +0,0 @@
-
diff --git a/addons/phantom_camera/icons/PhantomCameraGizmoIcon3D.svg.import b/addons/phantom_camera/icons/PhantomCameraGizmoIcon3D.svg.import
deleted file mode 100644
index eabca0c..0000000
--- a/addons/phantom_camera/icons/PhantomCameraGizmoIcon3D.svg.import
+++ /dev/null
@@ -1,38 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://u5tk5jsy6626"
-path.s3tc="res://.godot/imported/PhantomCameraGizmoIcon3D.svg-f1749265faef32688ef013796d030703.s3tc.ctex"
-metadata={
-"imported_formats": ["s3tc_bptc"],
-"vram_texture": true
-}
-
-[deps]
-
-source_file="res://addons/phantom_camera/icons/PhantomCameraGizmoIcon3D.svg"
-dest_files=["res://.godot/imported/PhantomCameraGizmoIcon3D.svg-f1749265faef32688ef013796d030703.s3tc.ctex"]
-
-[params]
-
-compress/mode=2
-compress/high_quality=false
-compress/lossy_quality=0.7
-compress/hdr_compression=1
-compress/normal_map=0
-compress/channel_pack=0
-mipmaps/generate=true
-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=0
-svg/scale=1.0
-editor/scale_with_editor_scale=false
-editor/convert_colors_with_editor_theme=false
diff --git a/addons/phantom_camera/icons/PhantomCameraHostIcon.svg b/addons/phantom_camera/icons/PhantomCameraHostIcon.svg
deleted file mode 100644
index acba5fb..0000000
--- a/addons/phantom_camera/icons/PhantomCameraHostIcon.svg
+++ /dev/null
@@ -1,3 +0,0 @@
-
diff --git a/addons/phantom_camera/icons/PhantomCameraHostIcon.svg.import b/addons/phantom_camera/icons/PhantomCameraHostIcon.svg.import
deleted file mode 100644
index 3862bd8..0000000
--- a/addons/phantom_camera/icons/PhantomCameraHostIcon.svg.import
+++ /dev/null
@@ -1,37 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://wmf1162mnoog"
-path="res://.godot/imported/PhantomCameraHostIcon.svg-97309b98913e7760fc2cc984f77a836d.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
-
-source_file="res://addons/phantom_camera/icons/PhantomCameraHostIcon.svg"
-dest_files=["res://.godot/imported/PhantomCameraHostIcon.svg-97309b98913e7760fc2cc984f77a836d.ctex"]
-
-[params]
-
-compress/mode=0
-compress/high_quality=false
-compress/lossy_quality=0.7
-compress/hdr_compression=1
-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=4.0
-editor/scale_with_editor_scale=false
-editor/convert_colors_with_editor_theme=false
diff --git a/addons/phantom_camera/icons/PhantomCameraIcon.svg b/addons/phantom_camera/icons/PhantomCameraIcon.svg
deleted file mode 100644
index b3297bc..0000000
--- a/addons/phantom_camera/icons/PhantomCameraIcon.svg
+++ /dev/null
@@ -1,4 +0,0 @@
-
diff --git a/addons/phantom_camera/icons/PhantomCameraIcon.svg.import b/addons/phantom_camera/icons/PhantomCameraIcon.svg.import
deleted file mode 100644
index 4330867..0000000
--- a/addons/phantom_camera/icons/PhantomCameraIcon.svg.import
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deleted file mode 100644
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-extends EditorInspectorPlugin
-
-#var _phantom_camera_script: Script = preload("res://addons/phantom_camera/scripts/phantom_camera.gd")
-
-
-# TODO - Enable again once work is resumed for inspector based tasks
-
-#func _can_handle(object) -> bool:
-# return object is _phantom_camera_script
-
-
-func _parse_category(object: Object, category: String) -> void:
-
- var _margin_container: MarginContainer = MarginContainer.new()
- var _margin_v: float = 20
- _margin_container.add_theme_constant_override("margin_left", 10)
- _margin_container.add_theme_constant_override("margin_top", _margin_v)
- _margin_container.add_theme_constant_override("margin_right", 10)
- _margin_container.add_theme_constant_override("margin_bottom", _margin_v)
- add_custom_control(_margin_container)
-
- var _vbox_container: VBoxContainer = VBoxContainer.new()
- _margin_container.add_child(_vbox_container)
-
- var align_with_view_button = Button.new()
- align_with_view_button.connect("pressed", _align_camera_with_view.bind(object))
- align_with_view_button.set_custom_minimum_size(Vector2(0, 60))
- align_with_view_button.set_text("Align with view")
- _vbox_container.add_child(align_with_view_button)
-
- var preview_camera_button = Button.new()
- preview_camera_button.connect("pressed", _preview_camera.bind(object))
- preview_camera_button.set_custom_minimum_size(Vector2(0, 60))
- preview_camera_button.set_text("Preview Camera")
- _vbox_container.add_child(preview_camera_button)
-
-
-
-func _align_camera_with_view(object: Object) -> void:
- print("Aligning camera with view")
- print(object)
-
-func _preview_camera(object: Object) -> void:
- print("Previewing camera")
- print(object)
diff --git a/addons/phantom_camera/plugin.cfg b/addons/phantom_camera/plugin.cfg
deleted file mode 100644
index 5c8f768..0000000
--- a/addons/phantom_camera/plugin.cfg
+++ /dev/null
@@ -1,7 +0,0 @@
-[plugin]
-
-name="Phantom Camera"
-description="Control the movement and dynamically tween 2D & 3D cameras positions. Built for Godot 4. Inspired by Cinemachine."
-author="Marcus Skov"
-version="0.5.0.5"
-script="plugin.gd"
diff --git a/addons/phantom_camera/plugin.gd b/addons/phantom_camera/plugin.gd
deleted file mode 100644
index 20baa69..0000000
--- a/addons/phantom_camera/plugin.gd
+++ /dev/null
@@ -1,54 +0,0 @@
-@tool
-extends EditorPlugin
-
-const PCAM_HOST: String = "PhantomCameraHost"
-const PCAM_2D: String = "PhantomCamera2D"
-const PCAM_3D: String = "PhantomCamera3D"
-
-const Pcam3DPlugin = preload("res://addons/phantom_camera/gizmos/phantom_camera_gizmo_plugin_3D.gd")
-var pcam_3D_gizmo_plugin = Pcam3DPlugin.new()
-
-const FramedViewPanel = preload("res://addons/phantom_camera/framed_viewfinder/framed_viewfinder_panel.tscn")
-var framed_viewfinder_panel_instance
-
-
-func _enter_tree() -> void:
- # Phantom Camera Nodes
- add_custom_type(PCAM_2D, "Node2D", preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd"), preload("res://addons/phantom_camera/icons/PhantomCameraIcon2D.svg"))
- add_custom_type(PCAM_3D, "Node3D", preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd"), preload("res://addons/phantom_camera/icons/PhantomCameraIcon3D.svg"))
- add_custom_type(PCAM_HOST, "Node", preload("res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd"), preload("res://addons/phantom_camera/icons/PhantomCameraHostIcon.svg"))
-
- # Phantom Camera 3D Gizmo
- add_node_3d_gizmo_plugin(pcam_3D_gizmo_plugin)
-
- # Viewfinder
- framed_viewfinder_panel_instance = FramedViewPanel.instantiate()
- framed_viewfinder_panel_instance.editor_interface = get_editor_interface()
- add_control_to_bottom_panel(framed_viewfinder_panel_instance, "Phantom Camera")
- _make_visible(false)
-
- connect("scene_changed", _scene_changed)
-
-
-func _exit_tree() -> void:
- remove_custom_type(PCAM_2D)
- remove_custom_type(PCAM_3D)
-
- remove_node_3d_gizmo_plugin(pcam_3D_gizmo_plugin)
-
- remove_control_from_bottom_panel(framed_viewfinder_panel_instance)
- framed_viewfinder_panel_instance.queue_free()
-# if framed_viewfinder_panel_instance:
- disconnect("scene_changed", _scene_changed)
-
-
-#func _has_main_screen():
-# return true;
-
-
-func _make_visible(visible):
- if framed_viewfinder_panel_instance:
- framed_viewfinder_panel_instance.set_visible(visible)
-
-func _scene_changed(scene_root: Node) -> void:
- framed_viewfinder_panel_instance.scene_changed(scene_root)
diff --git a/addons/phantom_camera/scripts/group_names.gd b/addons/phantom_camera/scripts/group_names.gd
deleted file mode 100644
index 8d5d355..0000000
--- a/addons/phantom_camera/scripts/group_names.gd
+++ /dev/null
@@ -1,5 +0,0 @@
-@tool
-extends RefCounted
-
-const PCAM_GROUP_NAME: StringName = "phantom_camera_group"
-const PCAM_HOST_GROUP_NAME: StringName = "phantom_camera_host_group"
diff --git a/addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd b/addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd
deleted file mode 100644
index 68cfcaf..0000000
--- a/addons/phantom_camera/scripts/phantom_camera/phantom_camera_2D.gd
+++ /dev/null
@@ -1,477 +0,0 @@
-@tool
-@icon("res://addons/phantom_camera/icons/PhantomCameraIcon2D.svg")
-class_name PhantomCamera2D
-extends Node2D
-
-const Constants = preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd")
-var Properties = preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_properties.gd").new()
-
-const FOLLOW_GROUP_ZOOM_AUTO: StringName = Constants.FOLLOW_PARAMETERS_NAME + "auto_zoom"
-const FOLLOW_GROUP_ZOOM_MIN: StringName = Constants.FOLLOW_PARAMETERS_NAME + "min_zoom"
-const FOLLOW_GROUP_ZOOM_MAX: StringName = Constants.FOLLOW_PARAMETERS_NAME + "max_zoom"
-const FOLLOW_GROUP_ZOOM_MARGIN: StringName = Constants.FOLLOW_PARAMETERS_NAME + "zoom_margin"
-var follow_group_zoom_auto: bool
-var follow_group_zoom_min: float = 1
-var follow_group_zoom_max: float = 5
-var follow_group_zoom_margin: Vector4
-
-var _camera_offset: Vector2
-
-func _get_property_list() -> Array:
- var property_list: Array[Dictionary]
- property_list.append_array(Properties.add_priority_properties())
-
- property_list.append({
- "name": Constants.ZOOM_PROPERTY_NAME,
- "type": TYPE_VECTOR2,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT
- })
-
- property_list.append_array(Properties.add_follow_mode_property())
-
- if Properties.follow_mode != Constants.FollowMode.NONE:
- property_list.append_array(Properties.add_follow_target_property())
-
- if Properties.follow_mode == Constants.FollowMode.GROUP:
- property_list.append({
- "name": FOLLOW_GROUP_ZOOM_AUTO,
- "type": TYPE_BOOL,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- if follow_group_zoom_auto:
- property_list.append({
- "name": FOLLOW_GROUP_ZOOM_MIN,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_RANGE,
- "hint_string": "0.01, 100, 0.01,",
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- property_list.append({
- "name": FOLLOW_GROUP_ZOOM_MAX,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_RANGE,
- "hint_string": "0.01, 100, 0.01,",
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- property_list.append({
- "name": FOLLOW_GROUP_ZOOM_MARGIN,
- "type": TYPE_VECTOR4,
- "hint": PROPERTY_HINT_RANGE,
- "hint_string": "0, 100, 0.01,",
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- if Properties.follow_has_target || Properties.has_follow_group:
- property_list.append_array(Properties.add_follow_properties())
- property_list.append_array(Properties.add_follow_framed())
-
- property_list.append_array(Properties.add_tween_properties())
-
- property_list.append_array(Properties.add_secondary_properties())
-
- return property_list
-
-
-func _set(property: StringName, value) -> bool:
- Properties.set_priority_property(property, value, self)
-
- # ZOOM
- if property == Constants.ZOOM_PROPERTY_NAME:
- if value.x == 0:
- Properties.zoom.x = 0.001
- else:
- Properties.zoom.x = value.x
-
- if value.y == 0:
- Properties.zoom.y = 0.001
- else:
- Properties.zoom.y = value.y
-
- # ZOOM CLAMP
- if property == FOLLOW_GROUP_ZOOM_AUTO:
- follow_group_zoom_auto = value
- notify_property_list_changed()
-
- if property == FOLLOW_GROUP_ZOOM_MIN:
- if value > 0:
- follow_group_zoom_min = value
- else:
- follow_group_zoom_min = 0
-
- if property == FOLLOW_GROUP_ZOOM_MAX:
- if value > 0:
- follow_group_zoom_max = value
- else:
- follow_group_zoom_max = 0
-
- if property == FOLLOW_GROUP_ZOOM_MARGIN:
- follow_group_zoom_margin = value
-
- Properties.set_follow_properties(property, value, self)
- Properties.set_tween_properties(property, value, self)
- Properties.set_secondary_properties(property, value, self)
-
- return false
-
-
-func _get(property: StringName):
- if property == Constants.PRIORITY_PROPERTY_NAME: return Properties.priority
-
- if property == Constants.ZOOM_PROPERTY_NAME: return Properties.zoom
-
- if property == Constants.FOLLOW_MODE_PROPERTY_NAME: return Properties.follow_mode
- if property == Constants.FOLLOW_TARGET_OFFSET_PROPERTY_NAME: return Properties.follow_target_offset_2D
- if property == Constants.FOLLOW_TARGET_PROPERTY_NAME: return Properties.follow_target_path
- if property == Constants.FOLLOW_GROUP_PROPERTY_NAME: return Properties.follow_group_paths
-
- if property == Constants.FOLLOW_PATH_PROPERTY_NAME: return Properties.follow_path_path
-
- if property == Constants.FOLLOW_FRAMED_DEAD_ZONE_HORIZONTAL_NAME: return Properties.follow_framed_dead_zone_width
- if property == Constants.FOLLOW_FRAMED_DEAD_ZONE_VERTICAL_NAME: return Properties.follow_framed_dead_zone_height
- if property == Constants.FOLLOW_VIEWFINDER_IN_PLAY_NAME: return Properties.show_viewfinder_in_play
-
- if property == FOLLOW_GROUP_ZOOM_AUTO: return follow_group_zoom_auto
- if property == FOLLOW_GROUP_ZOOM_MIN: return follow_group_zoom_min
- if property == FOLLOW_GROUP_ZOOM_MAX: return follow_group_zoom_max
- if property == FOLLOW_GROUP_ZOOM_MARGIN: return follow_group_zoom_margin
-
- if property == Constants.FOLLOW_DAMPING_NAME: return Properties.follow_has_damping
- if property == Constants.FOLLOW_DAMPING_VALUE_NAME: return Properties.follow_damping_value
-
- if property == Constants.TWEEN_RESOURCE_PROPERTY_NAME: return Properties.tween_resource
-
- if property == Constants.INACTIVE_UPDATE_MODE_PROPERTY_NAME: return Properties.inactive_update_mode
- if property == Constants.TWEEN_ONLOAD_NAME: return Properties.tween_onload
-
-
-###################
-# Private Functions
-###################
-func _enter_tree() -> void:
- Properties.is_2D = true
- Properties.camera_enter_tree(self)
- Properties.assign_pcam_host(self)
-
-
-func _exit_tree() -> void:
- if Properties.pcam_host_owner:
- Properties.pcam_host_owner.pcam_removed_from_scene(self)
-
- Properties.pcam_exit_tree(self)
-
-func _physics_process(delta: float) -> void:
-# print(follow_group_zoom_margin)
- if not Properties.is_active:
- match Properties.inactive_update_mode:
- Constants.InactiveUpdateMode.NEVER:
- return
-# Constants.InactiveUpdateMode.EXPONENTIALLY:
-# TODO
-
- if not Properties.should_follow: return
-
- match Properties.follow_mode:
- Constants.FollowMode.GLUED:
- if Properties.follow_target_node:
- _interpolate_position(Properties.follow_target_node.position, delta)
- Constants.FollowMode.SIMPLE:
- if Properties.follow_target_node:
- _interpolate_position(_target_position_with_offset(), delta)
- Constants.FollowMode.GROUP:
- if Properties.has_follow_group:
- if Properties.follow_group_nodes_2D.size() == 1:
- _interpolate_position(Properties.follow_group_nodes_2D[0].get_global_position(), delta)
- else:
- var rect: Rect2 = Rect2(Properties.follow_group_nodes_2D[0].get_global_position(), Vector2.ZERO)
- for node in Properties.follow_group_nodes_2D:
- rect = rect.expand(node.get_global_position())
- if follow_group_zoom_auto:
- rect = rect.grow_individual(
- follow_group_zoom_margin.x,
- follow_group_zoom_margin.y,
- follow_group_zoom_margin.z,
- follow_group_zoom_margin.w)
-# else:
-# rect = rect.grow_individual(-80, 0, 0, 0)
- if follow_group_zoom_auto:
- var screen_size: Vector2 = get_viewport_rect().size
- if rect.size.x > rect.size.y * screen_size.aspect():
- Properties.zoom = clamp(screen_size.x / rect.size.x, follow_group_zoom_min, follow_group_zoom_max) * Vector2.ONE
- else:
- Properties.zoom = clamp(screen_size.y / rect.size.y, follow_group_zoom_min, follow_group_zoom_max) * Vector2.ONE
- _interpolate_position(rect.get_center(), delta)
- Constants.FollowMode.PATH:
- if Properties.follow_target_node and Properties.follow_path_node:
- var path_position: Vector2 = Properties.follow_path_node.get_global_position()
- _interpolate_position(
- Properties.follow_path_node.curve.get_closest_point(
- Properties.follow_target_node.get_global_position() - path_position
- ) + path_position, \
- delta)
- Constants.FollowMode.FRAMED:
- if Properties.follow_target_node:
- if not Engine.is_editor_hint():
- Properties.viewport_position = (get_follow_target_node().get_global_transform_with_canvas().get_origin() + Properties.follow_target_offset_2D) / get_viewport_rect().size
-
- if Properties.get_framed_side_offset() != Vector2.ZERO:
- var glo_pos: Vector2
-
- var target_position: Vector2 = _target_position_with_offset() + _camera_offset
- var dead_zone_width: float = Properties.follow_framed_dead_zone_width
- var dead_zone_height: float = Properties.follow_framed_dead_zone_height
-
- if dead_zone_width == 0 || dead_zone_height == 0:
- if dead_zone_width == 0 && dead_zone_height != 0:
- _interpolate_position(_target_position_with_offset(), delta)
- elif dead_zone_width != 0 && dead_zone_height == 0:
- glo_pos = _target_position_with_offset()
- glo_pos.x += target_position.x - global_position.x
- _interpolate_position(glo_pos, delta)
- else:
- _interpolate_position(_target_position_with_offset(), delta)
- else:
- _interpolate_position(target_position, delta)
- else:
- _camera_offset = global_position - _target_position_with_offset()
- else:
- set_global_position(_target_position_with_offset())
-
-
-func _target_position_with_offset() -> Vector2:
- return Properties.follow_target_node.get_global_position() + Properties.follow_target_offset_2D
-
-
-func _interpolate_position(position: Vector2, delta: float, target: Node2D = self) -> void:
- if Properties.follow_has_damping:
- target.set_global_position(
- target.get_global_position().lerp(
- position,
- delta * Properties.follow_damping_value
- )
- )
- else:
- target.set_global_position(position)
-
-##################
-# Public Functions
-##################
-## Assigns the PhantomCamera2D to a new PhantomCameraHost.
-func assign_pcam_host() -> void:
- Properties.assign_pcam_host(self)
-## Gets the current PhantomCameraHost this PhantomCamera2D is assigned to.
-func get_pcam_host_owner() -> PhantomCameraHost:
- return Properties.pcam_host_owner
-
-
-## Assigns new Zoom value.
-func set_zoom(value: Vector2) -> void:
- Properties.zoom = value
-## Gets current Zoom value.
-func get_zoom() -> Vector2:
- return Properties.zoom
-
-
-## Assigns new Priority value.
-func set_priority(value: int) -> void:
- Properties.set_priority(value, self)
-## Gets current Priority value.
-func get_priority() -> int:
- return Properties.priority
-
-
-## Assigns a new PhantomCameraTween resource to the PhantomCamera2D
-func set_tween_resource(value: PhantomCameraTween) -> void:
- Properties.tween_resource = value
-## Gets the PhantomCameraTween resource assigned to the PhantomCamera2D
-## Returns null if there's nothing assigned to it.
-func get_tween_resource() -> PhantomCameraTween:
- return Properties.tween_resource
-
-## Assigns a new Tween Duration value. The duration value is in seconds.
-## Note: This will override and make the Tween Resource unique to this PhantomCamera2D.
-func set_tween_duration(value: float) -> void:
- if get_tween_resource():
- Properties.tween_resource_default.duration = value
- Properties.tween_resource_default.transition = Properties.tween_resource.transition
- Properties.tween_resource_default.ease = Properties.tween_resource.ease
- set_tween_resource(null) # Clears resource from PCam instance
- else:
- Properties.tween_resource_default.duration = value
-## Gets the current Tween Duration value. The duration value is in seconds.
-func get_tween_duration() -> float:
- if get_tween_resource():
- return get_tween_resource().duration
- else:
- return Properties.tween_resource_default.duration
-
-## Assigns a new Tween Transition value.
-## Note: This will override and make the Tween Resource unique to this PhantomCamera2D.
-func set_tween_transition(value: Constants.TweenTransitions) -> void:
- if get_tween_resource():
- Properties.tween_resource_default.duration = Properties.tween_resource.duration
- Properties.tween_resource_default.transition = value
- Properties.tween_resource_default.ease = Properties.tween_resource.ease
- set_tween_resource(null) # Clears resource from PCam instance
- else:
- Properties.tween_resource_default.transition = value
-## Gets the current Tween Transition value.
-func get_tween_transition() -> int:
- if get_tween_resource():
- return get_tween_resource().transition
- else:
- return Properties.tween_resource_default.transition
-
-## Assigns a new Tween Ease value.
-## Note: This will override and make the Tween Resource unique to this PhantomCamera2D.
-func set_tween_ease(value: Constants.TweenEases) -> void:
- if get_tween_resource():
- Properties.tween_resource_default.duration = Properties.tween_resource.duration
- Properties.tween_resource_default.transition = Properties.tween_resource.ease
- Properties.tween_resource_default.ease = value
- set_tween_resource(null) # Clears resource from PCam instance
- else:
- Properties.tween_resource_default.ease = value
-## Gets the current Tween Ease value.
-func get_tween_ease() -> int:
- if get_tween_resource():
- return get_tween_resource().ease
- else:
- return Properties.tween_resource_default.ease
-
-
-## Gets current active state of the PhantomCamera2D.
-## If it returns true, it means the PhantomCamera2D is what the Camera2D is currently following.
-func is_active() -> bool:
- return Properties.is_active
-
-
-## Enables or disables the Tween on Load.
-func set_tween_on_load(value: bool) -> void:
- Properties.tween_onload = value
-## Gets the current Tween On Load value.
-func is_tween_on_load() -> bool:
- return Properties.tween_onload
-
-
-## Gets the current follow mode as an enum int based on Constants.FOLLOW_MODE enum.
-## Note: Setting Follow Mode purposely not added. A separate PCam should be used instead.
-func get_follow_mode() -> int:
- return Properties.follow_mode
-
-## Assigns a new Node2D as the Follow Target property.
-func set_follow_target_node(value: Node2D) -> void:
- Properties.follow_target_node = value
- Properties.should_follow = true
-## Erases the current Node2D from the Follow Target property.
-func erase_follow_target_node() -> void:
- Properties.should_follow = false
- Properties.follow_target_node = null
-## Gets the current Node2D target property.
-func get_follow_target_node():
- if Properties.follow_target_node:
- return Properties.follow_target_node
- else:
- printerr("No Follow Target Node assigned")
-
-
-## Assigns a new Path2D to the Follow Path property.
-func set_follow_path(value: Path2D) -> void:
- Properties.follow_path_node = value
-## Erases the current Path2D from the Follow Path property.
-func erase_follow_path() -> void:
- Properties.follow_path_node = null
-## Gets the current Path2D from the Follow Path property.
-func get_follow_path():
- if Properties.follow_path_node:
- return Properties.follow_path_node
- else:
- printerr("No Follow Path assigned")
-
-
-## Assigns a new Vector2 for the Follow Target Offset property.
-func set_follow_target_offset(value: Vector2) -> void:
- Properties.follow_target_offset_2D = value
-## Gets the current Vector2 for the Follow Target Offset property.
-func get_follow_target_offset() -> Vector2:
- return Properties.follow_target_offset_2D
-
-
-## Enables or disables Follow Damping.
-func set_follow_has_damping(value: bool) -> void:
- Properties.follow_has_damping = value
-## Gets the currents Follow Damping property.
-func get_follow_has_damping() -> bool:
- return Properties.follow_has_damping
-
-## Assigns new Damping value.
-func set_follow_damping_value(value: float) -> void:
- Properties.follow_damping_value = value
-## Gets the currents Follow Damping value.
-func get_follow_damping_value() -> float:
- return Properties.follow_damping_value
-
-
-## Adds a single Node2D to Follow Group array.
-func append_follow_group_node(value: Node2D) -> void:
- if not Properties.follow_group_nodes_2D.has(value):
- Properties.follow_group_nodes_2D.append(value)
- Properties.should_follow = true
- Properties.has_follow_group = true
- else:
- printerr(value, " is already part of Follow Group")
-## Adds an Array of type Node2D to Follow Group array.
-func append_follow_group_node_array(value: Array[Node2D]) -> void:
- for val in value:
- if not Properties.follow_group_nodes_2D.has(val):
- Properties.follow_group_nodes_2D.append(val)
- Properties.should_follow = true
- Properties.has_follow_group = true
- else:
- printerr(val, " is already part of Follow Group")
-## Removes Node2D from Follow Group array.
-func erase_follow_group_node(value: Node2D) -> void:
- Properties.follow_group_nodes_2D.erase(value)
- if Properties.follow_group_nodes_2D.size() < 1:
- Properties.should_follow = false
- Properties.has_follow_group = false
-## Gets all Node2D from Follow Group array.
-func get_follow_group_nodes() -> Array[Node2D]:
- return Properties.follow_group_nodes_2D
-
-
-## Enables or disables Auto zoom when using Group Follow.
-func set_auto_zoom(value: bool) -> void:
- follow_group_zoom_auto = value
-## Gets Auto Zoom state.
-func get_auto_zoom() -> bool:
- return follow_group_zoom_auto
-
-## Assigns new Min Auto Zoom value.
-func set_min_auto_zoom(value: float) -> void:
- follow_group_zoom_min = value
-## Gets Min Auto Zoom value.
-func get_min_auto_zoom() -> float:
- return follow_group_zoom_min
-
-## Assigns new Max Auto Zoom value.
-func set_max_auto_zoom(value: float) -> void:
- follow_group_zoom_max = value
-## Gets Max Auto Zoom value.
-func get_max_auto_zoom() -> float:
- return follow_group_zoom_max
-
-## Assigns new Zoom Auto Margin value.
-func set_zoom_auto_margin(value: Vector4) -> void:
- follow_group_zoom_margin = value
-## Gets Zoom Auto Margin value.
-func get_zoom_auto_margin() -> Vector4:
- return follow_group_zoom_margin
-
-
-## Gets Interactive Update Mode property.
-func get_inactive_update_mode() -> String:
- return Constants.InactiveUpdateMode.keys()[Properties.inactive_update_mode].capitalize()
diff --git a/addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd b/addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd
deleted file mode 100644
index 061639a..0000000
--- a/addons/phantom_camera/scripts/phantom_camera/phantom_camera_3D.gd
+++ /dev/null
@@ -1,1014 +0,0 @@
-@tool
-@icon("res://addons/phantom_camera/icons/PhantomCameraIcon3D.svg")
-class_name PhantomCamera3D
-extends Node3D
-
-const Constants = preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd")
-
-const FOLLOW_DISTANCE_PROPERTY_NAME: StringName = Constants.FOLLOW_PARAMETERS_NAME + "distance"
-const FOLLOW_GROUP_DISTANCE_AUTO_NAME: StringName = Constants.FOLLOW_PARAMETERS_NAME + "auto_distance"
-const FOLLOW_GROUP_DISTANCE_AUTO_MIN_NAME: StringName = Constants.FOLLOW_PARAMETERS_NAME + "min_distance"
-const FOLLOW_GROUP_DISTANCE_AUTO_MAX_NAME: StringName = Constants.FOLLOW_PARAMETERS_NAME + "max_distance"
-const FOLLOW_GROUP_DISTANCE_AUTO_DIVISOR: StringName = Constants.FOLLOW_PARAMETERS_NAME + "auto_distance_divisor"
-
-const SPRING_ARM_PROPERTY_NAME: StringName = "spring_arm/"
-const FOLLOW_SPRING_ARM_COLLISION_MASK_NAME: StringName = Constants.FOLLOW_PARAMETERS_NAME + SPRING_ARM_PROPERTY_NAME + "collision_mask"
-const FOLLOW_SPRING_ARM_SHAPE_NAME: StringName = Constants.FOLLOW_PARAMETERS_NAME + SPRING_ARM_PROPERTY_NAME + "shape"
-const FOLLOW_SPRING_ARM_SPRING_LENGTH_NAME: StringName = Constants.FOLLOW_PARAMETERS_NAME + SPRING_ARM_PROPERTY_NAME + "spring_length"
-const FOLLOW_SPRING_ARM_MARGIN_NAME: StringName = Constants.FOLLOW_PARAMETERS_NAME + SPRING_ARM_PROPERTY_NAME + "margin"
-
-const LOOK_AT_MODE_PROPERTY_NAME: StringName = "look_at_mode"
-const LOOK_AT_TARGET_PROPERTY_NAME: StringName = "look_at_target"
-const LOOK_AT_GROUP_PROPERTY_NAME: StringName = "look_at_group"
-const LOOK_AT_PARAMETERS_NAME: StringName = "look_at_parameters/"
-const LOOK_AT_TARGET_OFFSET_PROPERTY_NAME: StringName = LOOK_AT_PARAMETERS_NAME + "look_at_target_offset"
-
-var Properties: Object = preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_properties.gd").new()
-
-var follow_distance: float = 1:
- set(value):
- follow_distance = value
- if is_instance_valid(Properties.follow_target_node):
- set_global_position(_get_target_position_offset())
- get:
- return follow_distance
-
-var _follow_group_distance_auto: bool
-var _follow_group_distance_auto_min: float = 1
-var _follow_group_distance_auto_max: float = 5
-var _follow_group_distance_auto_divisor: float = 10
-var _camera_offset: Vector3
-var _current_rotation: Vector3
-
-var _follow_spring_arm_node: SpringArm3D
-var _follow_spring_arm_collision_mask: int = 1
-var _follow_spring_arm_shape: Shape3D
-var _follow_spring_arm_margin: float = 0.01
-
-
-enum LookAtMode {
- NONE = 0,
- MIMIC = 1,
- SIMPLE = 2,
- GROUP = 3,
-}
-
-var _look_at_target_node: Node3D
-var _look_at_target_path: NodePath
-
-var _look_at_group_nodes: Array[Node3D]
-var _look_at_group_paths: Array[NodePath]
-
-var _should_look_at: bool
-var _has_look_at_target: bool
-var _has_look_at_target_group: bool
-
-var look_at_mode_enum: LookAtMode = LookAtMode.NONE
-
-var look_at_target_offset: Vector3
-
-# Camera3D
-const CAMERA_3D_RESOURCE_PROPERTY_NAME: StringName = "camera_3D_resource"
-var _camera_3D_resouce: Camera3DResource
-var _camera_3D_resouce_default: Camera3DResource = Camera3DResource.new()
-
-func _get_property_list() -> Array:
- var property_list: Array[Dictionary]
-
-# TODO - For https://github.com/MarcusSkov/phantom-camera/issues/26
-# property_list.append_array(Properties.add_multiple_hosts_properties())
-
- property_list.append_array(Properties.add_priority_properties())
- property_list.append_array(Properties.add_follow_mode_property())
-
- if Properties.follow_mode != Constants.FollowMode.NONE:
- property_list.append_array(Properties.add_follow_target_property())
-
- if Properties.follow_mode == Constants.FollowMode.GROUP or \
- Properties.follow_mode == Constants.FollowMode.FRAMED:
- if not _follow_group_distance_auto:
- property_list.append({
- "name": FOLLOW_DISTANCE_PROPERTY_NAME,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- if Properties.follow_mode == Constants.FollowMode.GROUP:
- property_list.append({
- "name": FOLLOW_GROUP_DISTANCE_AUTO_NAME,
- "type": TYPE_BOOL,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- if _follow_group_distance_auto:
- property_list.append({
- "name": FOLLOW_GROUP_DISTANCE_AUTO_MIN_NAME,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- property_list.append({
- "name": FOLLOW_GROUP_DISTANCE_AUTO_MAX_NAME,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- property_list.append({
- "name": FOLLOW_GROUP_DISTANCE_AUTO_DIVISOR,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_RANGE,
- "hint_string": "0.01, 100, 0.01,",
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- if Properties.follow_mode == Constants.FollowMode.THIRD_PERSON:
- property_list.append({
- "name": FOLLOW_SPRING_ARM_SPRING_LENGTH_NAME,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- property_list.append({
- "name": FOLLOW_SPRING_ARM_COLLISION_MASK_NAME,
- "type": TYPE_INT,
- "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- property_list.append({
- "name": FOLLOW_SPRING_ARM_SHAPE_NAME,
- "type": TYPE_OBJECT,
- "hint": PROPERTY_HINT_RESOURCE_TYPE,
- "hint_string": "Shape3D"
- })
- property_list.append({
- "name": FOLLOW_SPRING_ARM_MARGIN_NAME,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- if Properties.follow_has_target || Properties.has_follow_group:
- property_list.append_array(Properties.add_follow_properties())
- property_list.append_array(Properties.add_follow_framed())
-
- property_list.append({
- "name": LOOK_AT_MODE_PROPERTY_NAME,
- "type": TYPE_INT,
- "hint": PROPERTY_HINT_ENUM,
- "hint_string": ", ".join(PackedStringArray(LookAtMode.keys())).capitalize(),
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- if look_at_mode_enum != LookAtMode.NONE:
- if look_at_mode_enum == LookAtMode.GROUP:
- property_list.append({
- "name": LOOK_AT_GROUP_PROPERTY_NAME,
- "type": TYPE_ARRAY,
- "hint": PROPERTY_HINT_TYPE_STRING,
- "hint_string": TYPE_NODE_PATH,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- else:
- property_list.append({
- "name": LOOK_AT_TARGET_PROPERTY_NAME,
- "type": TYPE_NODE_PATH,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- if _should_look_at:
- if look_at_mode_enum == LookAtMode.SIMPLE:
- property_list.append({
- "name": LOOK_AT_TARGET_OFFSET_PROPERTY_NAME,
- "type": TYPE_VECTOR3,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- property_list.append_array(Properties.add_tween_properties())
- property_list.append_array(Properties.add_secondary_properties())
-
- property_list.append({
- "name": CAMERA_3D_RESOURCE_PROPERTY_NAME,
- "type": TYPE_OBJECT,
- "hint": PROPERTY_HINT_RESOURCE_TYPE,
- "hint_string": "Camera3DResource"
- })
-
- return property_list
-
-
-func _set(property: StringName, value) -> bool:
-# TODO - For https://github.com/MarcusSkov/phantom-camera/issues/26
-# Properties.set_phantom_host_property(property, value, self)
- Properties.set_priority_property(property, value, self)
-
- Properties.set_follow_properties(property, value, self)
-
- if Properties.follow_mode == Constants.FollowMode.FRAMED:
- if Properties.follow_framed_initial_set and Properties.follow_target_node:
- Properties.follow_framed_initial_set = false
- Properties.connect(Constants.DEAD_ZONE_CHANGED_SIGNAL, _on_dead_zone_changed)
- else:
- if Properties.is_connected(Constants.DEAD_ZONE_CHANGED_SIGNAL, _on_dead_zone_changed):
- Properties.disconnect(Constants.DEAD_ZONE_CHANGED_SIGNAL, _on_dead_zone_changed)
-
- if property == FOLLOW_DISTANCE_PROPERTY_NAME or property == FOLLOW_SPRING_ARM_SPRING_LENGTH_NAME:
- if value <= 0:
- follow_distance = 0.001
- else:
- follow_distance = value
-
- if property == FOLLOW_GROUP_DISTANCE_AUTO_NAME:
- _follow_group_distance_auto = value
- notify_property_list_changed()
-
- if property == FOLLOW_GROUP_DISTANCE_AUTO_MIN_NAME:
- _follow_group_distance_auto_min = value
-
- if property == FOLLOW_GROUP_DISTANCE_AUTO_MAX_NAME:
- _follow_group_distance_auto_max = value
-
- if property == FOLLOW_GROUP_DISTANCE_AUTO_DIVISOR:
- _follow_group_distance_auto_divisor = value
-
-
- if property == FOLLOW_SPRING_ARM_COLLISION_MASK_NAME:
- _follow_spring_arm_collision_mask = value
-
- if property == FOLLOW_SPRING_ARM_MARGIN_NAME:
- _follow_spring_arm_margin = value
-
- if property == FOLLOW_SPRING_ARM_SHAPE_NAME:
- _follow_spring_arm_shape = value
-
-
- # Look At Properties
- if property == LOOK_AT_MODE_PROPERTY_NAME:
- if value == null:
- value = LookAtMode.NONE
-
- look_at_mode_enum = value
-
- if look_at_mode_enum == LookAtMode.NONE:
- _should_look_at = false
- else:
- _should_look_at = true
-
- notify_property_list_changed()
-
- if property == LOOK_AT_GROUP_PROPERTY_NAME:
- if value.size() > 0:
- _look_at_group_nodes.clear()
-
- _look_at_group_paths = value as Array[NodePath]
-
- if not _look_at_group_paths.is_empty():
- for path in _look_at_group_paths:
- if has_node(path):
- _should_look_at = true
- _has_look_at_target_group = true
- var node: Node = get_node(path)
- if node is Node3D:
- # Prevents duplicated nodes from being assigned to array
- if _look_at_group_nodes.find(node):
- _look_at_group_nodes.append(node)
- else:
- printerr("Assigned non-Node3D to Look At Group")
-
- notify_property_list_changed()
-
- if property == LOOK_AT_TARGET_PROPERTY_NAME:
- _look_at_target_path = value
- var value_node_path: NodePath = value as NodePath
- if not value_node_path.is_empty():
- _should_look_at = true
- if has_node(_look_at_target_path):
- _has_look_at_target = true
- set_rotation(Vector3(0,0,0))
- _look_at_target_node = get_node(_look_at_target_path)
- else:
- _should_look_at = false
- _has_look_at_target = false
- _look_at_target_node = null
-
- notify_property_list_changed()
-
- if property == LOOK_AT_TARGET_OFFSET_PROPERTY_NAME:
- look_at_target_offset = value
-
- Properties.set_tween_properties(property, value, self)
- Properties.set_secondary_properties(property, value, self)
-
- if property == CAMERA_3D_RESOURCE_PROPERTY_NAME:
- _camera_3D_resouce = value
-
- return false
-
-
-func _get(property: StringName):
-# TODO - For https://github.com/MarcusSkov/phantom-camera/issues/26
-# if property == Constants.PHANTOM_CAMERA_HOST: return Properties.pcam_host_owner.name
-
- if property == Constants.PRIORITY_OVERRIDE: return Properties.priority_override
- if property == Constants.PRIORITY_PROPERTY_NAME: return Properties.priority
-
- if property == Constants.FOLLOW_MODE_PROPERTY_NAME: return Properties.follow_mode
- if property == Constants.FOLLOW_TARGET_PROPERTY_NAME: return Properties.follow_target_path
- if property == Constants.FOLLOW_GROUP_PROPERTY_NAME: return Properties.follow_group_paths
- if property == Constants.FOLLOW_PATH_PROPERTY_NAME: return Properties.follow_path_path
- if property == FOLLOW_DISTANCE_PROPERTY_NAME: return follow_distance
- if property == Constants.FOLLOW_TARGET_OFFSET_PROPERTY_NAME : return Properties.follow_target_offset_3D
-
- if property == FOLLOW_GROUP_DISTANCE_AUTO_NAME: return _follow_group_distance_auto
- if property == FOLLOW_GROUP_DISTANCE_AUTO_MIN_NAME: return _follow_group_distance_auto_min
- if property == FOLLOW_GROUP_DISTANCE_AUTO_MAX_NAME: return _follow_group_distance_auto_max
- if property == FOLLOW_GROUP_DISTANCE_AUTO_DIVISOR: return _follow_group_distance_auto_divisor
-
- if property == Constants.FOLLOW_FRAMED_DEAD_ZONE_HORIZONTAL_NAME: return Properties.follow_framed_dead_zone_width
- if property == Constants.FOLLOW_FRAMED_DEAD_ZONE_VERTICAL_NAME: return Properties.follow_framed_dead_zone_height
- if property == Constants.FOLLOW_VIEWFINDER_IN_PLAY_NAME: return Properties.show_viewfinder_in_play
-
- if property == FOLLOW_SPRING_ARM_COLLISION_MASK_NAME: return _follow_spring_arm_collision_mask
- if property == FOLLOW_SPRING_ARM_SHAPE_NAME: return _follow_spring_arm_shape
- if property == FOLLOW_SPRING_ARM_SPRING_LENGTH_NAME: return follow_distance
- if property == FOLLOW_SPRING_ARM_MARGIN_NAME: return _follow_spring_arm_margin
-
- if property == Constants.FOLLOW_DAMPING_NAME: return Properties.follow_has_damping
- if property == Constants.FOLLOW_DAMPING_VALUE_NAME: return Properties.follow_damping_value
-
- if property == LOOK_AT_MODE_PROPERTY_NAME: return look_at_mode_enum
- if property == LOOK_AT_TARGET_PROPERTY_NAME: return _look_at_target_path
- if property == LOOK_AT_TARGET_OFFSET_PROPERTY_NAME: return look_at_target_offset
- if property == LOOK_AT_GROUP_PROPERTY_NAME: return _look_at_group_paths
-
- if property == Constants.TWEEN_RESOURCE_PROPERTY_NAME: return Properties.tween_resource
-
- if property == Constants.INACTIVE_UPDATE_MODE_PROPERTY_NAME: return Properties.inactive_update_mode
- if property == Constants.TWEEN_ONLOAD_NAME: return Properties.tween_onload
-
- if property == CAMERA_3D_RESOURCE_PROPERTY_NAME: return _camera_3D_resouce
-
-
-###################
-# Private Functions
-###################
-func _enter_tree() -> void:
- Properties.is_2D = false;
- Properties.camera_enter_tree(self)
- Properties.assign_pcam_host(self)
-
- if not get_parent() is SpringArm3D:
- if _look_at_target_path:
- _look_at_target_node = get_node(_look_at_target_path)
- elif _look_at_group_paths:
- _look_at_group_nodes.clear()
- for path in _look_at_group_paths:
- if not path.is_empty() and get_node(path):
- _should_look_at = true
- _has_look_at_target_group = true
- _look_at_group_nodes.append(get_node(path))
-
-
-func _exit_tree() -> void:
- if Properties.pcam_host_owner:
- Properties.pcam_host_owner.pcam_removed_from_scene(self)
-
- Properties.pcam_exit_tree(self)
-
-
-func _ready():
- if Properties.follow_mode == Constants.FollowMode.THIRD_PERSON:
- if not Engine.is_editor_hint():
- if not is_instance_valid(_follow_spring_arm_node):
- _follow_spring_arm_node = SpringArm3D.new()
- get_parent().add_child.call_deferred(_follow_spring_arm_node)
-
-
-func _process(delta: float) -> void:
- if not Properties.is_active:
- match Properties.inactive_update_mode:
- Constants.InactiveUpdateMode.NEVER:
- return
-# Constants.InactiveUpdateMode.EXPONENTIALLY:
-# TODO
-
- if Properties.should_follow:
- match Properties.follow_mode:
- Constants.FollowMode.GLUED:
- if Properties.follow_target_node:
- _interpolate_position(
- Properties.follow_target_node.get_global_position(),
- delta
- )
- Constants.FollowMode.SIMPLE:
- if Properties.follow_target_node:
- _interpolate_position(
- _get_target_position_offset(),
- delta
- )
- Constants.FollowMode.GROUP:
- if Properties.has_follow_group:
- if Properties.follow_group_nodes_3D.size() == 1:
- _interpolate_position(
- Properties.follow_group_nodes_3D[0].get_global_position() +
- Properties.follow_target_offset_3D +
- get_transform().basis.z * Vector3(follow_distance, follow_distance, follow_distance),
- delta
- )
- elif Properties.follow_group_nodes_3D.size() > 1:
- var bounds: AABB = AABB(Properties.follow_group_nodes_3D[0].get_global_position(), Vector3.ZERO)
- for node in Properties.follow_group_nodes_3D:
- bounds = bounds.expand(node.get_global_position())
-
- var distance: float
- if _follow_group_distance_auto:
- distance = lerp(_follow_group_distance_auto_min, _follow_group_distance_auto_max, bounds.get_longest_axis_size() / _follow_group_distance_auto_divisor)
- distance = clamp(distance, _follow_group_distance_auto_min, _follow_group_distance_auto_max)
- else:
- distance = follow_distance
-
- _interpolate_position(
- bounds.get_center() +
- Properties.follow_target_offset_3D +
- get_transform().basis.z * Vector3(distance, distance, distance),
- delta
- )
- Constants.FollowMode.PATH:
- if Properties.follow_target_node and Properties.follow_path_node:
- var path_position: Vector3 = Properties.follow_path_node.get_global_position()
- _interpolate_position(
- Properties.follow_path_node.curve.get_closest_point(Properties.follow_target_node.get_global_position() - path_position) + path_position,
- delta
- )
- Constants.FollowMode.FRAMED:
- if Properties.follow_target_node:
- if not Engine.is_editor_hint():
- Properties.viewport_position = get_viewport().get_camera_3d().unproject_position(_get_target_position_offset())
- var visible_rect_size: Vector2 = get_viewport().get_viewport().size
- Properties.viewport_position = Properties.viewport_position / visible_rect_size
-
- if _current_rotation != get_global_rotation():
- _interpolate_position(
- _get_position_offset_distance(),
- delta
- )
-
- if Properties.get_framed_side_offset() != Vector2.ZERO:
- var target_position: Vector3 = _get_target_position_offset() + _camera_offset
- var dead_zone_width: float = Properties.follow_framed_dead_zone_width
- var dead_zone_height: float = Properties.follow_framed_dead_zone_height
- var glo_pos: Vector3
-
- if dead_zone_width == 0 || dead_zone_height == 0:
- if dead_zone_width == 0 && dead_zone_height != 0:
- glo_pos = _get_position_offset_distance()
- glo_pos.z = global_position.z + target_position.z - global_position.z
- _interpolate_position(
- glo_pos,
- delta
- )
- elif dead_zone_width != 0 && dead_zone_height == 0:
- glo_pos = _get_position_offset_distance()
- glo_pos.x = global_position.x + target_position.x - global_position.x
- _interpolate_position(
- glo_pos,
- delta
- )
- else:
- _interpolate_position(
- _get_position_offset_distance(),
- delta
- )
- else:
- if _current_rotation != get_global_rotation():
- var opposite: float = sin(-get_global_rotation().x) * follow_distance + _get_target_position_offset().y
- glo_pos.y = _get_target_position_offset().y + opposite
- glo_pos.z = sqrt(pow(follow_distance, 2) - pow(opposite, 2)) + _get_target_position_offset().z
- glo_pos.x = global_position.x
-
- _interpolate_position(
- glo_pos,
- delta
- )
- _current_rotation = get_global_rotation()
- else:
- _interpolate_position(
- get_global_position() + target_position - global_position,
- delta
- )
- else:
- _camera_offset = global_position - _get_target_position_offset()
- _current_rotation = get_global_rotation()
- else:
- set_global_position(_get_position_offset_distance())
- var unprojected_position: Vector2 = _get_raw_unprojected_position()
- var viewport_width: float = get_viewport().size.x
- var viewport_height: float = get_viewport().size.y
- var camera_aspect: Camera3D.KeepAspect = get_viewport().get_camera_3d().keep_aspect
- var visible_rect_size: Vector2 = get_viewport().get_viewport().size
-
- unprojected_position = unprojected_position - visible_rect_size / 2
- if camera_aspect == Camera3D.KeepAspect.KEEP_HEIGHT:
-# Landscape View
- var aspect_ratio_scale: float = viewport_width / viewport_height
- unprojected_position.x = (unprojected_position.x / aspect_ratio_scale + 1) / 2
- unprojected_position.y = (unprojected_position.y + 1) / 2
- else:
-# Portrait View
- var aspect_ratio_scale: float = viewport_height / viewport_width
- unprojected_position.x = (unprojected_position.x + 1) / 2
- unprojected_position.y = (unprojected_position.y / aspect_ratio_scale + 1) / 2
-
- Properties.viewport_position = unprojected_position
- Constants.FollowMode.THIRD_PERSON:
- if Properties.follow_target_node:
- if not Engine.is_editor_hint():
- if is_instance_valid(Properties.follow_target_node):
- if is_instance_valid(_follow_spring_arm_node):
- if not get_parent() == _follow_spring_arm_node:
- var follow_target: Node3D = Properties.follow_target_node
-# _follow_spring_arm_node.set_script(load("res://addons/phantom_camera/scripts/phantom_camera/third_person/third_person_mouse_follow.gd"))
- _follow_spring_arm_node.set_rotation_degrees(rotation_degrees)
- _follow_spring_arm_node.set_length(follow_distance)
- _follow_spring_arm_node.set_collision_mask(_follow_spring_arm_collision_mask)
- _follow_spring_arm_node.set_shape(_follow_spring_arm_shape)
- _follow_spring_arm_node.set_margin(_follow_spring_arm_margin)
-
- if not is_tween_on_load():
- Properties.has_tweened_onload = false
- reparent(_follow_spring_arm_node)
-
- _interpolate_position(
- _get_target_position_offset(),
- delta,
- _follow_spring_arm_node
- )
- else:
- set_global_position(_get_position_offset_distance())
-
- if _should_look_at:
- match look_at_mode_enum:
- LookAtMode.MIMIC:
- if _has_look_at_target:
- set_global_rotation(_look_at_target_node.get_global_rotation())
- LookAtMode.SIMPLE:
- if _has_look_at_target:
- look_at(_look_at_target_node.get_global_position() + look_at_target_offset)
- LookAtMode.GROUP:
- if _has_look_at_target_group:
- if _look_at_group_nodes.size() == 1:
- look_at(_look_at_group_nodes[0].get_global_position())
- elif _look_at_group_nodes.size() > 1:
- var bounds: AABB = AABB(_look_at_group_nodes[0].get_global_position(), Vector3.ZERO)
- for node in _look_at_group_nodes:
- bounds = bounds.expand(node.get_global_position())
- look_at(bounds.get_center())
-
-
-func _get_target_position_offset() -> Vector3:
- return Properties.follow_target_node.get_global_position() + Properties.follow_target_offset_3D
-
-
-func _get_position_offset_distance() -> Vector3:
- return _get_target_position_offset() + \
- get_transform().basis.z * Vector3(follow_distance, follow_distance, follow_distance)
-
-
-func _interpolate_position(position: Vector3, delta: float, target: Node3D = self) -> void:
- if Properties.follow_has_damping:
- target.set_global_position(
- target.get_global_position().lerp(
- position,
- delta * Properties.follow_damping_value
- )
- )
- else:
- target.set_global_position(position)
-
-
-func _get_raw_unprojected_position() -> Vector2:
- return get_viewport().get_camera_3d().unproject_position(Properties.follow_target_node.get_global_position() + Properties.follow_target_offset_3D)
-
-
-func _on_dead_zone_changed() -> void:
- set_global_position( _get_position_offset_distance() )
-
-
-func get_unprojected_position() -> Vector2:
- var unprojected_position: Vector2 = _get_raw_unprojected_position()
- var viewport_width: float = get_viewport().size.x
- var viewport_height: float = get_viewport().size.y
- var camera_aspect: Camera3D.KeepAspect = get_viewport().get_camera_3d().keep_aspect
- var visible_rect_size: Vector2 = get_viewport().size
-
- unprojected_position = unprojected_position - visible_rect_size / 2
- if camera_aspect == Camera3D.KeepAspect.KEEP_HEIGHT:
-# print("Landscape View")
- var aspect_ratio_scale: float = viewport_width / viewport_height
- unprojected_position.x = (unprojected_position.x / aspect_ratio_scale + 1) / 2
- unprojected_position.y = (unprojected_position.y + 1) / 2
- else:
-# print("Portrait View")
- var aspect_ratio_scale: float = viewport_height / viewport_width
- unprojected_position.x = (unprojected_position.x + 1) / 2
- unprojected_position.y = (unprojected_position.y / aspect_ratio_scale + 1) / 2
-
- return unprojected_position
-
-
-##################
-# Public Functions
-##################
-## Assigns the PhantomCamera3D to a new PhantomCameraHost.
-func assign_pcam_host() -> void:
- Properties.assign_pcam_host(self)
-## Gets the current PhantomCameraHost this PhantomCamera3D is assigned to.
-func get_pcam_host_owner() -> PhantomCameraHost:
- return Properties.pcam_host_owner
-
-
-## Assigns new Priority value.
-func set_priority(value: int) -> void:
- Properties.set_priority(value, self)
-## Gets current Priority value.
-func get_priority() -> int:
- return Properties.priority
-
-
-## Assigns a new PhantomCameraTween resource to the PhantomCamera3D
-func set_tween_resource(value: PhantomCameraTween) -> void:
- Properties.tween_resource = value
-## Gets the PhantomCameraTween resource assigned to the PhantomCamera3D
-## Returns null if there's nothing assigned to it.
-func get_tween_resource() -> PhantomCameraTween:
- return Properties.tween_resource
-
-## Assigns a new Tween Duration value. The duration value is in seconds.
-## Note: This will override and make the Tween Resource unique to this PhantomCamera3D.
-func set_tween_duration(value: float) -> void:
- if get_tween_resource():
- Properties.tween_resource_default.duration = value
- Properties.tween_resource_default.transition = Properties.tween_resource.transition
- Properties.tween_resource_default.ease = Properties.tween_resource.ease
- set_tween_resource(null) # Clears resource from PCam instance
- else:
- Properties.tween_resource_default.duration = value
-## Gets the current Tween Duration value. The duration value is in seconds.
-func get_tween_duration() -> float:
- if Properties.tween_resource:
- return Properties.tween_resource.duration
- else:
- return Properties.tween_resource_default.duration
-
-## Assigns a new Tween Transition value.
-## Note: This will override and make the Tween Resource unique to this PhantomCamera3D.
-func set_tween_transition(value: Constants.TweenTransitions) -> void:
- if get_tween_resource():
- Properties.tween_resource_default.duration = Properties.tween_resource.duration
- Properties.tween_resource_default.transition = value
- Properties.tween_resource_default.ease = Properties.tween_resource.ease
- set_tween_resource(null) # Clears resource from PCam instance
- else:
- Properties.tween_resource_default.transition = value
-## Gets the current Tween Transition value.
-func get_tween_transition() -> int:
- if get_tween_resource():
- return Properties.tween_resource.transition
- else:
- return Properties.tween_resource_default.transition
-
-## Assigns a new Tween Ease value.
-## Note: This will override and make the Tween Resource unique to this PhantomCamera3D.
-func set_tween_ease(value: Constants.TweenEases) -> void:
- if get_tween_resource():
- Properties.tween_resource_default.duration = Properties.tween_resource.duration
- Properties.tween_resource_default.transition = Properties.tween_resource.ease
- Properties.tween_resource_default.ease = value
- set_tween_resource(null) # Clears resource from PCam instance
- else:
- Properties.tween_resource_default.ease = value
-## Gets the current Tween Ease value.
-func get_tween_ease() -> int:
- if get_tween_resource():
- return Properties.tween_resource.ease
- else:
- return Properties.tween_resource_default.ease
-
-
-## Gets current active state of the PhantomCamera3D.
-## If it returns true, it means the PhantomCamera3D is what the Camera2D is currently following.
-func is_active() -> bool:
- return Properties.is_active
-
-
-## Enables or disables the Tween on Load.
-func set_tween_on_load(value: bool) -> void:
- Properties.tween_onload = value
-## Gets the current Tween On Load value.
-func is_tween_on_load() -> bool:
- return Properties.tween_onload
-
-
-## Gets the current follow mode as an enum int based on Constants.FOLLOW_MODE enum.
-## Note: Setting Follow Mode purposely not added. A separate PCam should be used instead.
-func get_follow_mode() -> int:
- return Properties.follow_mode
-
-
-## Assigns a new Node3D as the Follow Target.
-func set_follow_target_node(value: Node3D) -> void:
- Properties.follow_target_node = value
- Properties.should_follow = true
-## Removes the current Node3D Follow Target.
-func erase_follow_target_node() -> void:
- Properties.should_follow = false
- Properties.follow_target_node = null
-## Gets the current Node3D target.
-func get_follow_target_node():
- if Properties.follow_target_node:
- return Properties.follow_target_node
- else:
- printerr("No Follow Target Node assigned")
-
-
-## Assigns a new Path3D to the Follow Path property.
-func set_follow_path(value: Path3D) -> void:
- Properties.follow_path_node = value
-## Erases the current Path3D frp, the Follow Target
-func erase_follow_path() -> void:
- Properties.follow_path_node = null
-## Gets the current Path2D from the Follow Path property.
-func get_follow_path():
- if Properties.follow_path_node:
- return Properties.follow_path_node
- else:
- printerr("No Follow Path assigned")
-
-
-## Assigns a new Vector3 for the Follow Target Offset property.
-func set_follow_target_offset(value: Vector3) -> void:
- Properties.follow_target_offset_3D = value
-## Gets the current Vector3 for the Follow Target Offset property.
-func get_follow_target_offset() -> Vector3:
- return Properties.follow_target_offset_3D
-
-
-## Enables or disables Follow Damping.
-func set_follow_has_damping(value: bool) -> void:
- Properties.follow_has_damping = value
-## Gets the currents Follow Damping property.
-func get_follow_has_damping() -> bool:
- return Properties.follow_has_damping
-
-
-## Assigns new Damping value.
-func set_follow_damping_value(value: float) -> void:
- Properties.follow_damping_value = value
-## Gets the currents Follow Damping value.
-func get_follow_damping_value() -> float:
- return Properties.follow_damping_value
-
-
-## Assigns a new Follow Distance value.
-func set_follow_distance(value: float) -> void:
- follow_distance = value
-## Gets Follow Distance value.
-func get_follow_distance() -> float:
- return follow_distance
-
-
-## Adds a single Node3D to Follow Group array.
-func append_follow_group_node(value: Node3D) -> void:
- if not Properties.follow_group_nodes_3D.has(value):
- Properties.follow_group_nodes_3D.append(value)
- Properties.should_follow = true
- Properties.has_follow_group = true
- else:
- printerr(value, " is already part of Follow Group")
-## Adds an Array of type Node3D to Follow Group array.
-func append_follow_group_node_array(value: Array[Node3D]) -> void:
- for val in value:
- if not Properties.follow_group_nodes_3D.has(val):
- Properties.follow_group_nodes_3D.append(val)
- Properties.should_follow = true
- Properties.has_follow_group = true
- else:
- printerr(value, " is already part of Follow Group")
-## Removes Node3D from Follow Group array.
-func erase_follow_group_node(value: Node3D) -> void:
- Properties.follow_group_nodes_3D.erase(value)
- if get_follow_group_nodes().size() < 1:
- Properties.should_follow = false
- Properties.has_follow_group = false
-## Gets all Node3D from Follow Group array.
-func get_follow_group_nodes() -> Array[Node3D]:
- return Properties.follow_group_nodes_3D
-
-## Enables or disables Auto Follow Distance when using Group Follow.
-func set_auto_follow_distance(value: bool) -> void:
- _follow_group_distance_auto = value
-## Gets Auto Follow Distance state.
-func get_auto_follow_distance() -> bool:
- return _follow_group_distance_auto
-
-## Assigns new Min Auto Follow Distance value.
-func set_min_auto_follow_distance(value: float) -> void:
- _follow_group_distance_auto_min = value
-## Gets Min Auto Follow Distance value.
-func get_min_auto_follow_distance() -> float:
- return _follow_group_distance_auto_min
-
-## Assigns new Max Auto Follow Distance value.
-func set_max_auto_follow_distance(value: float) -> void:
- _follow_group_distance_auto_max = value
-## Gets Max Auto Follow Distance value.
-func get_max_auto_follow_distance() -> float:
- return _follow_group_distance_auto_max
-
-## Assigns new Auto Follow Distance Divisor value.
-func set_auto_follow_distance_divisor(value: float) -> void:
- _follow_group_distance_auto_divisor = value
-## Gets Auto Follow Divisor value.
-func get_auto_follow_distance_divisor() -> float:
- return _follow_group_distance_auto_divisor
-
-## Assigns new rotation (in radians) value to SpringArm for Third Person Follow mode.
-func set_third_person_rotation(value: Vector3) -> void:
- _follow_spring_arm_node.rotation = value
-## Gets the rotation value (in radians) from the SpringArm for Third Person Follow mode.
-func get_third_person_rotation() -> Vector3:
- return _follow_spring_arm_node.rotation
-## Assigns new rotation (in degrees) value to SpringArm for Third Person Follow mode.
-func set_third_person_rotation_degrees(value: Vector3) -> void:
- _follow_spring_arm_node.rotation_degrees = value
-## Gets the rotation value (in degrees) from the SpringArm for Third Person Follow mode.
-func get_third_person_rotation_degrees() -> Vector3:
- return _follow_spring_arm_node.rotation_degrees
-
-## Assigns a new Third Person SpringArm3D Length value.
-func set_spring_arm_spring_length(value: float) -> void:
- follow_distance = value
-## Gets Third Person SpringArm3D Length value.
-func get_spring_arm_spring_length() -> float:
- return follow_distance
-
-## Assigns a new Third Person SpringArm3D Collision Mask value.
-func set_spring_arm_collision_mask(value: int) -> void:
- _follow_spring_arm_collision_mask = value
-## Gets Third Person SpringArm3D Collision Mask value.
-func get_spring_arm_collision_mask() -> int:
- return _follow_spring_arm_collision_mask
-
-## Assigns a new Third Person SpringArm3D Shape value.
-func set_spring_arm_shape(value: Shape3D) -> void:
- _follow_spring_arm_shape = value
-## Gets Third Person SpringArm3D Shape value.
-func get_spring_arm_shape() -> Shape3D:
- return _follow_spring_arm_shape
-
-## Assigns a new Third Person SpringArm3D Margin value.
-func set_spring_arm_margin(value: float) -> void:
- _follow_spring_arm_margin = value
-## Gets Third Person SpringArm3D Margin value.
-func get_spring_arm_margin() -> float:
- return _follow_spring_arm_margin
-
-
-## Gets Look At Mode. Value is based on LookAtMode enum.
-## Note: To set a new Look At Mode, a separate PhantomCamera3D should be used.
-func get_look_at_mode() -> int:
- return look_at_mode_enum
-
-## Assigns new Node3D as Look At Target.
-func set_look_at_target(value: Node3D) -> void:
- _look_at_target_node = value
- _should_look_at = true
- _has_look_at_target = true
-## Gets current Node3D from Look At Target property.
-func get_look_at_target():
- if _look_at_target_node:
- return _look_at_target_node
- else:
- printerr("No Look At target node assigned")
-
-
-## Assigns a new Vector3 to the Look At Target Offset value.
-func set_look_at_target_offset(value: Vector3) -> void:
- look_at_target_offset = value
-## Gets the current Look At Target Offset value.
-func get_look_at_target_offset() -> Vector3:
- return look_at_target_offset
-
-## Appends Node3D to Look At Group array.
-func append_look_at_group_node(value: Node3D) -> void:
- if not _look_at_group_nodes.has(value):
- _look_at_group_nodes.append(value)
- _has_look_at_target_group = true
- else:
- printerr(value, " is already part of Look At Group")
-## Appends array of type Node3D to Look At Group array.
-func append_look_at_group_node_array(value: Array[Node3D]) -> void:
- for val in value:
- if not _look_at_group_nodes.has(val):
- _look_at_group_nodes.append(val)
- _has_look_at_target_group = true
- else:
- printerr(val, " is already part of Look At Group")
-## Removes Node3D from Look At Group array.
-func erase_look_at_group_node(value: Node3D) -> void:
- _look_at_group_nodes.erase(value)
- if _look_at_group_nodes.size() < 1:
- _has_look_at_target_group = false
-## Gets all the Node3D in Look At Group array.
-func get_look_at_group_nodes() -> Array[Node3D]:
- return _look_at_group_nodes
-
-
-## Gets Inactive Update Mode property.
-func get_inactive_update_mode() -> String:
- return Constants.InactiveUpdateMode.keys()[Properties.inactive_update_mode].capitalize()
-
-
-## Assogms a new Camera3D Resource to this PhantomCamera3D
-func set_camera_3D_resource(value: Camera3DResource) -> void:
- _camera_3D_resouce = value
-## Gets the Camera3D resource assigned to the PhantomCamera3D
-## Returns null if there's nothing assigned to it.
-func get_camera_3D_resource() -> Camera3DResource:
- return _camera_3D_resouce
-
-## Assigns a new Camera3D Cull Mask value.
-## Note: This will override and make the Camera3D Resource unique to this PhantomCamera3D.
-func set_camera_cull_mask(value: int) -> void:
- if get_camera_3D_resource():
- _camera_3D_resouce_default.cull_mask = value
- _camera_3D_resouce_default.h_offset = _camera_3D_resouce.h_offset
- _camera_3D_resouce_default.v_offset = _camera_3D_resouce.v_offset
- _camera_3D_resouce_default.fov = _camera_3D_resouce.fov
- set_camera_3D_resource(null) # Clears resource from PCam instance
- else:
- _camera_3D_resouce_default.cull_mask = value
-## Gets the Camera3D fov value assigned this PhantomCamera. The duration value is in seconds.
-func get_camera_cull_mask() -> int:
- if get_camera_3D_resource():
- return _camera_3D_resouce.cull_mask
- else:
- return _camera_3D_resouce_default.cull_mask
-
-## Assigns a new Camera3D H Offset value.
-## Note: This will override and make the Camera3D Resource unique to this PhantomCamera3D.
-func set_camera_h_offset(value: float) -> void:
- if get_camera_3D_resource():
- _camera_3D_resouce_default.cull_mask = _camera_3D_resouce.cull_mask
- _camera_3D_resouce_default.h_offset = value
- _camera_3D_resouce_default.v_offset = _camera_3D_resouce.v_offset
- _camera_3D_resouce_default.fov = _camera_3D_resouce.fov
- set_camera_3D_resource(null) # Clears resource from PCam instance
- else:
- _camera_3D_resouce_default.h_offset = value
-## Gets the Camera3D fov value assigned this PhantomCamera. The duration value is in seconds.
-func get_camera_h_offset() -> float:
- if get_camera_3D_resource():
- return _camera_3D_resouce.h_offset
- else:
- return _camera_3D_resouce_default.h_offset
-
-## Assigns a new Camera3D V Offset value.
-## Note: This will override and make the Camera3D Resource unique to this PhantomCamera3D.
-func set_camera_v_offset(value: float) -> void:
- if get_camera_3D_resource():
- _camera_3D_resouce_default.cull_mask = _camera_3D_resouce.cull_mask
- _camera_3D_resouce_default.h_offset = _camera_3D_resouce.h_offset
- _camera_3D_resouce_default.v_offset = value
- _camera_3D_resouce_default.fov = _camera_3D_resouce.fov
- set_camera_3D_resource(null) # Clears resource from PCam instance
- else:
- _camera_3D_resouce_default.v_offset = value
-## Gets the Camera3D fov value assigned this PhantomCamera. The duration value is in seconds.
-func get_camera_v_offset() -> float:
- if get_camera_3D_resource():
- return _camera_3D_resouce.v_offset
- else:
- return _camera_3D_resouce_default.v_offset
-
-## Assigns a new Camera3D FOV value.
-## Note: This will override and make the Camera3D Resource unique to this PhantomCamera3D.
-func set_camera_fov(value: float) -> void:
- if get_camera_3D_resource():
- _camera_3D_resouce_default.cull_mask = _camera_3D_resouce.cull_mask
- _camera_3D_resouce_default.h_offset = _camera_3D_resouce.h_offset
- _camera_3D_resouce_default.v_offset = _camera_3D_resouce.v_offset
- _camera_3D_resouce_default.fov = value
- set_camera_3D_resource(null) # Clears resource from PCam instance
- else:
- _camera_3D_resouce_default.fov = value
-## Gets the Camera3D fov value assigned this PhantomCamera. The duration value is in seconds.
-func get_camera_fov() -> float:
- if get_camera_3D_resource():
- return _camera_3D_resouce.fov
- else:
- return _camera_3D_resouce_default.fov
diff --git a/addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd b/addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd
deleted file mode 100644
index 5d09f0b..0000000
--- a/addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd
+++ /dev/null
@@ -1,87 +0,0 @@
-@tool
-extends RefCounted
-
-const PhantomCameraHost: Script = preload("res://addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd")
-
-# Values
-const CAMERA_2D_NODE_NAME: StringName = "Camera2D"
-const CAMERA_3D_NODE_NAME: StringName = "Camera3D"
-const PCAM_HOST_NODE_NAME: StringName = "PhantomCameraHost"
-const PCAM_2D_NODE_NAME: StringName = "PhantomCamera2D"
-const PCAM_3D_NODE_NAME: StringName = "PhantomCamera3D"
-const COLOR_2D: Color = Color("8DA5F3")
-const COLOR_3D: Color = Color("FC7F7F")
-const COLOR_PCAM: Color = Color("3AB99A")
-const PCAM_HOST_COLOR: Color = Color("E0E0E0")
-
-# Primary
-const PRIORITY_PROPERTY_NAME: StringName = "priority"
-const PRIORITY_OVERRIDE: StringName = "priority_override"
-const PCAM_HOST: StringName = "phantom_camera_host"
-
-# Follow
-const FOLLOW_MODE_PROPERTY_NAME: StringName = "follow_mode"
-const FOLLOW_TARGET_PROPERTY_NAME: StringName = "follow_target"
-const FOLLOW_GROUP_PROPERTY_NAME: StringName = "follow_group"
-const FOLLOW_PATH_PROPERTY_NAME: StringName = "follow_path"
-const FOLLOW_PARAMETERS_NAME: StringName = "follow_parameters/"
-
-# Follow Parameters
-const FOLLOW_DISTANCE_PROPERTY_NAME: StringName = FOLLOW_PARAMETERS_NAME + "distance"
-const FOLLOW_DAMPING_NAME: StringName = FOLLOW_PARAMETERS_NAME + "damping"
-const FOLLOW_DAMPING_VALUE_NAME: StringName = FOLLOW_PARAMETERS_NAME + "damping_value"
-const FOLLOW_TARGET_OFFSET_PROPERTY_NAME: StringName = FOLLOW_PARAMETERS_NAME + "target_offset"
-const FOLLOW_FRAMED_DEAD_ZONE_HORIZONTAL_NAME: StringName = FOLLOW_PARAMETERS_NAME + "dead_zone_horizontal"
-const FOLLOW_FRAMED_DEAD_ZONE_VERTICAL_NAME: StringName = FOLLOW_PARAMETERS_NAME + "dead_zone_vertical"
-const FOLLOW_VIEWFINDER_IN_PLAY_NAME: StringName = FOLLOW_PARAMETERS_NAME + "viewfinder_in_play"
-const DEAD_ZONE_CHANGED_SIGNAL: StringName = "dead_zone_changed"
-
-#Zoom
-const ZOOM_PROPERTY_NAME: StringName = "zoom"
-
-# Tween Resource
-const TWEEN_RESOURCE_PROPERTY_NAME: StringName = "tween_parameters"
-
-# Secondary
-const TWEEN_ONLOAD_NAME: StringName = "tween_on_load"
-const INACTIVE_UPDATE_MODE_PROPERTY_NAME: StringName = "inactive_update_mode"
-
-
-enum FollowMode {
- NONE = 0,
- GLUED = 1,
- SIMPLE = 2,
- GROUP = 3,
- PATH = 4,
- FRAMED = 5,
- THIRD_PERSON = 6,
-}
-
-enum TweenTransitions {
- LINEAR = 0,
- SINE = 1,
- QUINT = 2,
- QUART = 3,
- QUAD = 4,
- EXPO = 5,
- ELASTIC = 6,
- CUBIC = 7,
- CIRC = 8,
- BOUNCE = 9,
- BACK = 10,
-# CUSTOM = 11,
-# NONE = 12,
-}
-
-enum TweenEases {
- EASE_IN = 0,
- EASE_OUT = 1,
- EASE_IN_OUT = 2,
- EASE_OUT_IN = 3,
-}
-
-enum InactiveUpdateMode {
- ALWAYS,
- NEVER,
-# EXPONENTIALLY,
-}
diff --git a/addons/phantom_camera/scripts/phantom_camera/phantom_camera_properties.gd b/addons/phantom_camera/scripts/phantom_camera/phantom_camera_properties.gd
deleted file mode 100644
index a5b6ee6..0000000
--- a/addons/phantom_camera/scripts/phantom_camera/phantom_camera_properties.gd
+++ /dev/null
@@ -1,488 +0,0 @@
-@tool
-extends RefCounted
-
-const Constants: Script = preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd")
-const PcamGroupNames: Script = preload("res://addons/phantom_camera/scripts/group_names.gd")
-
-var is_2D: bool
-
-var pcam_host_owner: PhantomCameraHost
-var scene_has_multiple_pcam_hosts: bool
-var pcam_host_group: Array[Node]
-
-var is_active: bool
-
-var priority_override: bool
-var priority: int = 0
-
-var tween_onload: bool = true
-var has_tweened_onload: bool = true
-
-# Follow
-var should_follow: bool
-var has_follow_group: bool
-var follow_target_node: Node
-var follow_target_path: NodePath
-var follow_has_target: bool
-var follow_has_path_target: bool
-var follow_path_node: Node
-var follow_path_path: NodePath
-var follow_mode: Constants.FollowMode = Constants.FollowMode.NONE
-var follow_target_offset_2D: Vector2
-var follow_target_offset_3D: Vector3
-var follow_has_damping: bool
-var follow_damping_value: float = 10
-
-# Follow Group
-var follow_group_nodes_2D: Array[Node2D]
-var follow_group_nodes_3D: Array[Node3D]
-var follow_group_paths: Array[NodePath]
-
-# Framed Follow
-signal dead_zone_changed
-var follow_framed_dead_zone_width: float
-var follow_framed_dead_zone_height: float
-var follow_framed_initial_set: bool
-var show_viewfinder_in_play: bool
-var viewport_position: Vector2
-
-var zoom: Vector2 = Vector2.ONE
-
-var tween_resource: PhantomCameraTween
-var tween_resource_default: PhantomCameraTween = PhantomCameraTween.new()
-
-var inactive_update_mode: Constants.InactiveUpdateMode = Constants.InactiveUpdateMode.ALWAYS
-
-
-func camera_enter_tree(pcam: Node):
- pcam.add_to_group(PcamGroupNames.PCAM_GROUP_NAME)
-
- if pcam.Properties.follow_target_path and \
- not pcam.get_parent() is SpringArm3D and \
- is_instance_valid(pcam.get_node(pcam.Properties.follow_target_path)):
-
- pcam.Properties.follow_target_node = pcam.get_node(pcam.Properties.follow_target_path)
- elif follow_group_paths:
- if is_2D:
- follow_group_nodes_2D.clear()
- else:
- follow_group_nodes_3D.clear()
-
- for path in follow_group_paths:
- if not path.is_empty() and pcam.get_node(path):
- should_follow = true
- has_follow_group = true
- if is_2D:
- follow_group_nodes_2D.append(pcam.get_node(path))
- else:
- follow_group_nodes_3D.append(pcam.get_node(path))
-
- if pcam.Properties.follow_path_path:
- pcam.Properties.follow_path_node = pcam.get_node(pcam.Properties.follow_path_path)
-
-func pcam_exit_tree(pcam: Node):
- pcam.remove_from_group(PcamGroupNames.PCAM_GROUP_NAME)
-
-
-#########################
-# Add Properties
-#########################
-func add_multiple_hosts_properties() -> Array:
- var _property_list: Array
-
- if scene_has_multiple_pcam_hosts:
- _property_list.append({
- "name": Constants.PCAM_HOST,
- "type": TYPE_INT,
- "hint": PROPERTY_HINT_ENUM,
- "hint_string": ",".join(PackedStringArray(pcam_host_group)),
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- return _property_list
-
-
-func add_priority_properties() -> Array:
- var _property_list: Array
-
- _property_list.append({
- "name": Constants.PRIORITY_OVERRIDE,
- "type": TYPE_BOOL,
- })
-
- _property_list.append({
- "name": Constants.PRIORITY_PROPERTY_NAME,
- "type": TYPE_INT,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- return _property_list
-
-
-func add_follow_mode_property() -> Array:
- var _property_list: Array
-
- var follow_mode_keys: Array = Constants.FollowMode.keys()
- if is_2D:
- follow_mode_keys.remove_at(Constants.FollowMode.THIRD_PERSON)
-
- _property_list.append({
- "name": Constants.FOLLOW_MODE_PROPERTY_NAME,
- "type": TYPE_INT,
- "hint": PROPERTY_HINT_ENUM,
- "hint_string": ", ".join(PackedStringArray(follow_mode_keys)).capitalize(),
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- return _property_list
-
-
-func add_follow_target_property() -> Array:
- var _property_list: Array
-
- if follow_mode == Constants.FollowMode.GROUP:
- _property_list.append({
- "name": Constants.FOLLOW_GROUP_PROPERTY_NAME,
- "type": TYPE_ARRAY,
- "hint": PROPERTY_HINT_TYPE_STRING,
- "hint_string": TYPE_NODE_PATH,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- else:
- _property_list.append({
- "name": Constants.FOLLOW_TARGET_PROPERTY_NAME,
- "type": TYPE_NODE_PATH,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- if follow_mode == Constants.FollowMode.PATH:
- _property_list.append({
- "name": Constants.FOLLOW_PATH_PROPERTY_NAME,
- "type": TYPE_NODE_PATH,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- return _property_list
-
-
-func add_follow_properties() -> Array:
- var _property_list: Array
- if follow_mode != Constants.FollowMode.NONE:
- if follow_mode == Constants.FollowMode.SIMPLE or \
- follow_mode == Constants.FollowMode.GROUP or \
- follow_mode == Constants.FollowMode.FRAMED or \
- follow_mode == Constants.FollowMode.THIRD_PERSON:
- if is_2D:
- _property_list.append({
- "name": Constants.FOLLOW_TARGET_OFFSET_PROPERTY_NAME,
- "type": TYPE_VECTOR2,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- else:
- _property_list.append({
- "name": Constants.FOLLOW_TARGET_OFFSET_PROPERTY_NAME,
- "type": TYPE_VECTOR3,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- if follow_mode != Constants.FollowMode.NONE:
- _property_list.append({
- "name": Constants.FOLLOW_DAMPING_NAME,
- "type": TYPE_BOOL,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- if follow_has_damping:
- _property_list.append({
- "name": Constants.FOLLOW_DAMPING_VALUE_NAME,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_RANGE,
- "hint_string": "0.01, 100, 0.01,",
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- return _property_list
-
-
-func add_follow_framed() -> Array:
- var _property_list: Array
-
- if follow_mode == Constants.FollowMode.FRAMED:
- _property_list.append({
- "name": Constants.FOLLOW_FRAMED_DEAD_ZONE_HORIZONTAL_NAME,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_RANGE,
- "hint_string": "0, 1, 0.01,",
- "usage": PROPERTY_USAGE_DEFAULT,
- })
- _property_list.append({
- "name": Constants.FOLLOW_FRAMED_DEAD_ZONE_VERTICAL_NAME,
- "type": TYPE_FLOAT,
- "hint": PROPERTY_HINT_RANGE,
- "hint_string": "0, 1, 0.01,",
- "usage": PROPERTY_USAGE_DEFAULT,
- })
-
- _property_list.append({
- "name": Constants.FOLLOW_VIEWFINDER_IN_PLAY_NAME,
- "type": TYPE_BOOL,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT
- })
-
- return _property_list
-
-
-func add_tween_properties() -> Array:
- var _property_list: Array
-
- _property_list.append({
- "name": Constants.TWEEN_RESOURCE_PROPERTY_NAME,
- "type": TYPE_OBJECT,
- "hint": PROPERTY_HINT_RESOURCE_TYPE,
- "hint_string": "PhantomCameraTween"
- })
-
- return _property_list
-
-
-func add_secondary_properties() -> Array:
- var _property_list: Array
-
- _property_list.append({
- "name": Constants.TWEEN_ONLOAD_NAME,
- "type": TYPE_BOOL,
- "hint": PROPERTY_HINT_NONE,
- "usage": PROPERTY_USAGE_DEFAULT
- })
-
- _property_list.append({
- "name": Constants.INACTIVE_UPDATE_MODE_PROPERTY_NAME,
- "type": TYPE_INT,
- "hint": PROPERTY_HINT_ENUM,
- "hint_string": ", ".join(PackedStringArray(Constants.InactiveUpdateMode.keys())).capitalize(),
- })
-
- return _property_list
-
-
-#########################
-# Set Properties
-#########################
-func set_phantom_host_property(property: StringName, value, pcam: Node):
- if property == Constants.PCAM_HOST:
- if value != null && value is int:
- var host_node = instance_from_id(value)
- pcam_host_owner = host_node
-
-
-func set_priority_property(property: StringName, value, pcam: Node):
- if Engine.is_editor_hint() and is_instance_valid(pcam_host_owner):
- if property == Constants.PRIORITY_OVERRIDE:
- if value == true:
- priority_override = value
- pcam_host_owner.pcam_priority_override(pcam)
- else:
- priority_override = value
- pcam_host_owner.pcam_priority_updated(pcam)
- pcam_host_owner.pcam_priority_override_disabled()
-
- if property == Constants.PRIORITY_PROPERTY_NAME:
- set_priority(value, pcam)
-
-
-func set_follow_properties(property: StringName, value, pcam: Node):
- if property == Constants.FOLLOW_MODE_PROPERTY_NAME:
- follow_mode = value
-
- if follow_mode != Constants.FollowMode.GROUP:
- has_follow_group = false
-
- if follow_mode == Constants.FollowMode.FRAMED:
- follow_framed_initial_set = true
-
- pcam.notify_property_list_changed()
-
-# match value:
-# Constants.FollowMode.NONE:
-# set_process(pcam, false)
-# _:
-# set_process(pcam, true)
-
- if property == Constants.FOLLOW_TARGET_PROPERTY_NAME:
- if follow_mode != Constants.FollowMode.NONE:
- should_follow = true
- else:
- should_follow = false
-
- follow_target_path = value
- var valueNodePath: NodePath = value as NodePath
- if not valueNodePath.is_empty():
- follow_has_target = true
- if pcam.has_node(follow_target_path):
- follow_target_node = pcam.get_node(follow_target_path)
- else:
- follow_has_target = false
- follow_target_node = null
-
- pcam.notify_property_list_changed()
-
- if property == Constants.FOLLOW_PATH_PROPERTY_NAME:
- follow_path_path = value
-
- var valueNodePath: NodePath = value as NodePath
- if not valueNodePath.is_empty():
- follow_has_path_target = true
- if pcam.has_node(follow_path_path):
- follow_path_node = pcam.get_node(follow_path_path)
- else:
- follow_has_path_target = false
- follow_path_node = null
- pcam.notify_property_list_changed()
-
- if property == Constants.FOLLOW_GROUP_PROPERTY_NAME:
- if value and value.size() > 0:
- # Clears the Array in case of reshuffling or updated Nodes
- if is_2D:
- follow_group_nodes_2D.clear()
- else:
- follow_group_nodes_3D.clear()
- follow_group_paths = value as Array[NodePath]
-
- if not follow_group_paths.is_empty():
- for path in follow_group_paths:
- if pcam.has_node(path):
- should_follow = true
- has_follow_group = true
- var node: Node = pcam.get_node(path)
- if node is Node2D or node is Node3D:
- # Prevents duplicated nodes from being assigned to array
- if is_2D:
- if follow_group_nodes_2D.find(node):
- follow_group_nodes_2D.append(node)
- else:
- if follow_group_nodes_3D.find(node):
- follow_group_nodes_3D.append(node)
- else:
- printerr("Assigned non-Node3D to Follow Group")
-
- pcam.notify_property_list_changed()
-
- # Framed Follow
- if property == Constants.FOLLOW_FRAMED_DEAD_ZONE_HORIZONTAL_NAME:
- follow_framed_dead_zone_width = value
- dead_zone_changed.emit()
- if property == Constants.FOLLOW_FRAMED_DEAD_ZONE_VERTICAL_NAME:
- follow_framed_dead_zone_height = value
- dead_zone_changed.emit()
- if property == Constants.FOLLOW_VIEWFINDER_IN_PLAY_NAME:
- show_viewfinder_in_play = value
-
- if property == Constants.FOLLOW_TARGET_OFFSET_PROPERTY_NAME:
- if value is Vector3:
- follow_target_offset_3D = value
- else:
- follow_target_offset_2D = value
-
- if property == Constants.FOLLOW_DAMPING_NAME:
- follow_has_damping = value
- pcam.notify_property_list_changed()
-
- if property == Constants.FOLLOW_DAMPING_VALUE_NAME:
- follow_damping_value = value
-
-
-func set_tween_properties(property: StringName, value, pcam: Node):
- if property == Constants.TWEEN_RESOURCE_PROPERTY_NAME:
- tween_resource = value
-
-
-func set_secondary_properties(property: StringName, value, pcam: Node):
- if property == Constants.TWEEN_ONLOAD_NAME:
- tween_onload = value
- if value == false:
- has_tweened_onload = false
- else:
- has_tweened_onload = true
-
- if property == Constants.INACTIVE_UPDATE_MODE_PROPERTY_NAME:
- inactive_update_mode = value
-
-
-func set_priority(value: int, pcam: Node) -> void:
- if value < 0:
- printerr("Phantom Camera's priority cannot be less than 0")
- priority = 0
- else:
- priority = value
-
- if pcam_host_owner:
- pcam_host_owner.pcam_priority_updated(pcam)
-# else:
-## TODO - Add logic to handle Phantom Camera Host in scene
-# printerr("Trying to change priority without a Phantom Camera Host - Please attached one to a Camera3D")
-# pass
-
-
-#########################
-# Other Functions
-#########################
-func assign_pcam_host(pcam: Node) -> void:
- pcam_host_group = pcam.get_tree().get_nodes_in_group(PcamGroupNames.PCAM_HOST_GROUP_NAME)
-
- if pcam_host_group.size() == 1:
- pcam_host_owner = pcam.Properties.pcam_host_group[0]
- pcam_host_owner.pcam_added_to_scene(pcam)
-# else:
-# for camera_host in camera_host_group:
-# print("Multiple PhantomCameraBases in scene")
-# print(pcam_host_group)
-# print(pcam.get_tree().get_nodes_in_group(PhantomCameraGroupNames.PHANTOM_CAMERA_HOST_GROUP_NAME))
-# multiple_pcam_host_group.append(camera_host)
-# return null
-
-
-func toggle_priorty_override(pcam: Node) -> void:
- if pcam_host_owner:
- pcam_host_owner.pcam_priority_updated(pcam)
-
-
-func assign_specific_pcam_host(pcam: Node, pcam_host: PhantomCameraHost) -> void:
- pcam_host = pcam
-
-
-func check_multiple_pcam_host_property(pcam: Node, multiple_host: bool = false) -> void:
- if not multiple_host:
- scene_has_multiple_pcam_hosts = false
- else:
- scene_has_multiple_pcam_hosts = true
-
- pcam.notify_property_list_changed()
-# pcam_host_group.append_array(host_group)
-
-
-func get_framed_side_offset() -> Vector2:
- var frame_out_bounds: Vector2
-
- if viewport_position.x < 0.5 - follow_framed_dead_zone_width / 2:
- # Is outside left edge
- frame_out_bounds.x = -1
-
- if viewport_position.y < 0.5 - follow_framed_dead_zone_height / 2:
- # Is outside top edge
- frame_out_bounds.y = 1
-
- if viewport_position.x > 0.5 + follow_framed_dead_zone_width / 2:
- # Is outside right edge
- frame_out_bounds.x = 1
-
- if viewport_position.y > 0.5001 + follow_framed_dead_zone_height / 2: # 0.501 to resolve an issue where the bottom vertical Dead Zone never becoming 0 when the Dead Zone Vertical parameter is set to 0
- # Is outside bottom edge
- frame_out_bounds.y = -1
-
- return frame_out_bounds
diff --git a/addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd b/addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd
deleted file mode 100644
index 1ef175f..0000000
--- a/addons/phantom_camera/scripts/phantom_camera_host/phantom_camera_host.gd
+++ /dev/null
@@ -1,366 +0,0 @@
-@tool
-@icon("res://addons/phantom_camera/icons/PhantomCameraHostIcon.svg")
-class_name PhantomCameraHost
-extends Node
-
-const PcamGroupNames = preload("res://addons/phantom_camera/scripts/group_names.gd")
-
-var _pcam_tween: Tween
-var _tween_default_ease: Tween.EaseType
-var _easing: Tween.TransitionType
-
-var camera_2D: Camera2D
-var camera_3D: Camera3D
-var _pcam_list: Array[Node]
-
-var _active_pcam: Node
-var _active_pcam_priority: int = -1
-var _active_pcam_missing: bool = true
-var _active_pcam_has_damping: bool
-
-var _prev_active_pcam_2D_transform: Transform2D
-var _prev_active_pcam_3D_transform: Transform3D
-
-var trigger_pcam_tween: bool
-var tween_duration: float
-
-var multiple_pcam_hosts: bool
-
-var is_child_of_camera: bool = false
-var _is_2D: bool
-
-signal update_editor_viewfinder
-
-var framed_viewfinder_scene = load("res://addons/phantom_camera/framed_viewfinder/framed_viewfinder_panel.tscn")
-var framed_viewfinder_node: Control
-var viewfinder_needed_check: bool = true
-
-var camera_zoom: Vector2
-
-var _prev_camera_h_offset: float
-var _prev_camera_v_offset: float
-var _prev_camera_fov: float
-
-var _should_refresh_transform: bool
-var _active_pcam_2D_glob_transform: Transform2D
-var _active_pcam_3D_glob_transform: Transform3D
-
-###################
-# Private Functions
-###################
-func _enter_tree() -> void:
-# camera = get_parent()
- var parent = get_parent()
-
- if parent is Camera2D or parent is Camera3D:
- is_child_of_camera = true
- if parent is Camera2D:
- _is_2D = true
- camera_2D = parent
- else:
- _is_2D = false
- camera_3D = parent
-
- add_to_group(PcamGroupNames.PCAM_HOST_GROUP_NAME)
-# var already_multi_hosts: bool = multiple_pcam_hosts
-
- _check_camera_host_amount()
-
- if multiple_pcam_hosts:
- printerr(
- "Only one PhantomCameraHost can exist in a scene",
- "\n",
- "Multiple PhantomCameraHosts will be supported in https://github.com/MarcusSkov/phantom-camera/issues/26"
- )
- queue_free()
-
- for pcam in _get_pcam_node_group():
- if not multiple_pcam_hosts:
- pcam_added_to_scene(pcam)
- pcam.assign_pcam_host()
-# else:
-# pcam.Properties.check_multiple_pcam_host_property(pcam, pca,_host_group, true)
- else:
- printerr(name, " is not a child of a Camera2D or Camera3D")
-
-
-func _exit_tree() -> void:
- remove_from_group(PcamGroupNames.PCAM_HOST_GROUP_NAME)
- _check_camera_host_amount()
-
- for pcam in _get_pcam_node_group():
- if not multiple_pcam_hosts:
- pcam.Properties.check_multiple_pcam_host_property(pcam)
-
-
-func _ready() -> void:
- if not is_instance_valid(_active_pcam): return
-
- if _is_2D:
- _active_pcam_2D_glob_transform = _active_pcam.get_global_transform()
- else:
- _active_pcam_3D_glob_transform = _active_pcam.get_global_transform()
-
-
-func _check_camera_host_amount():
- if _get_pcam_host_group().size() > 1:
- multiple_pcam_hosts = true
- else:
- multiple_pcam_hosts = false
-
-
-func _assign_new_active_pcam(pcam: Node) -> void:
- var no_previous_pcam: bool
-
- if _active_pcam:
- if _is_2D:
- _prev_active_pcam_2D_transform = camera_2D.get_transform()
- else:
- _prev_active_pcam_3D_transform = camera_3D.get_transform()
- _prev_camera_fov = camera_3D.get_fov()
- _prev_camera_h_offset = camera_3D.get_h_offset()
- _prev_camera_v_offset = camera_3D.get_v_offset()
-
- _active_pcam.Properties.is_active = false
- else:
- no_previous_pcam = true
-
- _active_pcam = pcam
- _active_pcam_priority = pcam.get_priority()
- _active_pcam_has_damping = pcam.Properties.follow_has_damping
-
- _active_pcam.Properties.is_active = true
-
- if _is_2D:
- camera_zoom = camera_2D.get_zoom()
- else:
- if _active_pcam.get_camera_3D_resource():
- camera_3D.set_cull_mask(_active_pcam.get_camera_cull_mask())
-
- if no_previous_pcam:
- if _is_2D:
- _prev_active_pcam_2D_transform = _active_pcam.get_transform()
- else:
- _prev_active_pcam_3D_transform = _active_pcam.get_transform()
-
- tween_duration = 0
- trigger_pcam_tween = true
-
-
-func _find_pcam_with_highest_priority() -> void:
- for pcam in _pcam_list:
- if pcam.get_priority() > _active_pcam_priority:
- _assign_new_active_pcam(pcam)
-
- _active_pcam_missing = false
-
-
-func _tween_pcam(delta: float) -> void:
- if _active_pcam.Properties.tween_onload == false && _active_pcam.Properties.has_tweened_onload == false:
- trigger_pcam_tween = false
- _reset_tween_on_load()
- return
- else:
- _reset_tween_on_load()
-
- tween_duration += delta
-
- if _is_2D:
- camera_2D.set_global_position(
- _tween_interpolate_value(_prev_active_pcam_2D_transform.origin, _active_pcam_2D_glob_transform.origin)
- )
-
- camera_2D.set_zoom(
- _tween_interpolate_value(camera_zoom, _active_pcam.Properties.zoom)
- )
- else:
- camera_3D.set_global_position(
- _tween_interpolate_value(_prev_active_pcam_3D_transform.origin, _active_pcam_3D_glob_transform.origin)
- )
-
- var prev_active_pcam_3D_basis = Quaternion(_prev_active_pcam_3D_transform.basis.orthonormalized())
- camera_3D.set_quaternion(
- Tween.interpolate_value(
- prev_active_pcam_3D_basis, \
- prev_active_pcam_3D_basis.inverse() * Quaternion(_active_pcam_3D_glob_transform.basis.orthonormalized()),
- tween_duration, \
- _active_pcam.get_tween_duration(), \
- _active_pcam.get_tween_transition(),
- _active_pcam.get_tween_ease(),
- )
- )
-
- if _prev_camera_fov != _active_pcam.get_camera_fov() and _active_pcam.get_camera_3D_resource():
- camera_3D.set_fov(
- _tween_interpolate_value(_prev_camera_fov, _active_pcam.get_camera_fov())
- )
-
- if _prev_camera_h_offset != _active_pcam.get_camera_h_offset() and _active_pcam.get_camera_3D_resource():
- camera_3D.set_h_offset(
- _tween_interpolate_value(_prev_camera_h_offset, _active_pcam.get_camera_h_offset())
- )
-
- if _prev_camera_v_offset != _active_pcam.get_camera_v_offset() and _active_pcam.get_camera_3D_resource():
- camera_3D.set_v_offset(
- _tween_interpolate_value(_prev_camera_v_offset, _active_pcam.get_camera_v_offset())
- )
-
-
-func _tween_interpolate_value(from: Variant, to: Variant) -> Variant:
- return Tween.interpolate_value(
- from, \
- to - from,
- tween_duration, \
- _active_pcam.get_tween_duration(), \
- _active_pcam.get_tween_transition(),
- _active_pcam.get_tween_ease(),
- )
-
-
-func _reset_tween_on_load() -> void:
- for pcam in _get_pcam_node_group():
- pcam.Properties.has_tweened_onload = true
-
- if not _is_2D:
- if _active_pcam.get_camera_3D_resource():
- camera_3D.set_fov(_active_pcam.get_camera_fov())
- camera_3D.set_h_offset(_active_pcam.get_camera_h_offset())
- camera_3D.set_v_offset(_active_pcam.get_camera_v_offset())
-
-
-func _pcam_follow(delta: float) -> void:
- if not _active_pcam: return
-
- if _is_2D:
- camera_2D.set_global_transform(_active_pcam_2D_glob_transform)
- if _active_pcam.Properties.has_follow_group:
- if _active_pcam.Properties.follow_has_damping:
- camera_2D.zoom = camera_2D.zoom.lerp(_active_pcam.Properties.zoom, delta * _active_pcam.Properties.follow_damping_value)
- else:
- camera_2D.set_zoom(_active_pcam.zoom)
- else:
- camera_2D.set_zoom(_active_pcam.Properties.zoom)
- else:
- camera_3D.set_global_transform(_active_pcam_3D_glob_transform)
-
-
-func _refresh_transform() -> void:
- if _is_2D:
- _active_pcam_2D_glob_transform = _active_pcam.get_global_transform()
- else:
- _active_pcam_3D_glob_transform = _active_pcam.get_global_transform()
-
-
-func _process_pcam(delta: float) -> void:
- if _active_pcam_missing or not is_child_of_camera: return
-
- if not trigger_pcam_tween:
- _pcam_follow(delta)
-
- if viewfinder_needed_check:
- show_viewfinder_in_play()
- viewfinder_needed_check = false
-
- if Engine.is_editor_hint():
- if not _is_2D:
- if _active_pcam.get_camera_3D_resource():
- camera_3D.set_fov(_active_pcam.get_camera_fov())
- camera_3D.set_h_offset(_active_pcam.get_camera_h_offset())
- camera_3D.set_v_offset(_active_pcam.get_camera_v_offset())
-
- else:
- if tween_duration < _active_pcam.get_tween_duration():
- _tween_pcam(delta)
- else:
- tween_duration = 0
- trigger_pcam_tween = false
- show_viewfinder_in_play()
- _pcam_follow(delta)
-
-
-func show_viewfinder_in_play() -> void:
- if _active_pcam.Properties.show_viewfinder_in_play:
- if not Engine.is_editor_hint() && OS.has_feature("editor"): # Only appears when running in the editor
- var canvas_layer: CanvasLayer = CanvasLayer.new()
- get_tree().get_root().get_child(0).add_child(canvas_layer)
-
- framed_viewfinder_node = framed_viewfinder_scene.instantiate()
- canvas_layer.add_child(framed_viewfinder_node)
- else:
- if framed_viewfinder_node:
- framed_viewfinder_node.queue_free()
-
-
-func _get_pcam_node_group() -> Array[Node]:
- return get_tree().get_nodes_in_group(PcamGroupNames.PCAM_GROUP_NAME)
-
-
-func _get_pcam_host_group() -> Array[Node]:
- return get_tree().get_nodes_in_group(PcamGroupNames.PCAM_HOST_GROUP_NAME)
-
-
-func _process(delta):
- if not is_instance_valid(_active_pcam): return
-
- if _should_refresh_transform:
-# _refresh_transform()
- if _is_2D:
- _active_pcam_2D_glob_transform = _active_pcam.get_global_transform()
- else:
- _active_pcam_3D_glob_transform = _active_pcam.get_global_transform()
-
- _should_refresh_transform = false
-
- _process_pcam(delta)
-
-
-func _physics_process(delta: float) -> void:
- _should_refresh_transform = true
-
-
-##################
-# Public Functions
-##################
-func pcam_added_to_scene(pcam: Node) -> void:
- _pcam_list.append(pcam)
- _find_pcam_with_highest_priority()
-
-
-func pcam_removed_from_scene(pcam) -> void:
- _pcam_list.erase(pcam)
- if pcam == _active_pcam:
- _active_pcam_missing = true
- _active_pcam_priority = -1
- _find_pcam_with_highest_priority()
-
-
-func pcam_priority_updated(pcam: Node) -> void:
- if Engine.is_editor_hint() and _active_pcam.Properties.priority_override: return
-
- if not is_instance_valid(pcam): return
-
- var current_pcam_priority: int = pcam.get_priority()
-
- if current_pcam_priority >= _active_pcam_priority and pcam != _active_pcam:
- _assign_new_active_pcam(pcam)
- elif pcam == _active_pcam:
- if current_pcam_priority <= _active_pcam_priority:
- _active_pcam_priority = current_pcam_priority
- _find_pcam_with_highest_priority()
- else:
- _active_pcam_priority = current_pcam_priority
-
-
-func pcam_priority_override(pcam: Node) -> void:
- if Engine.is_editor_hint() and _active_pcam.Properties.priority_override:
- _active_pcam.Properties.priority_override = false
-
- _assign_new_active_pcam(pcam)
- update_editor_viewfinder.emit()
-
-func pcam_priority_override_disabled() -> void:
- update_editor_viewfinder.emit()
-
-
-func get_active_pcam() -> Node:
- return _active_pcam
diff --git a/addons/phantom_camera/scripts/resources/camera_3D_resource.gd b/addons/phantom_camera/scripts/resources/camera_3D_resource.gd
deleted file mode 100644
index eb47933..0000000
--- a/addons/phantom_camera/scripts/resources/camera_3D_resource.gd
+++ /dev/null
@@ -1,14 +0,0 @@
-class_name Camera3DResource
-extends Resource
-
-## The time it takes to tween to this property
-@export_flags_3d_physics var cull_mask: int = 1048575
-
-## Horizontally offsets the Camera3D
-@export var h_offset: float = 0
-
-## Vertically offsets the Camera3D
-@export var v_offset: float = 0
-
-## Adjusts Camera3D FOV
-@export var fov: float = 75
diff --git a/addons/phantom_camera/scripts/resources/tween_resource.gd b/addons/phantom_camera/scripts/resources/tween_resource.gd
deleted file mode 100644
index dd16a97..0000000
--- a/addons/phantom_camera/scripts/resources/tween_resource.gd
+++ /dev/null
@@ -1,13 +0,0 @@
-class_name PhantomCameraTween
-extends Resource
-
-const Constants = preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd")
-
-## The time it takes to tween to this property
-@export var duration: float = 1
-
-## The transition bezier type for the tween
-@export var transition: Constants.TweenTransitions = Constants.TweenTransitions.LINEAR
-
-## The ease type for the tween
-@export var ease: Constants.TweenEases = Constants.TweenEases.EASE_IN_OUT
diff --git a/addons/phantom_camera/scripts/viewfinder/viewfinder.gd b/addons/phantom_camera/scripts/viewfinder/viewfinder.gd
deleted file mode 100644
index 20b15c1..0000000
--- a/addons/phantom_camera/scripts/viewfinder/viewfinder.gd
+++ /dev/null
@@ -1,439 +0,0 @@
-@tool
-extends Control
-
-const PcamGroupNames = preload("res://addons/phantom_camera/scripts/group_names.gd")
-const Constants = preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd")
-
-var _selected_camera: Node
-var _active_pcam_camera
-var pcam_host_group: Array[Node]
-
-var editor_interface: EditorInterface
-
-####################
-# Dead Zone Controls
-####################
-@onready var dead_zone_center_hbox: VBoxContainer = %DeadZoneCenterHBoxContainer
-@onready var dead_zone_center_center_panel: Panel = %DeadZoneCenterCenterPanel
-@onready var dead_zone_left_center_panel: Panel = %DeadZoneLeftCenterPanel
-@onready var dead_zone_right_center_panel: Panel = %DeadZoneRightCenterPanel
-@onready var target_point: Panel = %TargetPoint
-
-var aspect_ratio_container: AspectRatioContainer
-@onready var aspect_ratio_containers: AspectRatioContainer = %AspectRatioContainer
-@onready var camera_viewport_panel: Panel = aspect_ratio_containers.get_child(0)
-@onready var _framed_viewfinder: Control = %FramedViewfinder
-@onready var _dead_zone_h_box_container: Control = %DeadZoneHBoxContainer
-@onready var sub_viewport: SubViewport = %SubViewport
-
-###########################
-# Viewfinder Empty Controls
-###########################
-@onready var _empty_state_control: Control = %EmptyStateControl
-@onready var _empty_state_icon: Control = %EmptyStateIcon
-@onready var _empty_state_text: RichTextLabel = %EmptyStateText
-@onready var _add_node_button: Button = %AddNodeButton
-@onready var _add_node_button_text: RichTextLabel = %AddNodeTypeText
-
-
-###################
-# Priority Override
-###################
-@onready var _priority_override_button: Button = %PriorityOverrideButton
-@onready var _priority_override_name_label: Label = %PriorityOverrideNameLabel
-
-
-# TODO - Should be in a central location
-const _camera_2d_icon: CompressedTexture2D = preload("res://addons/phantom_camera/icons/viewfinder/Camera2DIcon.svg")
-const _camera_3d_icon: CompressedTexture2D = preload("res://addons/phantom_camera/icons/viewfinder/Camera3DIcon.svg")
-const _pcam_host_icon: CompressedTexture2D = preload("res://addons/phantom_camera/icons/PhantomCameraHostIcon.svg")
-const _pcam_2D_icon: CompressedTexture2D = preload("res://addons/phantom_camera/icons/PhantomCameraGizmoIcon2D.svg")
-const _pcam_3D_icon: CompressedTexture2D = preload("res://addons/phantom_camera/icons/PhantomCameraGizmoIcon3D.svg")
-
-const _overlay_color_alpha: float = 0.3
-
-var _no_open_scene_icon: CompressedTexture2D = preload("res://addons/phantom_camera/icons/viewfinder/SceneTypesIcon.svg")
-var _no_open_scene_string: String = "[b]2D[/b] or [b]3D[/b] scene open"
-
-var is_2D: bool
-var is_scene: bool
-
-var has_camera_viewport_panel_size: bool = true
-
-var min_horizontal: float
-var max_horizontal: float
-var min_vertical: float
-var max_vertical: float
-
-
-func _ready():
- visibility_changed.connect(_visibility_check)
- set_process(false)
-
- aspect_ratio_containers.set_ratio(get_viewport_rect().size.x / get_viewport_rect().size.y)
-
-# TODO - Don't think this is needed / does anything?
- var root_node = get_tree().get_root().get_child(0)
- if root_node is Node3D || root_node is Node2D:
- %SubViewportContainer.set_visible(false)
-
- if root_node is Node2D:
- is_2D = true
- else:
- is_2D = false
-
- _set_viewfinder(root_node, false)
-
- if Engine.is_editor_hint():
- get_tree().node_added.connect(_node_added)
- get_tree().node_removed.connect(_node_added)
- else:
- _empty_state_control.set_visible(false)
-
- _priority_override_button.set_visible(false)
-
-
-func _exit_tree() -> void:
- if Engine.is_editor_hint():
- if get_tree().node_added.is_connected(_node_added):
- get_tree().node_added.disconnect(_node_added)
- get_tree().node_removed.disconnect(_node_added)
-
- if aspect_ratio_containers.resized.is_connected(_resized):
- aspect_ratio_containers.resized.disconnect(_resized)
-
- if _add_node_button.pressed.is_connected(_add_node):
- _add_node_button.pressed.disconnect(_add_node)
-
- if is_instance_valid(_active_pcam_camera):
- if _active_pcam_camera.Properties.is_connected(Constants.DEAD_ZONE_CHANGED_SIGNAL, _on_dead_zone_changed):
- _active_pcam_camera.Properties.disconnect(Constants.DEAD_ZONE_CHANGED_SIGNAL, _on_dead_zone_changed)
-
- if _priority_override_button.pressed.is_connected(_select_override_pcam):
- _priority_override_button.pressed.disconnect(_select_override_pcam)
-
-
-func _process(_delta: float):
- if not visible or not is_instance_valid(_active_pcam_camera): return
-
- var unprojected_position_clamped: Vector2 = Vector2(
- clamp(_active_pcam_camera.Properties.viewport_position.x, min_horizontal, max_horizontal),
- clamp(_active_pcam_camera.Properties.viewport_position.y, min_vertical, max_vertical)
- )
- target_point.position = camera_viewport_panel.size * unprojected_position_clamped - target_point.size / 2
-
- if not has_camera_viewport_panel_size:
- _on_dead_zone_changed()
-
-
-func _node_added(node: Node) -> void:
- if editor_interface == null: return
- _visibility_check()
-
-
-func scene_changed(scene_root: Node) -> void:
- if scene_root is Node2D:
-# print("Is 2D node")
- is_2D = true
- is_scene = true
-
- _add_node_button.set_visible(true)
-# var camera: Camera2D = scene_root.get_viewport().get_camera_2d()
- var camera: Camera2D = _get_camera_2D()
-
- _check_camera(scene_root, camera, true)
- elif scene_root is Node3D:
-# print("Is 3D node")
-# Is 3D scene
- is_2D = false
- is_scene = true
-
- _add_node_button.set_visible(true)
- var camera: Camera3D = scene_root.get_viewport().get_camera_3d()
- _check_camera(scene_root, camera, false)
- else:
-# print("Not a 2D or 3D scene")
- is_scene = false
-# Is not a 2D or 3D scene
- _set_empty_viewfinder_state(_no_open_scene_string, _no_open_scene_icon)
- _add_node_button.set_visible(false)
-
-
-func _visibility_check():
- if not editor_interface or not visible: return
-
- if not is_instance_valid(editor_interface):
- is_scene = false
-# Is not a 2D or 3D scene
- _set_empty_viewfinder_state(_no_open_scene_string, _no_open_scene_icon)
- _add_node_button.set_visible(false)
- return
-
- var root: Node = editor_interface.get_edited_scene_root()
- if root is Node2D:
-# print("Is a 2D scene")
- is_2D = true
- is_scene = true
-
- _add_node_button.set_visible(true)
-# TODO: Figure out why the line below doesn't work...
-# var camera: Camera2D = root.get_viewport().get_camera_2d()
-
- var camera: Camera2D = _get_camera_2D()
- _check_camera(root, camera, true)
- elif root is Node3D:
-# Is 3D scene
- is_2D = false
- is_scene = true
-
- _add_node_button.set_visible(true)
- var camera: Camera3D = root.get_viewport().get_camera_3d()
- _check_camera(root, camera, false)
-# editor_interface.get_selection().clear()
-# editor_interface.get_selection().add_node(pcam_host_group[0].get_active_pcam())
- else:
- is_scene = false
-# Is not a 2D or 3D scene
- _set_empty_viewfinder_state(_no_open_scene_string, _no_open_scene_icon)
- _add_node_button.set_visible(false)
-
- if not _priority_override_button.pressed.is_connected(_select_override_pcam):
- _priority_override_button.pressed.connect(_select_override_pcam)
-
-
-func _get_camera_2D() -> Camera2D:
- var camerasGroupName = "__cameras_%d" % editor_interface.get_edited_scene_root().get_viewport().get_viewport_rid().get_id()
- var cameras = get_tree().get_nodes_in_group(camerasGroupName)
-
- for camera in cameras:
- if camera is Camera2D and camera.is_current:
- return camera
-
- return null
-
-
-func _check_camera(root: Node, camera: Node, is_2D: bool) -> void:
- var camera_string: String
- var pcam_string: String
- var color: Color
- var color_alpha: Color
- var camera_icon: CompressedTexture2D
- var pcam_icon: CompressedTexture2D
-
- if is_2D:
- camera_string = Constants.CAMERA_2D_NODE_NAME
- pcam_string = Constants.PCAM_2D_NODE_NAME
- color = Constants.COLOR_2D
- camera_icon = _camera_2d_icon
- pcam_icon = _pcam_2D_icon
- else:
- camera_string = Constants.CAMERA_3D_NODE_NAME
- pcam_string = Constants.PCAM_3D_NODE_NAME
- color = Constants.COLOR_3D
- camera_icon = _camera_3d_icon
- pcam_icon = _pcam_3D_icon
-
- if camera:
-# Has Camera
- var pcam_host: PhantomCameraHost
- if camera.get_children().size() > 0:
- for cam_child in camera.get_children():
- if cam_child is PhantomCameraHost:
- pcam_host = cam_child
-
- if pcam_host:
- if get_tree().get_nodes_in_group(PcamGroupNames.PCAM_GROUP_NAME):
-# Pcam exists in tree
- _set_viewfinder(root, true)
-# if pcam_host.get_active_pcam().get_get_follow_mode():
-# _on_dead_zone_changed()
-
- _set_viewfinder_state()
-
- # Related to: https://github.com/ramokz/phantom-camera/issues/105
- # REMOVE BELOW WHEN 2D VIEWFINDER IS SUPPORTED
- if not is_2D:
- %NoSupportMsg.set_visible(false)
- elif is_2D:
- %NoSupportMsg.set_visible(true)
- ### REMOVAL END
-
- else:
-# No PCam in scene
- _update_button(pcam_string, pcam_icon, color)
- _set_empty_viewfinder_state(pcam_string, pcam_icon)
- else:
-# No PCamHost in scene
- _update_button(Constants.PCAM_HOST_NODE_NAME, _pcam_host_icon, Constants.PCAM_HOST_COLOR)
- _set_empty_viewfinder_state(Constants.PCAM_HOST_NODE_NAME, _pcam_host_icon)
- else:
-# No PCamHost in scene
- _update_button(Constants.PCAM_HOST_NODE_NAME, _pcam_host_icon, Constants.PCAM_HOST_COLOR)
- _set_empty_viewfinder_state(Constants.PCAM_HOST_NODE_NAME, _pcam_host_icon)
- else:
-# No Camera
- _update_button(camera_string, camera_icon, color)
- _set_empty_viewfinder_state(camera_string, camera_icon)
-
-
-func _update_button(text: String, icon: CompressedTexture2D, color: Color) -> void:
- _add_node_button_text.set_text("[center]Add [img=32]" + icon.resource_path + "[/img] [b]"+ text + "[/b][/center]");
- var button_theme_hover: StyleBoxFlat = _add_node_button.get_theme_stylebox("hover")
- button_theme_hover.border_color = color
- _add_node_button.add_theme_stylebox_override("hover", button_theme_hover)
-
-
-func _set_viewfinder_state() -> void:
- _empty_state_control.set_visible(false)
-
- _framed_viewfinder.set_visible(true)
- target_point.set_visible(true)
-
- if is_instance_valid(_active_pcam_camera):
- if _active_pcam_camera.get_follow_mode() == Constants.FollowMode.FRAMED:
- _dead_zone_h_box_container.set_visible(true)
- else:
- _dead_zone_h_box_container.set_visible(false)
-
-
-func _set_empty_viewfinder_state(text: String, icon: CompressedTexture2D) -> void:
- _framed_viewfinder.set_visible(false)
- target_point.set_visible(false)
-
- _empty_state_control.set_visible(true)
- _empty_state_icon.set_texture(icon)
- if icon == _no_open_scene_icon:
- _empty_state_text.set_text("[center]No " + text + "[/center]")
- else:
- _empty_state_text.set_text("[center]No [b]" + text + "[/b] in scene[/center]")
-
- if _add_node_button.pressed.is_connected(_add_node):
- _add_node_button.pressed.disconnect(_add_node)
-
- _add_node_button.pressed.connect(_add_node.bind(text))
-
-
-func _add_node(node_type: String) -> void:
- if not editor_interface: return
-
- var root: Node = editor_interface.get_edited_scene_root()
-
- match node_type:
- _no_open_scene_string:
- pass
- Constants.CAMERA_2D_NODE_NAME:
- var camera: Camera2D = Camera2D.new()
- _instantiate_node(root, camera, Constants.CAMERA_2D_NODE_NAME)
- Constants.CAMERA_3D_NODE_NAME:
- var camera: Camera3D = Camera3D.new()
- _instantiate_node(root, camera, Constants.CAMERA_3D_NODE_NAME)
- Constants.PCAM_HOST_NODE_NAME:
- var pcam_host: PhantomCameraHost = PhantomCameraHost.new()
- pcam_host.set_name(Constants.PCAM_HOST_NODE_NAME)
- if is_2D:
-# get_tree().get_edited_scene_root().get_viewport().get_camera_2d().add_child(pcam_host)
- _get_camera_2D().add_child(pcam_host)
- pcam_host.set_owner(get_tree().get_edited_scene_root())
- else:
-# var pcam_3D := get_tree().get_edited_scene_root().get_viewport().get_camera_3d()
- get_tree().get_edited_scene_root().get_viewport().get_camera_3d().add_child(pcam_host)
- pcam_host.set_owner(get_tree().get_edited_scene_root())
- Constants.PCAM_2D_NODE_NAME:
- var pcam_2D: PhantomCamera2D = PhantomCamera2D.new()
- _instantiate_node(root, pcam_2D, Constants.PCAM_2D_NODE_NAME)
- Constants.PCAM_3D_NODE_NAME:
- var pcam_3D: PhantomCamera3D = PhantomCamera3D.new()
- _instantiate_node(root, pcam_3D, Constants.PCAM_3D_NODE_NAME)
-
-
-func _instantiate_node(root: Node, node: Node, name: String) -> void:
- node.set_name(name)
- root.add_child(node)
- node.set_owner(get_tree().get_edited_scene_root())
-
-
-func _set_viewfinder(root: Node, editor: bool):
- pcam_host_group = root.get_tree().get_nodes_in_group(PcamGroupNames.PCAM_HOST_GROUP_NAME)
- if pcam_host_group.size() != 0:
- if pcam_host_group.size() == 1:
- var pcam_host: PhantomCameraHost = pcam_host_group[0]
- if is_2D:
- _selected_camera = pcam_host.camera_2D
- _active_pcam_camera = _selected_camera.get_child(0).get_active_pcam() as PhantomCamera2D
- if editor:
- var camera_2D_rid: RID = _selected_camera.get_canvas_item()
- # TODO - Missing 2D viewport support - https://github.com/ramokz/phantom-camera/issues/105
- RenderingServer.viewport_attach_camera(sub_viewport.get_viewport_rid(), camera_2D_rid)
- else:
- _selected_camera = pcam_host.camera_3D
- _active_pcam_camera = _selected_camera.get_child(0).get_active_pcam() as PhantomCamera3D
- if editor:
- var camera_3D_rid: RID = _selected_camera.get_camera_rid()
- RenderingServer.viewport_attach_camera(sub_viewport.get_viewport_rid(), camera_3D_rid)
-
- if _selected_camera.keep_aspect == Camera3D.KeepAspect.KEEP_HEIGHT:
- aspect_ratio_containers.set_stretch_mode(AspectRatioContainer.STRETCH_HEIGHT_CONTROLS_WIDTH)
- else:
- aspect_ratio_containers.set_stretch_mode(AspectRatioContainer.STRETCH_WIDTH_CONTROLS_HEIGHT)
-
- _on_dead_zone_changed()
- set_process(true)
-
- if not pcam_host.update_editor_viewfinder.is_connected(_on_update_editor_viewfinder):
- pcam_host.update_editor_viewfinder.connect(_on_update_editor_viewfinder.bind(pcam_host))
-
- if not aspect_ratio_containers.resized.is_connected(_resized):
- aspect_ratio_containers.resized.connect(_resized)
-
- if not _active_pcam_camera.Properties.is_connected(_active_pcam_camera.Constants.DEAD_ZONE_CHANGED_SIGNAL, _on_dead_zone_changed):
- _active_pcam_camera.Properties.connect(_active_pcam_camera.Constants.DEAD_ZONE_CHANGED_SIGNAL, _on_dead_zone_changed)
-
- # aspect_ratio_container
- # TODO - Might not be needed
- # _active_pcam_camera.Properties.disconnect(_on_dead_zone_changed)
- else:
- for pcam_host in pcam_host_group:
- print(pcam_host, " is in a scene")
-
-
-func _resized() -> void:
- _on_dead_zone_changed()
-
-func _on_dead_zone_changed() -> void:
- if not is_instance_valid(_active_pcam_camera): return
-
- if camera_viewport_panel.size == Vector2.ZERO:
- has_camera_viewport_panel_size = false
- return
- else:
- has_camera_viewport_panel_size = true
-
- var dead_zone_width: float = _active_pcam_camera.Properties.follow_framed_dead_zone_width * camera_viewport_panel.size.x
- var dead_zone_height: float = _active_pcam_camera.Properties.follow_framed_dead_zone_height * camera_viewport_panel.size.y
- dead_zone_center_hbox.set_custom_minimum_size(Vector2(dead_zone_width, 0))
- dead_zone_center_center_panel.set_custom_minimum_size(Vector2(0, dead_zone_height))
- dead_zone_left_center_panel.set_custom_minimum_size(Vector2(0, dead_zone_height))
- dead_zone_right_center_panel.set_custom_minimum_size(Vector2(0, dead_zone_height))
-
- min_horizontal = 0.5 - _active_pcam_camera.Properties.follow_framed_dead_zone_width / 2
- max_horizontal = 0.5 + _active_pcam_camera.Properties.follow_framed_dead_zone_width / 2
- min_vertical = 0.5 - _active_pcam_camera.Properties.follow_framed_dead_zone_height / 2
- max_vertical = 0.5 + _active_pcam_camera.Properties.follow_framed_dead_zone_height / 2
-
-# target_point.position = Vector2(viewport_width / 2, viewport_height / 2)
-
-####################
-## Priority Override
-####################
-func _on_update_editor_viewfinder(pcam_host: PhantomCameraHost) -> void:
- if pcam_host.get_active_pcam().Properties.priority_override:
- _active_pcam_camera = pcam_host.get_active_pcam()
- _priority_override_button.set_visible(true)
- _priority_override_name_label.set_text(_active_pcam_camera.name)
- _priority_override_button.set_tooltip_text(_active_pcam_camera.name)
- else:
- _priority_override_button.set_visible(false)
-
-func _select_override_pcam() -> void:
- editor_interface.get_selection().clear()
- editor_interface.get_selection().add_node(_active_pcam_camera)
diff --git a/addons/sound_manager/LICENSE b/addons/sound_manager/LICENSE
deleted file mode 100644
index 09351d9..0000000
--- a/addons/sound_manager/LICENSE
+++ /dev/null
@@ -1,21 +0,0 @@
-MIT License
-
-Copyright (c) 2021-present Nathan Hoad
-
-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.
\ No newline at end of file
diff --git a/addons/sound_manager/SoundManager.cs b/addons/sound_manager/SoundManager.cs
deleted file mode 100644
index 3dadd47..0000000
--- a/addons/sound_manager/SoundManager.cs
+++ /dev/null
@@ -1,178 +0,0 @@
-using Godot;
-using Godot.Collections;
-
-namespace NathanHoad
-{
- public partial class SoundManager : Node
- {
- private static Node instance;
- public static Node Instance
- {
- get
- {
- if (instance == null)
- {
- instance = (Node)Engine.GetSingleton("SoundManager");
- }
- return instance;
- }
- }
-
-
- #region Sounds
-
- public static float GetSoundVolume()
- {
- return (float)Instance.Call("get_sound_volume");
- }
-
-
- public static float GetUISoundVolume()
- {
- return (float)Instance.Call("get_ui_sound_volume");
- }
-
-
- public static void SetSoundVolume(float volume)
- {
- Instance.Call("set_sound_volume", volume);
- }
-
-
- public static AudioStreamPlayer PlaySound(AudioStream resource, string overrideBus = "")
- {
- return (AudioStreamPlayer)Instance.Call("play_sound", resource, overrideBus);
- }
-
-
- public static AudioStreamPlayer PlaySoundWithPitch(AudioStream resource, float pitch, string overrideBus = "")
- {
- return (AudioStreamPlayer)Instance.Call("play_sound_with_pitch", resource, pitch, overrideBus);
- }
-
-
- public static AudioStreamPlayer PlayUISound(AudioStream resource, string overrideBus = "")
- {
- return (AudioStreamPlayer)Instance.Call("play_ui_sound", resource, overrideBus);
- }
-
-
- public static AudioStreamPlayer PlayUISoundWithPitch(AudioStream resource, float pitch, string overrideBus = "")
- {
- return (AudioStreamPlayer)Instance.Call("play_ui_sound_with_pitch", resource, pitch, overrideBus);
- }
-
-
- public static void SetDefaultSoundBus(string bus)
- {
- Instance.Call("set_default_sound_bus", bus);
- }
-
-
- public static void SetDefaultUISoundBus(string bus)
- {
- Instance.Call("set_default_ui_sound_bus", bus);
- }
-
- #endregion
-
-
- #region Music
-
- public static float GetMusicVolume()
- {
- return (float)Instance.Call("get_music_volume");
- }
-
-
- public static void SetMusicVolume(float volume)
- {
- Instance.Call("set_music_volume", volume);
- }
-
-
- public static AudioStreamPlayer PlayMusic(AudioStream resource, float crossFadeDuration = 0.0f, string overrideBus = "")
- {
- return (AudioStreamPlayer)Instance.Call("play_music", resource, crossFadeDuration, overrideBus);
- }
-
-
- public static AudioStreamPlayer PlayMusicFromPosition(AudioStream resource, float position, float crossFadeDuration = 0.0f, string overrideBus = "")
- {
- return (AudioStreamPlayer)Instance.Call("play_music_from_position", resource, position, crossFadeDuration, overrideBus);
- }
-
-
- public static AudioStreamPlayer PlayMusicAtVolume(AudioStream resource, float volume, float crossFadeDuration = 0.0f, string overrideBus = "")
- {
- return (AudioStreamPlayer)Instance.Call("play_music_at_volume", resource, volume, crossFadeDuration, overrideBus);
- }
-
- public static AudioStreamPlayer PlayMusicFromPositionAtVolume(AudioStream resource, float position, float volume, float crossFadeDuration = 0.0f, string overrideBus = "")
- {
- return (AudioStreamPlayer)Instance.Call("play_music_from_position_at_volume", resource, position, volume, crossFadeDuration, overrideBus);
- }
-
-
- public static Array GetMusicTrackHistory()
- {
- return (Array)Instance.Call("get_music_track_history");
- }
-
-
- public static string GetLastPlayedMusicTrack()
- {
- return (string)Instance.Call("get_last_played_music_track");
- }
-
-
- public static bool IsMusicPlaying(AudioStream resource = null)
- {
- return (bool)Instance.Call("is_music_playing", resource);
- }
-
-
- public static bool IsMusicTrackPlaying(string resource_path)
- {
- return (bool)Instance.Call("is_music_track_playing", resource_path);
- }
-
-
- public static Array GetCurrentlyPlayingMusic()
- {
- return (Array)Instance.Call("get_currently_playing_music");
- }
-
-
- public static Array GetCurrentlyPlayingTracks()
- {
- return (Array)Instance.Call("get_currently_playing_tracks");
- }
-
-
- public static void PauseMusic(AudioStream resource = null)
- {
- Instance.Call("pause_music", resource);
- }
-
-
- public static void ResumeMusic(AudioStream resource = null)
- {
- Instance.Call("resume_music", resource);
- }
-
-
- public static void StopMusic(float fadeOutDuration = 0.0f)
- {
- Instance.Call("stop_music", fadeOutDuration);
- }
-
-
- public static void SetDefaultMusicBus(string bus)
- {
- Instance.Call("set_default_music_bus", bus);
- }
-
- #endregion
- }
-}
diff --git a/addons/sound_manager/abstract_audio_player_pool.gd b/addons/sound_manager/abstract_audio_player_pool.gd
deleted file mode 100644
index 4a5e009..0000000
--- a/addons/sound_manager/abstract_audio_player_pool.gd
+++ /dev/null
@@ -1,84 +0,0 @@
-extends Node
-
-
-@export var default_busses := []
-@export var default_pool_size := 8
-
-
-var available_players: Array[AudioStreamPlayer] = []
-var busy_players: Array[AudioStreamPlayer] = []
-var bus: String = "Master"
-
-
-func _init(possible_busses: PackedStringArray = default_busses, pool_size: int = default_pool_size) -> void:
- bus = get_possible_bus(possible_busses)
-
- for i in pool_size:
- increase_pool()
-
-func get_possible_bus(possible_busses: PackedStringArray) -> String:
- for possible_bus in possible_busses:
- var cases: PackedStringArray = [
- possible_bus,
- possible_bus.to_lower(),
- possible_bus.to_camel_case(),
- possible_bus.to_pascal_case(),
- possible_bus.to_snake_case()
- ]
- for case in cases:
- if AudioServer.get_bus_index(case) > -1:
- return case
- return "Master"
-
-func prepare(resource: AudioStream, override_bus: String = "") -> AudioStreamPlayer:
- var player: AudioStreamPlayer
-
- if resource is AudioStreamRandomizer:
- player = get_player_with_resource(resource)
-
- if player == null:
- player = get_available_player()
-
- player.stream = resource
- player.bus = override_bus if override_bus != "" else bus
- player.volume_db = linear_to_db(1.0)
- player.pitch_scale = 1
- return player
-
-
-func get_available_player() -> AudioStreamPlayer:
- if available_players.size() == 0:
- increase_pool()
- var player = available_players.pop_front()
- busy_players.append(player)
- return player
-
-
-func get_player_with_resource(resource: AudioStream) -> AudioStreamPlayer:
- for player in busy_players + available_players:
- if player.stream == resource:
- return player
- return null
-
-
-func mark_player_as_available(player: AudioStreamPlayer) -> void:
- if busy_players.has(player):
- busy_players.erase(player)
-
- if not available_players.has(player):
- available_players.append(player)
-
-
-func increase_pool() -> void:
- var player := AudioStreamPlayer.new()
- add_child(player)
- available_players.append(player)
- player.bus = bus
- player.finished.connect(_on_player_finished.bind(player))
-
-
-### SIGNALS
-
-
-func _on_player_finished(player: AudioStreamPlayer) -> void:
- mark_player_as_available(player)
diff --git a/addons/sound_manager/music.gd b/addons/sound_manager/music.gd
deleted file mode 100644
index a505997..0000000
--- a/addons/sound_manager/music.gd
+++ /dev/null
@@ -1,133 +0,0 @@
-extends "res://addons/sound_manager/abstract_audio_player_pool.gd"
-
-
-var tweens: Dictionary = {}
-var track_history: PackedStringArray = []
-
-
-func play(resource: AudioStream, position: float = 0.0, volume: float = 0.0, crossfade_duration: float = 0.0, override_bus: String = "") -> AudioStreamPlayer:
- stop(crossfade_duration * 2)
-
- var player = _get_player_with_music(resource)
-
- # If the player already exists then just make sure the volume is right (it might have just been fading in or out)
- if player != null:
- fade_volume(player, player.volume_db, volume, crossfade_duration)
- return player
-
- # Otherwise we need to prep another player and handle its introduction
- player = prepare(resource, override_bus)
- fade_volume(player, -80.0, volume, crossfade_duration)
-
- # Remember this track name
- track_history.insert(0, resource.resource_path)
- if track_history.size() > 50:
- track_history.remove_at(50)
-
- player.call_deferred("play", position)
- return player
-
-
-func is_playing(resource: AudioStream) -> bool:
- if resource != null:
- return _get_player_with_music(resource) != null
- else:
- return busy_players.size() > 0
-
-
-func stop(fade_out_duration: float = 0.0) -> void:
- for player in busy_players:
- if fade_out_duration <= 0.0:
- fade_out_duration = 0.01
- fade_volume(player, player.volume_db, -80, fade_out_duration)
-
-
-func pause(resource: AudioStream = null) -> void:
- if resource != null:
- var player = _get_player_with_music(resource)
- if is_instance_valid(player):
- player.stream_paused = true
- else:
- for player in busy_players:
- player.stream_paused = true
-
-
-func resume(resource: AudioStream = null) -> void:
- if resource != null:
- var player = _get_player_with_music(resource)
- if is_instance_valid(player):
- player.stream_paused = false
- else:
- for player in busy_players:
- player.stream_paused = false
-
-
-func is_track_playing(resource_path: String) -> bool:
- for player in busy_players:
- if player.stream.resource_path == resource_path:
- return true
- return false
-
-
-func get_currently_playing() -> Array[AudioStream]:
- var tracks: Array[AudioStream] = []
- for player in busy_players:
- tracks.append(player.stream)
- return tracks
-
-
-func get_currently_playing_tracks() -> PackedStringArray:
- var tracks: PackedStringArray = []
- for player in busy_players:
- tracks.append(player.stream.resource_path)
- return tracks
-
-
-func fade_volume(player: AudioStreamPlayer, from_volume: float, to_volume: float, duration: float) -> AudioStreamPlayer:
- # Remove any tweens that might already be on this player
- _remove_tween(player)
-
- # Start a new tween
- var tween: Tween = get_tree().create_tween().bind_node(self)
-
- player.volume_db = from_volume
- if from_volume > to_volume:
- # Fade out
- tween.tween_property(player, "volume_db", to_volume, duration).set_trans(Tween.TRANS_CIRC).set_ease(Tween.EASE_IN)
- else:
- # Fade in
- tween.tween_property(player, "volume_db", to_volume, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
-
- tweens[player] = tween
- tween.finished.connect(_on_fade_completed.bind(player, tween, from_volume, to_volume, duration))
-
- return player
-
-
-### Helpers
-
-
-func _get_player_with_music(resource: AudioStream) -> AudioStreamPlayer:
- for player in busy_players:
- if player.stream.resource_path == resource.resource_path:
- return player
- return null
-
-
-func _remove_tween(player: AudioStreamPlayer) -> void:
- if tweens.has(player):
- var fade: Tween = tweens.get(player)
- fade.kill()
- tweens.erase(player)
-
-
-### Signals
-
-
-func _on_fade_completed(player: AudioStreamPlayer, tween: Tween, from_volume: float, to_volume: float, duration: float):
- _remove_tween(player)
-
- # If we just faded out then our player is now available
- if to_volume <= -79.0:
- player.stop()
- mark_player_as_available(player)
diff --git a/addons/sound_manager/plugin.cfg b/addons/sound_manager/plugin.cfg
deleted file mode 100644
index cf1f62b..0000000
--- a/addons/sound_manager/plugin.cfg
+++ /dev/null
@@ -1,7 +0,0 @@
-[plugin]
-
-name="SoundManager"
-description="Manage your sounds and music"
-author="Nathan Hoad"
-version="2.5.0"
-script="plugin.gd"
diff --git a/addons/sound_manager/plugin.gd b/addons/sound_manager/plugin.gd
deleted file mode 100644
index 3649ffa..0000000
--- a/addons/sound_manager/plugin.gd
+++ /dev/null
@@ -1,10 +0,0 @@
-@tool
-extends EditorPlugin
-
-
-func _enter_tree():
- add_autoload_singleton("SoundManager", "res://addons/sound_manager/sound_manager.gd")
-
-
-func _exit_tree():
- remove_autoload_singleton("SoundManager")
diff --git a/addons/sound_manager/sound_effects.gd b/addons/sound_manager/sound_effects.gd
deleted file mode 100644
index 2b67f07..0000000
--- a/addons/sound_manager/sound_effects.gd
+++ /dev/null
@@ -1,7 +0,0 @@
-extends "res://addons/sound_manager/abstract_audio_player_pool.gd"
-
-
-func play(resource: AudioStream, override_bus: String = "") -> AudioStreamPlayer:
- var player = prepare(resource, override_bus)
- player.call_deferred("play")
- return player
diff --git a/addons/sound_manager/sound_manager.gd b/addons/sound_manager/sound_manager.gd
deleted file mode 100644
index c95d404..0000000
--- a/addons/sound_manager/sound_manager.gd
+++ /dev/null
@@ -1,154 +0,0 @@
-extends Node
-
-
-const SoundEffectsPlayer = preload("res://addons/sound_manager/sound_effects.gd")
-const MusicPlayer = preload("res://addons/sound_manager/music.gd")
-
-var sound_effects: SoundEffectsPlayer = SoundEffectsPlayer.new(["Sounds", "SFX"], 8)
-var ui_sound_effects: SoundEffectsPlayer = SoundEffectsPlayer.new(["UI", "Interface", "Sounds", "SFX"], 8)
-var music: MusicPlayer = MusicPlayer.new(["Music"], 2)
-
-var sound_process_mode: ProcessMode:
- set(value):
- sound_effects.process_mode = value
- get:
- return sound_effects.process_mode
-
-var ui_sound_process_mode: ProcessMode:
- set(value):
- ui_sound_effects.process_mode = value
- get:
- return ui_sound_effects.process_mode
-
-var music_process_mode: ProcessMode:
- set(value):
- music.process_mode = value
- get:
- return music.process_mode
-
-
-func _init() -> void:
- Engine.register_singleton("SoundManager", self)
-
- add_child(sound_effects)
- add_child(ui_sound_effects)
- add_child(music)
-
- self.sound_process_mode = PROCESS_MODE_PAUSABLE
- self.ui_sound_process_mode = PROCESS_MODE_ALWAYS
- self.music_process_mode = PROCESS_MODE_ALWAYS
-
-
-func get_sound_volume() -> float:
- return db_to_linear(AudioServer.get_bus_volume_db(AudioServer.get_bus_index(sound_effects.bus)))
-
-
-func get_ui_sound_volume() -> float:
- return db_to_linear(AudioServer.get_bus_volume_db(AudioServer.get_bus_index(ui_sound_effects.bus)))
-
-
-func set_sound_volume(volume_between_0_and_1) -> void:
- _show_shared_bus_warning()
- AudioServer.set_bus_volume_db(AudioServer.get_bus_index(sound_effects.bus), linear_to_db(volume_between_0_and_1))
- AudioServer.set_bus_volume_db(AudioServer.get_bus_index(ui_sound_effects.bus), linear_to_db(volume_between_0_and_1))
-
-
-func play_sound(resource: AudioStream, override_bus: String = "") -> AudioStreamPlayer:
- return sound_effects.play(resource, override_bus)
-
-
-func play_sound_with_pitch(resource: AudioStream, pitch: float = 1.0, override_bus: String = "") -> AudioStreamPlayer:
- var player = sound_effects.play(resource, override_bus)
- player.pitch_scale = pitch
- return player
-
-
-func play_ui_sound(resource: AudioStream, override_bus: String = "") -> AudioStreamPlayer:
- return ui_sound_effects.play(resource, override_bus)
-
-
-func play_ui_sound_with_pitch(resource: AudioStream, pitch: float = 1.0, override_bus: String = "") -> AudioStreamPlayer:
- var player = ui_sound_effects.play(resource, override_bus)
- player.pitch_scale = pitch
- return player
-
-
-func set_default_sound_bus(bus: String) -> void:
- sound_effects.bus = bus
-
-
-func set_default_ui_sound_bus(bus: String) -> void:
- ui_sound_effects.bus = bus
-
-
-func get_music_volume() -> float:
- return db_to_linear(AudioServer.get_bus_volume_db(AudioServer.get_bus_index(music.bus)))
-
-
-func set_music_volume(volume_between_0_and_1: float) -> void:
- _show_shared_bus_warning()
- AudioServer.set_bus_volume_db(AudioServer.get_bus_index(music.bus), linear_to_db(volume_between_0_and_1))
-
-
-func play_music(resource: AudioStream, crossfade_duration: float = 0.0, override_bus: String = "") -> AudioStreamPlayer:
- return music.play(resource, 0.0, 0.0, crossfade_duration, override_bus)
-
-
-func play_music_from_position(resource: AudioStream, position: float = 0.0, crossfade_duration: float = 0.0, override_bus: String = "") -> AudioStreamPlayer:
- return music.play(resource, position, 0.0, crossfade_duration, override_bus)
-
-
-func play_music_at_volume(resource: AudioStream, volume: float = 0.0, crossfade_duration: float = 0.0, override_bus: String = "") -> AudioStreamPlayer:
- return music.play(resource, 0.0, volume, crossfade_duration, override_bus)
-
-
-func play_music_from_position_at_volume(resource: AudioStream, position: float = 0.0, volume: float = 0.0, crossfade_duration: float = 0.0, override_bus: String = "") -> AudioStreamPlayer:
- return music.play(resource, position, volume, crossfade_duration, override_bus)
-
-
-func get_music_track_history() -> Array:
- return music.track_history
-
-
-func get_last_played_music_track() -> String:
- return music.track_history[0]
-
-
-func is_music_playing(resource: AudioStream = null) -> bool:
- return music.is_playing(resource)
-
-
-func is_music_track_playing(resource_path: String) -> bool:
- return music.is_track_playing(resource_path)
-
-
-func get_currently_playing_music() -> Array:
- return music.get_currently_playing()
-
-
-func get_currently_playing_music_tracks() -> Array:
- return music.get_current_tracks()
-
-
-func pause_music(resource: AudioStream = null) -> void:
- music.pause(resource)
-
-
-func resume_music(resource: AudioStream = null) -> void:
- music.resume(resource)
-
-
-func stop_music(fade_out_duration: float = 0.0) -> void:
- music.stop(fade_out_duration)
-
-
-func set_default_music_bus(bus: String) -> void:
- music.bus = bus
-
-
-### Helpers
-
-
-func _show_shared_bus_warning() -> void:
- if music.bus == sound_effects.bus or music.bus == ui_sound_effects.bus:
- push_warning("Both music and sounds are using the same bus: %s" % music.bus)
diff --git a/build.zig b/build.zig
new file mode 100644
index 0000000..154f73e
--- /dev/null
+++ b/build.zig
@@ -0,0 +1,113 @@
+const std = @import("std");
+
+// Although this function looks imperative, note that its job is to
+// declaratively construct a build graph that will be executed by an external
+// runner.
+pub fn build(b: *std.Build) void {
+ // Standard target options allows the person running `zig build` to choose
+ // what target to build for. Here we do not override the defaults, which
+ // means any target is allowed, and the default is native. Other options
+ // for restricting supported target set are available.
+ const target = b.standardTargetOptions(.{});
+
+ // Standard optimization options allow the person running `zig build` to select
+ // between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
+ // set a preferred release mode, allowing the user to decide how to optimize.
+ const optimize = b.standardOptimizeOption(.{});
+
+ const lib = b.addStaticLibrary(.{
+ .name = "citylimits",
+ // In this case the main source file is merely a path, however, in more
+ // complicated build scripts, this could be a generated file.
+ .root_source_file = b.path("src/root.zig"),
+ .target = target,
+ .optimize = optimize,
+ });
+
+ // This declares intent for the library to be installed into the standard
+ // location when the user invokes the "install" step (the default step when
+ // running `zig build`).
+ b.installArtifact(lib);
+
+ const exe = b.addExecutable(.{
+ .name = "citylimits",
+ .root_source_file = b.path("src/main.zig"),
+ .target = target,
+ .optimize = optimize,
+ });
+
+ // C headers
+ exe.linkLibC();
+ exe.addIncludePath(.{ .path = "./core" });
+
+ // Modules
+ const raylib_dep = b.dependency("raylib-zig", .{
+ .target = target,
+ .optimize = optimize,
+ });
+
+ const raylib = raylib_dep.module("raylib"); // main raylib module
+ const raylib_math = raylib_dep.module("raylib-math"); // raymath module
+ // const raylib_gui = raylib_dep.module("raylib-gui"); // raylib gui
+ const rlgl = raylib_dep.module("rlgl"); // rlgl module
+ const raylib_artifact = raylib_dep.artifact("raylib"); // raylib C library
+
+ exe.linkLibrary(raylib_artifact);
+ exe.root_module.addImport("raylib", raylib);
+ exe.root_module.addImport("raylib-math", raylib_math);
+ // exe.root_module.addImport("raylib-gui", raylib_gui);
+ exe.root_module.addImport("rlgl", rlgl);
+
+ // This declares intent for the executable to be installed into the
+ // standard location when the user invokes the "install" step (the default
+ // step when running `zig build`).
+ b.installArtifact(exe);
+
+ // This *creates* a Run step in the build graph, to be executed when another
+ // step is evaluated that depends on it. The next line below will establish
+ // such a dependency.
+ const run_cmd = b.addRunArtifact(exe);
+
+ // By making the run step depend on the install step, it will be run from the
+ // installation directory rather than directly from within the cache directory.
+ // This is not necessary, however, if the application depends on other installed
+ // files, this ensures they will be present and in the expected location.
+ run_cmd.step.dependOn(b.getInstallStep());
+
+ // This allows the user to pass arguments to the application in the build
+ // command itself, like this: `zig build run -- arg1 arg2 etc`
+ if (b.args) |args| {
+ run_cmd.addArgs(args);
+ }
+
+ // This creates a build step. It will be visible in the `zig build --help` menu,
+ // and can be selected like this: `zig build run`
+ // This will evaluate the `run` step rather than the default, which is "install".
+ const run_step = b.step("run", "Run the app");
+ run_step.dependOn(&run_cmd.step);
+
+ // Creates a step for unit testing. This only builds the test executable
+ // but does not run it.
+ const lib_unit_tests = b.addTest(.{
+ .root_source_file = b.path("src/root.zig"),
+ .target = target,
+ .optimize = optimize,
+ });
+
+ const run_lib_unit_tests = b.addRunArtifact(lib_unit_tests);
+
+ const exe_unit_tests = b.addTest(.{
+ .root_source_file = b.path("src/main.zig"),
+ .target = target,
+ .optimize = optimize,
+ });
+
+ const run_exe_unit_tests = b.addRunArtifact(exe_unit_tests);
+
+ // Similar to creating the run step earlier, this exposes a `test` step to
+ // the `zig build --help` menu, providing a way for the user to request
+ // running the unit tests.
+ const test_step = b.step("test", "Run unit tests");
+ test_step.dependOn(&run_lib_unit_tests.step);
+ test_step.dependOn(&run_exe_unit_tests.step);
+}
diff --git a/build.zig.zon b/build.zig.zon
new file mode 100644
index 0000000..9b6be9d
--- /dev/null
+++ b/build.zig.zon
@@ -0,0 +1,36 @@
+.{
+ .name = "citylimits",
+ // This is a [Semantic Version](https://semver.org/).
+ // In a future version of Zig it will be used for package deduplication.
+ .version = "0.1.100",
+
+ // This field is optional.
+ // This is currently advisory only; Zig does not yet do anything
+ // with this value.
+ //.minimum_zig_version = "0.11.0",
+
+ // This field is optional.
+ // Each dependency must either provide a `url` and `hash`, or a `path`.
+ // `zig build --fetch` can be used to fetch all dependencies of a package, recursively.
+ // Once all dependencies are fetched, `zig build` no longer requires
+ // internet connectivity.
+ .dependencies = .{
+ .@"raylib-zig" = .{
+ .url = "https://github.com/Not-Nik/raylib-zig/archive/devel.tar.gz",
+ .hash = "1220f48ef45b22a393da16f3210b61b87ad9b65d215d02c51189861a57a1b4290059",
+ },
+ },
+ .paths = .{
+ // This makes *all* files, recursively, included in this package. It is generally
+ // better to explicitly list the files and directories instead, to insure that
+ // fetching from tarballs, file system paths, and version control all result
+ // in the same contents hash.
+ "",
+ // For example...
+ //"build.zig",
+ //"build.zig.zon",
+ //"src",
+ //"LICENSE",
+ //"README.md",
+ },
+}
diff --git a/core/allocate.cpp b/core/allocate.cpp
new file mode 100644
index 0000000..b728e02
--- /dev/null
+++ b/core/allocate.cpp
@@ -0,0 +1,173 @@
+/* allocate.cpp
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
+ * give you any right, title or interest in the trademark SimCity or any
+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
+ *
+ * If you convey this program (or any modifications of it) and assume
+ * contractual liability for the program to recipients of it, you agree
+ * to indemnify Electronic Arts for any liability that those contractual
+ * assumptions impose on Electronic Arts.
+ *
+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+ * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+ * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+ * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+ * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+ * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+ * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+ * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+ * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+ * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+ * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+ * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+ * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+ * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+ * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file allocate.cpp
+ * @brief Implementation of map array initialization and destruction
+ * in Micropolis.
+ *
+ * This source file contains functions for initializing and destroying
+ * map arrays in the Micropolis game engine. It includes the
+ * allocation of memory for various map-related data structures such
+ * as the main city map, history data, and various density maps. The
+ * functions handle the setup of necessary resources when the game
+ * starts and ensure proper cleanup of these resources upon
+ * termination, maintaining efficient memory management throughout the
+ * lifecycle of the game.
+ */
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+#include "micropolis.h"
+
+
+////////////////////////////////////////////////////////////////////////
+
+/** Allocate and initialize arrays for the maps */
+void Micropolis::initMapArrays()
+{
+ short i;
+
+ if (!mapBase) {
+ mapBase = (unsigned short *)newPtr(
+ sizeof(unsigned short) *
+ WORLD_W * WORLD_H);
+ }
+
+ for (i = 0; i < WORLD_W; i++) {
+ map[i] = (unsigned short *)(mapBase + (i * WORLD_H));
+ }
+
+ resHist = (short *)newPtr(HISTORY_LENGTH);
+ comHist = (short *)newPtr(HISTORY_LENGTH);
+ indHist = (short *)newPtr(HISTORY_LENGTH);
+ moneyHist = (short *)newPtr(HISTORY_LENGTH);
+ pollutionHist = (short *)newPtr(HISTORY_LENGTH);
+ crimeHist = (short *)newPtr(HISTORY_LENGTH);
+ miscHist = (short *)newPtr(MISC_HISTORY_LENGTH);
+}
+
+
+/** Free all map arrays */
+void Micropolis::destroyMapArrays()
+{
+
+ if (mapBase != NULL) {
+ freePtr(mapBase);
+ mapBase = NULL;
+ }
+
+ memset(map, 0, sizeof(short *) * WORLD_W);
+
+ populationDensityMap.clear();
+ trafficDensityMap.clear();
+ pollutionDensityMap.clear();
+ landValueMap.clear();
+ crimeRateMap.clear();
+
+ tempMap1.clear();
+ tempMap2.clear();
+ tempMap3.clear();
+
+ terrainDensityMap.clear();
+
+ if (resHist != NULL) {
+ freePtr(resHist);
+ resHist = NULL;
+ }
+
+ if (comHist != NULL) {
+ freePtr(comHist);
+ comHist = NULL;
+ }
+
+ if (indHist != NULL) {
+ freePtr(indHist);
+ indHist = NULL;
+ }
+
+ if (moneyHist != NULL) {
+ freePtr(moneyHist);
+ moneyHist = NULL;
+ }
+
+ if (pollutionHist != NULL) {
+ freePtr(pollutionHist);
+ pollutionHist = NULL;
+ }
+
+ if (crimeHist != NULL) {
+ freePtr(crimeHist);
+ crimeHist = NULL;
+ }
+
+ if (miscHist != NULL) {
+ freePtr(miscHist);
+ miscHist = NULL;
+ }
+
+}
+
+
+////////////////////////////////////////////////////////////////////////
diff --git a/core/animate.cpp b/core/animate.cpp
new file mode 100644
index 0000000..684308b
--- /dev/null
+++ b/core/animate.cpp
@@ -0,0 +1,244 @@
+/* animate.cpp
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
+ * give you any right, title or interest in the trademark SimCity or any
+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
+ *
+ * If you convey this program (or any modifications of it) and assume
+ * contractual liability for the program to recipients of it, you agree
+ * to indemnify Electronic Arts for any liability that those contractual
+ * assumptions impose on Electronic Arts.
+ *
+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+ * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+ * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+ * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+ * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+ * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+ * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+ * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+ * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+ * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+ * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+ * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+ * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+ * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+ * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file animate.cpp
+ * @brief Animation routines for the Micropolis game engine.
+ *
+ * This file contains functions responsible for animating various
+ * tiles within the Micropolis game. It includes a mapping of each
+ * tile to its next animated state, and functions that iterate through
+ * the game world's tiles to update their animation states. The
+ * animation process is crucial for enhancing the game's visual appeal
+ * and dynamic feel by animating elements like water, fire, and smoke.
+ */
+
+////////////////////////////////////////////////////////////////////////
+
+
+#include "micropolis.h"
+
+
+////////////////////////////////////////////////////////////////////////
+
+/**
+ * Tile animation table. For each tile, it states the next tile to display.
+ *
+ * @bug Tile 620 points to 852. That should be tile 621.
+ *
+ * @todo Generate the table below from the animation sequences file
+ * doc/AnimationSequences.txt and the doc/genAnimationTable.py
+ * program
+ */
+static short animatedTiles[TILE_COUNT] = {
+ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
+ 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31,
+ 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47,
+ 48, 49, 50, 51, 52, 53, 54, 55,
+ /* Fire */
+ 57, 58, 59, 60, 61, 62, 63, 56,
+ /* No Traffic */
+ 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79,
+ /* Light Traffic */
+ 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143,
+ 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95,
+ 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111,
+ 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127,
+ /* Heavy Traffic */
+ 192, 193, 194, 195, 196, 197, 198, 199, 200, 201, 202, 203, 204, 205, 206, 207,
+ 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159,
+ 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175,
+ 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191,
+ /* Wires & Rails */
+ 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223,
+ 224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239,
+ /* Residential */
+ 240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 250, 251, 252, 253, 254, 255,
+ 256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271,
+ 272, 273, 274, 275, 276, 277, 278, 279, 280, 281, 282, 283, 284, 285, 286, 287,
+ 288, 289, 290, 291, 292, 293, 294, 295, 296, 297, 298, 299, 300, 301, 302, 303,
+ 304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 317, 318, 319,
+ 320, 321, 322, 323, 324, 325, 326, 327, 328, 329, 330, 331, 332, 333, 334, 335,
+ 336, 337, 338, 339, 340, 341, 342, 343, 344, 345, 346, 347, 348, 349, 350, 351,
+ 352, 353, 354, 355, 356, 357, 358, 359, 360, 361, 362, 363, 364, 365, 366, 367,
+ 368, 369, 370, 371, 372, 373, 374, 375, 376, 377, 378, 379, 380, 381, 382, 383,
+ 384, 385, 386, 387, 388, 389, 390, 391, 392, 393, 394, 395, 396, 397, 398, 399,
+ 400, 401, 402, 403, 404, 405, 406, 407, 408, 409, 410, 411, 412, 413, 414, 415,
+ 416, 417, 418, 419, 420, 421, 422,
+ /* Commercial */
+ 423, 424, 425, 426, 427, 428, 429, 430, 431,
+ 432, 433, 434, 435, 436, 437, 438, 439, 440, 441, 442, 443, 444, 445, 446, 447,
+ 448, 449, 450, 451, 452, 453, 454, 455, 456, 457, 458, 459, 460, 461, 462, 463,
+ 464, 465, 466, 467, 468, 469, 470, 471, 472, 473, 474, 475, 476, 477, 478, 479,
+ 480, 481, 482, 483, 484, 485, 486, 487, 488, 489, 490, 491, 492, 493, 494, 495,
+ 496, 497, 498, 499, 500, 501, 502, 503, 504, 505, 506, 507, 508, 509, 510, 511,
+ 512, 513, 514, 515, 516, 517, 518, 519, 520, 521, 522, 523, 524, 525, 526, 527,
+ 528, 529, 530, 531, 532, 533, 534, 535, 536, 537, 538, 539, 540, 541, 542, 543,
+ 544, 545, 546, 547, 548, 549, 550, 551, 552, 553, 554, 555, 556, 557, 558, 559,
+ 560, 561, 562, 563, 564, 565, 566, 567, 568, 569, 570, 571, 572, 573, 574, 575,
+ 576, 577, 578, 579, 580, 581, 582, 583, 584, 585, 586, 587, 588, 589, 590, 591,
+ 592, 593, 594, 595, 596, 597, 598, 599, 600, 601, 602, 603, 604, 605, 606, 607,
+ 608, 609, 610, 611,
+ /* Industrial */
+ 612, 613, 614, 615, 616, 617, 618, 619, 620, 852, 622, 623,
+ 624, 625, 626, 627, 628, 629, 630, 631, 632, 633, 634, 635, 636, 637, 638, 639,
+ 640, 884, 642, 643, 888, 645, 646, 647, 648, 892, 896, 651, 652, 653, 654, 655,
+ 656, 657, 658, 659, 660, 661, 662, 663, 664, 665, 666, 667, 668, 669, 670, 671,
+ 672, 673, 674, 675, 900, 904, 678, 679, 680, 681, 682, 683, 684, 685, 908, 687,
+ 688, 912, 690, 691, 692,
+ /* SeaPort */
+ 693, 694, 695, 696, 697, 698, 699, 700, 701, 702, 703,
+ 704, 705, 706, 707, 708,
+ /* AirPort */
+ // 832 was previous value of 711, to start radar
+ // animation, but now we break the link and the
+ // simulator switches the tiles.
+ 709, 710, 711, 712, 713, 714, 715, 716, 717, 718, 719,
+ 720, 721, 722, 723, 724, 725, 726, 727, 728, 729, 730, 731, 732, 733, 734, 735,
+ 736, 737, 738, 739, 740, 741, 742, 743, 744,
+ /* Coal power */
+ 745, 746, 916, 920, 749, 750, 924,
+ 928, 753, 754, 755, 756, 757, 758, 759, 760,
+ /* Fire Dept */
+ 761, 762, 763, 764, 765, 766, 767,
+ 768, 769, 770, 771, 772, 773, 774, 775, 776, 777, 778,
+ /* Stadium */
+ 779, 780, 781, 782, 783,
+ 784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 794,
+ /* Stadium Anims */
+ 795, 796, 797, 798, 799,
+ 800, 801, 802, 803, 804, 805, 806, 807, 808, 809, 810,
+ /* Nuclear Power */
+ 811, 812, 813, 814, 815,
+ 816, 817, 818, 819, 952, 821, 822, 823, 824, 825, 826,
+ /* Power out + Bridges */
+ 827, 828, 829, 830, 831,
+ /* Radar dish */
+ 833, 834, 835, 836, 837, 838, 839, 832,
+ /* Fountain / Flag */
+ 841, 842, 843, 840, 845, 846, 847, 848,
+ 849, 850, 851, 844, 853, 854, 855, 856, 857, 858, 859, 852,
+ /* zone destruct & rubblize */
+ 861, 862, 863, 864,
+ 865, 866, 867, 867,
+ /* totally unsure */
+ 868, 869, 870, 871, 872, 873, 874, 875, 876, 877, 878, 879,
+ 880, 881, 882, 883,
+ /* Smoke stacks */
+ 885, 886, 887, 884, 889, 890, 891, 888, 893, 894, 895, 892,
+ 897, 898, 899, 896, 901, 902, 903, 900, 905, 906, 907, 904, 909, 910, 911, 908,
+ 913, 914, 915, 912, 917, 918, 919, 916, 921, 922, 923, 920, 925, 926, 927, 924,
+ 929, 930, 931, 928,
+ /* Stadium Playfield */
+ 933, 934, 935, 936, 937, 938, 939, 932, 941, 942, 943, 944,
+ 945, 946, 947, 940,
+ /* Bridge up chars */
+ 948, 949, 950, 951,
+ /* Nuclear swirl */
+ 953, 954, 955, 952,
+ /* Churches */
+ 956, 957, 958, 959,
+ 960, 961, 962, 963, 964, 965, 966, 967, 968, 969, 970, 971, 972, 973, 974, 975,
+ 976, 977, 978, 979, 980, 981, 982, 983, 984, 985, 986, 987, 988, 989, 990, 991,
+ 992, 993, 994, 995, 996, 997, 998, 999, 1000, 1001, 1002, 1003, 1004, 1005, 1006, 1007,
+ 1008, 1009, 1010, 1011, 1012, 1013, 1014, 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1022, 1023,
+};
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+/* comefrom: moveWorld doEditWindow scoreDoer doMapInFront graphDoer */
+void Micropolis::animateTiles()
+{
+ unsigned short tilevalue, tileflags;
+ unsigned short *tMapPtr;
+ int i;
+
+ /* Animate whole world */
+ tMapPtr = (unsigned short *)&(map[0][0]);
+
+ for (i = WORLD_W * WORLD_H; i > 0; i--) {
+ tilevalue = (*tMapPtr);
+ if (tilevalue & ANIMBIT) {
+ tileflags = tilevalue & ALLBITS;
+ tilevalue &= LOMASK;
+ tilevalue = animatedTiles[tilevalue];
+ tilevalue |= tileflags;
+ (*tMapPtr) = tilevalue;
+ }
+ tMapPtr++;
+ }
+}
+
+
+int Micropolis::getNextAnimatedTile(int index)
+{
+ if ((index < 0) || (index >= TILE_COUNT)) {
+ return -1;
+ }
+
+ return animatedTiles[index];
+}
+
+
+////////////////////////////////////////////////////////////////////////
diff --git a/core/budget.cpp b/core/budget.cpp
new file mode 100644
index 0000000..aaaa0cf
--- /dev/null
+++ b/core/budget.cpp
@@ -0,0 +1,352 @@
+/* budget.cpp
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
+ * give you any right, title or interest in the trademark SimCity or any
+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
+ *
+ * If you convey this program (or any modifications of it) and assume
+ * contractual liability for the program to recipients of it, you agree
+ * to indemnify Electronic Arts for any liability that those contractual
+ * assumptions impose on Electronic Arts.
+ *
+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+ * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+ * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+ * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+ * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+ * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+ * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+ * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+ * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+ * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+ * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+ * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+ * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+ * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+ * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file budget.cpp
+ * @brief Budget management functions for the Micropolis game engine.
+ *
+ * This file encompasses the functions responsible for managing the
+ * game's budget. It includes initializing funding levels, handling
+ * budget windows, updating budget allocations based on available
+ * funds, and setting city tax rates. The budget management is vital
+ * for the simulation aspect of the game, influencing the city's
+ * development and the player's strategy.
+ */
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+#include "micropolis.h"
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+void Micropolis::initFundingLevel()
+{
+ firePercent = 1.0;
+ fireValue = 0;
+ policePercent = 1.0;
+ policeValue = 0;
+ roadPercent = 1.0;
+ roadValue = 0;
+ mustDrawBudget = 1;
+}
+
+/** Game decided to show the budget window */
+void Micropolis::doBudget()
+{
+ doBudgetNow(false);
+}
+
+
+/** User queried the budget window */
+void Micropolis::doBudgetFromMenu()
+{
+ doBudgetNow(true);
+}
+
+
+/**
+ * Handle budget window.
+ * @param fromMenu User requested the budget window.
+ * @todo Simplify this code. Instead of this nested mess, make a sequence of
+ * assigning funds to road, fire, and police.
+ */
+void Micropolis::doBudgetNow(bool fromMenu)
+{
+ Quad fireInt = (int)(fireFund * firePercent);
+ Quad policeInt = (int)(policeFund * policePercent);
+ Quad roadInt = (int)(roadFund * roadPercent);
+
+ Quad total = fireInt + policeInt + roadInt;
+
+ Quad yumDuckets = taxFund + totalFunds;
+
+ if (yumDuckets > total) {
+
+ // Enough yumDuckets to fully fund fire, police and road.
+
+ fireValue = fireInt;
+ policeValue = policeInt;
+ roadValue = roadInt;
+
+ /// @todo Why are we not subtracting from yumDuckets what we
+ /// spend, like the code below is doing?
+
+ } else if (total > 0) {
+
+ assert(yumDuckets <= total);
+
+ // Not enough yumDuckets to fund everything.
+ // First spend on roads, then on fire, then on police.
+
+ if (yumDuckets > roadInt) {
+
+ // Enough yumDuckets to fully fund roads.
+
+ roadValue = roadInt;
+ yumDuckets -= roadInt;
+
+ if (yumDuckets > fireInt) {
+
+ // Enough yumDuckets to fully fund fire.
+
+ fireValue = fireInt;
+ yumDuckets -= fireInt;
+
+ if (yumDuckets > policeInt) {
+
+ // Enough yumDuckets to fully fund police.
+ // Hey what are we doing here? Should never get here.
+ // We tested for yumDuckets > total above
+ // (where total = fireInt + policeInt + roadInt),
+ // so this should never happen.
+
+ policeValue = policeInt;
+ yumDuckets -= policeInt;
+
+ } else {
+
+ // Fuly funded roads and fire.
+ // Partially fund police.
+
+ policeValue = yumDuckets;
+
+ if (yumDuckets > 0) {
+
+ // Scale back police percentage to available cash.
+
+ policePercent = ((float)yumDuckets) / ((float)policeFund);
+
+ } else {
+
+ // Exactly nothing left, so scale back police percentage to zero.
+
+ policePercent = 0.0;
+
+ }
+
+ }
+
+ } else {
+
+ // Not enough yumDuckets to fully fund fire.
+
+ fireValue = yumDuckets;
+
+ // No police after funding roads and fire.
+
+ policeValue = 0;
+ policePercent = 0.0;
+
+ if (yumDuckets > 0) {
+
+ // Scale back fire percentage to available cash.
+
+ firePercent =
+ ((float)yumDuckets) / ((float)fireFund);
+
+ } else {
+
+ // Exactly nothing left, so scale back fire percentage to zero.
+
+ firePercent = 0.0;
+
+ }
+
+ }
+
+ } else {
+
+ // Not enough yumDuckets to fully fund roads.
+
+ roadValue = yumDuckets;
+
+ // No fire or police after funding roads.
+
+ fireValue = 0;
+ policeValue = 0;
+ firePercent = 0.0;
+ policePercent = 0.0;
+
+ if (yumDuckets > 0) {
+
+ // Scale back road percentage to available cash.
+
+ roadPercent = ((float)yumDuckets) / ((float)roadFund);
+
+ } else {
+
+ // Exactly nothing left, so scale back road percentage to zero.
+
+ roadPercent = 0.0;
+
+ }
+
+ }
+
+ } else {
+
+ assert(yumDuckets == total);
+ assert(total == 0);
+
+ // Zero funding, so no values but full percentages.
+
+ fireValue = 0;
+ policeValue = 0;
+ roadValue = 0;
+ firePercent = 1.0;
+ policePercent = 1.0;
+ roadPercent = 1.0;
+
+ }
+
+noMoney:
+
+ if (!autoBudget || fromMenu) {
+
+ // FIXME: This might have blocked on the Mac, but now it's asynchronous.
+ // Make sure the stuff we do just afterwards is intended to be done immediately
+ // and is not supposed to wait until after the budget dialog is dismissed.
+ // Otherwise don't do it after this and arrange for it to happen when the
+ // modal budget dialog is dismissed.
+ showBudgetWindowAndStartWaiting();
+
+ // FIXME: Only do this AFTER the budget window is accepted.
+
+ if (!fromMenu) {
+
+ fireSpend = fireValue;
+ policeSpend = policeValue;
+ roadSpend = roadValue;
+
+ total = fireSpend + policeSpend + roadSpend;
+
+ Quad moreDough = (Quad)(taxFund - total);
+ spend(-moreDough);
+
+ }
+
+ mustDrawBudget = 1;
+ doUpdateHeads();
+
+ } else { /* autoBudget & !fromMenu */
+
+ // FIXME: Not sure yumDuckets is the right value here. It gets the
+ // amount spent subtracted from it above in some cases, but not if
+ // we are fully funded. I think we want to use the original value
+ // of yumDuckets, which is taxFund + totalFunds.
+
+ if (yumDuckets > total) {
+
+ Quad moreDough = (Quad)(taxFund - total);
+ spend(-moreDough);
+
+ fireSpend = fireFund;
+ policeSpend = policeFund;
+ roadSpend = roadFund;
+
+ mustDrawBudget = 1;
+ doUpdateHeads();
+
+ } else {
+
+ setAutoBudget(false); /* force autobudget */
+ mustUpdateOptions = true;
+ sendMessage(MESSAGE_NO_MONEY, NOWHERE, NOWHERE, false, true);
+ goto noMoney;
+
+ }
+
+ }
+
+}
+
+
+void Micropolis::updateBudget()
+{
+ /// The scripting language should pull these raw values out
+ /// and format them, instead of the callback pushing them out.
+
+ if (mustDrawBudget) {
+ callback->updateBudget(this, callbackVal);
+ mustDrawBudget = 0;
+ }
+}
+
+
+void Micropolis::showBudgetWindowAndStartWaiting()
+{
+ callback->showBudgetAndWait(this, callbackVal);
+}
+
+
+void Micropolis::setCityTax(short tax)
+{
+ cityTax = tax;
+ callback->updateTaxRate(this, callbackVal, cityTax);
+}
+
+
+////////////////////////////////////////////////////////////////////////
diff --git a/core/callback.cpp b/core/callback.cpp
new file mode 100644
index 0000000..2b7cc97
--- /dev/null
+++ b/core/callback.cpp
@@ -0,0 +1,302 @@
+/* callback.cpp
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
+ * give you any right, title or interest in the trademark SimCity or any
+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
+ *
+ * If you convey this program (or any modifications of it) and assume
+ * contractual liability for the program to recipients of it, you agree
+ * to indemnify Electronic Arts for any liability that those contractual
+ * assumptions impose on Electronic Arts.
+ *
+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+ * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+ * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+ * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+ * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+ * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+ * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+ * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+ * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+ * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+ * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+ * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+ * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+ * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+ * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file callback.cpp
+ * @brief Implementation of the Callback interface for Micropolis game
+ * engine.
+ *
+ * This file provides the implementation of the Callback class defined
+ * in callback.h. It includes a series of methods that are called by
+ * the Micropolis game engine to interact with the user interface.
+ * These methods include functionalities like logging actions,
+ * updating game states, and responding to user actions. The use of
+ * EM_ASM macros indicates direct interaction with JavaScript, typical
+ * in a web environment using Emscripten.
+ */
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+#include "micropolis.h"
+#include
+
+
+ConsoleCallback::~ConsoleCallback() {
+ EM_ASM_({
+ console.log('~ConsoleCallback destructor');
+ });
+}
+
+void ConsoleCallback::autoGoto(Micropolis *micropolis, emscripten::val callbackVal, int x, int y, std::string message) {
+ EM_ASM_({
+ console.log('autoGoto:', 'x:', $0, 'y:', $1, 'message:', UTF8ToString($2));
+ }, x, y, message.c_str());
+}
+
+void ConsoleCallback::didGenerateMap(Micropolis *micropolis, emscripten::val callbackVal, int seed) {
+ EM_ASM_({
+ console.log('didGenerateMap:', 'seed:', $0);
+ }, seed);
+}
+
+void ConsoleCallback::didLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
+ EM_ASM_({
+ console.log('didLoadCity:', 'filename:', UTF8ToString($0));
+ }, filename.c_str());
+}
+
+void ConsoleCallback::didLoadScenario(Micropolis *micropolis, emscripten::val callbackVal, std::string name, std::string fname) {
+ EM_ASM_({
+ console.log('didLoadScenario:', 'name:', UTF8ToString($0), 'fname:', UTF8ToString($1));
+ }, name.c_str(), fname.c_str());
+}
+
+void ConsoleCallback::didLoseGame(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM_({
+ console.log('didLoseGame');
+ });
+}
+
+void ConsoleCallback::didSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
+ EM_ASM_({
+ console.log('didSaveCity:', 'filename:', UTF8ToString($0));
+ }, filename.c_str());
+}
+
+void ConsoleCallback::didTool(Micropolis *micropolis, emscripten::val callbackVal, std::string name, int x, int y) {
+ EM_ASM_({
+ console.log('didTool:', 'name:', UTF8ToString($0), 'x:', $1, 'y:', $2);
+ }, name.c_str(), x, y);
+}
+
+void ConsoleCallback::didWinGame(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM_({
+ console.log('didWinGame');
+ });
+}
+
+void ConsoleCallback::didntLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
+ EM_ASM_({
+ console.log('didntLoadCity:', 'filename:', UTF8ToString($0));
+ }, filename.c_str());
+}
+
+void ConsoleCallback::didntSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
+ EM_ASM_({
+ console.log('didntSaveCity:', 'filename:', UTF8ToString($0));
+ }, filename.c_str());
+}
+
+void ConsoleCallback::makeSound(Micropolis *micropolis, emscripten::val callbackVal, std::string channel, std::string sound, int x, int y) {
+ EM_ASM_({
+ console.log('makeSound:', 'channel:', UTF8ToString($0), 'sound:', UTF8ToString($1), 'x:', $2, 'y:', $3);
+ }, channel.c_str(), sound.c_str(), x, y);
+}
+
+void ConsoleCallback::newGame(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM_({
+ console.log('newGame');
+ });
+}
+
+void ConsoleCallback::saveCityAs(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
+ EM_ASM_({
+ console.log('saveCityAs:', 'filename:', UTF8ToString($0));
+ }, filename.c_str());
+}
+
+void ConsoleCallback::sendMessage(Micropolis *micropolis, emscripten::val callbackVal, int messageIndex, int x, int y, bool picture, bool important) {
+ EM_ASM_({
+ console.log('sendMessage:', 'messageIndex:', $0, 'x:', $1, 'y:', $2, 'picture:', $3, 'important:', $4);
+ }, messageIndex, x, y, picture, important);
+}
+
+void ConsoleCallback::showBudgetAndWait(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM_({
+ console.log('showBudgetAndWait');
+ });
+}
+
+void ConsoleCallback::showZoneStatus(Micropolis *micropolis, emscripten::val callbackVal, int tileCategoryIndex, int populationDensityIndex, int landValueIndex, int crimeRateIndex, int pollutionIndex, int growthRateIndex, int x, int y) {
+ EM_ASM_({
+ console.log('showZoneStatus:', 'tileCategoryIndex:', $0, 'populationDensityIndex:', $1, 'landValueIndex:', $2, 'crimeRateIndex:', $3, 'pollutionIndex:', $4, 'growthRateIndex:', $5, 'x:', $6, 'y:', $7);
+ }, tileCategoryIndex, populationDensityIndex, landValueIndex, crimeRateIndex, pollutionIndex, growthRateIndex, x, y);
+}
+
+void ConsoleCallback::simulateRobots(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM_({
+ console.log('simulateRobots');
+ });
+}
+
+void ConsoleCallback::simulateChurch(Micropolis *micropolis, emscripten::val callbackVal, int posX, int posY, int churchNumber) {
+ EM_ASM_({
+ console.log('simulateChurch:', 'posX:', $0, 'posY:', $1, 'churchNumber:', $2);
+ }, posX, posY, churchNumber);
+}
+
+void ConsoleCallback::startEarthquake(Micropolis *micropolis, emscripten::val callbackVal, int strength) {
+ EM_ASM_({
+ console.log('startEarthquake:', 'strength:', $0);
+ }, strength);
+}
+
+void ConsoleCallback::startGame(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM_({
+ console.log('startGame');
+ });
+}
+
+void ConsoleCallback::startScenario(Micropolis *micropolis, emscripten::val callbackVal, int scenario) {
+ EM_ASM_({
+ console.log('startScenario:', 'scenario:', $0);
+ }, scenario);
+}
+
+void ConsoleCallback::updateBudget(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM_({
+ console.log('updateBudget');
+ });
+}
+
+void ConsoleCallback::updateCityName(Micropolis *micropolis, emscripten::val callbackVal, std::string cityName) {
+ EM_ASM_({
+ console.log('updateCityName:', 'cityName:', UTF8ToString($0));
+ }, cityName.c_str());
+}
+
+void ConsoleCallback::updateDate(Micropolis *micropolis, emscripten::val callbackVal, int cityYear, int cityMonth) {
+ EM_ASM_({
+ console.log('updateDate:', 'cityYear:', $0, 'cityMonth:', $1);
+ }, cityYear, cityMonth);
+}
+
+void ConsoleCallback::updateDemand(Micropolis *micropolis, emscripten::val callbackVal, float r, float c, float i) {
+ EM_ASM_({
+ console.log('updateDemand:', 'r:', $0, 'c:', $1, 'i:', $2);
+ }, r, c, i);
+}
+
+void ConsoleCallback::updateEvaluation(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM({
+ console.log('updateEvaluation');
+ });
+}
+
+void ConsoleCallback::updateFunds(Micropolis *micropolis, emscripten::val callbackVal, int totalFunds) {
+ EM_ASM_({
+ console.log('updateFunds:', 'totalFunds:', $0);
+ }, totalFunds);
+}
+
+void ConsoleCallback::updateGameLevel(Micropolis *micropolis, emscripten::val callbackVal, int gameLevel) {
+ EM_ASM_({
+ console.log('updateGameLevel:', 'gameLevel:', $0);
+ }, gameLevel);
+}
+
+void ConsoleCallback::updateHistory(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM({
+ console.log('updateHistory');
+ });
+}
+
+void ConsoleCallback::updateMap(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM({
+ console.log('updateMap');
+ });
+}
+
+void ConsoleCallback::updateOptions(Micropolis *micropolis, emscripten::val callbackVal) {
+ EM_ASM({
+ console.log('updateOptions');
+ });
+}
+
+void ConsoleCallback::updatePasses(Micropolis *micropolis, emscripten::val callbackVal, int passes) {
+ EM_ASM_({
+ console.log('updatePasses:', 'passes:', $0);
+ }, passes);
+}
+
+void ConsoleCallback::updatePaused(Micropolis *micropolis, emscripten::val callbackVal, bool simPaused) {
+ EM_ASM_({
+ console.log('updatePaused:', 'simPaused:', $0);
+ }, simPaused);
+}
+
+void ConsoleCallback::updateSpeed(Micropolis *micropolis, emscripten::val callbackVal, int speed) {
+ EM_ASM_({
+ console.log('updateSpeed:', 'speed:', $0);
+ }, speed);
+}
+
+void ConsoleCallback::updateTaxRate(Micropolis *micropolis, emscripten::val callbackVal, int cityTax) {
+ EM_ASM_({
+ console.log('updateTaxRate:', 'cityTax:', $0);
+ }, cityTax);
+}
+
+
+////////////////////////////////////////////////////////////////////////
diff --git a/core/callback.h b/core/callback.h
new file mode 100644
index 0000000..87c6900
--- /dev/null
+++ b/core/callback.h
@@ -0,0 +1,177 @@
+/* callback.h
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
+ * give you any right, title or interest in the trademark SimCity or any
+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
+ *
+ * If you convey this program (or any modifications of it) and assume
+ * contractual liability for the program to recipients of it, you agree
+ * to indemnify Electronic Arts for any liability that those contractual
+ * assumptions impose on Electronic Arts.
+ *
+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+ * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+ * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+ * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+ * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+ * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+ * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+ * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+ * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+ * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+ * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+ * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+ * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+ * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+ * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file callback.h
+ * @brief Interface for callbacks in the Micropolis game engine.
+ *
+ * This file defines the Callback class, which serves as an interface
+ * for various callbacks used in the Micropolis game engine. These
+ * callbacks cover a wide range of functionalities including UI
+ * updates, game state changes, sound effects, simulation events, and
+ * more. The methods in this class are virtual and intended to be
+ * implemented by the game's frontend to interact with the user
+ * interface and handle game events.
+ */
+
+
+#ifndef _H_CALLBACK
+#define _H_CALLBACK
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+class Micropolis;
+
+
+class Callback {
+
+public:
+
+ virtual ~Callback() {}
+ virtual void autoGoto(Micropolis *micropolis, emscripten::val callbackVal, int x, int y, std::string message) = 0;
+ virtual void didGenerateMap(Micropolis *micropolis, emscripten::val callbackVal, int seed) = 0;
+ virtual void didLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
+ virtual void didLoadScenario(Micropolis *micropolis, emscripten::val callbackVals, std::string name, std::string fname) = 0;
+ virtual void didLoseGame(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void didSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
+ virtual void didTool(Micropolis *micropolis, emscripten::val callbackVal, std::string name, int x, int y) = 0;
+ virtual void didWinGame(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void didntLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
+ virtual void didntSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
+ virtual void makeSound(Micropolis *micropolis, emscripten::val callbackVal, std::string channel, std::string sound, int x, int y) = 0;
+ virtual void newGame(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void saveCityAs(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
+ virtual void sendMessage(Micropolis *micropolis, emscripten::val callbackVal, int messageIndex, int x, int y, bool picture, bool important) = 0;
+ virtual void showBudgetAndWait(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void showZoneStatus(Micropolis *micropolis, emscripten::val callbackVal, int tileCategoryIndex, int populationDensityIndex, int landValueIndex, int crimeRateIndex, int pollutionIndex, int growthRateIndex, int x, int y) = 0;
+ virtual void simulateRobots(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void simulateChurch(Micropolis *micropolis, emscripten::val callbackVal, int posX, int posY, int churchNumber) = 0;
+ virtual void startEarthquake(Micropolis *micropolis, emscripten::val callbackVal, int strength) = 0;
+ virtual void startGame(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void startScenario(Micropolis *micropolis, emscripten::val callbackVal, int scenario) = 0;
+ virtual void updateBudget(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void updateCityName(Micropolis *micropolis, emscripten::val callbackVal, std::string cityName) = 0;
+ virtual void updateDate(Micropolis *micropolis, emscripten::val callbackVal, int cityYear, int cityMonth) = 0;
+ virtual void updateDemand(Micropolis *micropolis, emscripten::val callbackVal, float r, float c, float i) = 0;
+ virtual void updateEvaluation(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void updateFunds(Micropolis *micropolis, emscripten::val callbackVal, int totalFunds) = 0;
+ virtual void updateGameLevel(Micropolis *micropolis, emscripten::val callbackVal, int gameLevel) = 0;
+ virtual void updateHistory(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void updateMap(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void updateOptions(Micropolis *micropolis, emscripten::val callbackVal) = 0;
+ virtual void updatePasses(Micropolis *micropolis, emscripten::val callbackVal, int passes) = 0;
+ virtual void updatePaused(Micropolis *micropolis, emscripten::val callbackVal, bool simPaused) = 0;
+ virtual void updateSpeed(Micropolis *micropolis, emscripten::val callbackVal, int speed) = 0;
+ virtual void updateTaxRate(Micropolis *micropolis, emscripten::val callbackVal, int cityTax) = 0;
+
+};
+
+
+class ConsoleCallback : public Callback {
+
+public:
+
+ virtual ~ConsoleCallback();
+ virtual void autoGoto(Micropolis *micropolis, emscripten::val callbackVal, int x, int y, std::string message) override;
+ virtual void didGenerateMap(Micropolis *micropolis, emscripten::val callbackVal, int seed) override;
+ virtual void didLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
+ virtual void didLoadScenario(Micropolis *micropolis, emscripten::val callbackVal, std::string name, std::string fname) override;
+ virtual void didLoseGame(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void didSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
+ virtual void didTool(Micropolis *micropolis, emscripten::val callbackVal, std::string name, int x, int y) override;
+ virtual void didWinGame(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void didntLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
+ virtual void didntSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
+ virtual void makeSound(Micropolis *micropolis, emscripten::val callbackVal, std::string channel, std::string sound, int x, int y) override;
+ virtual void newGame(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void saveCityAs(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
+ virtual void sendMessage(Micropolis *micropolis, emscripten::val callbackVal, int messageIndex, int x, int y, bool picture, bool important) override;
+ virtual void showBudgetAndWait(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void showZoneStatus(Micropolis *micropolis, emscripten::val callbackVal, int tileCategoryIndex, int populationDensityIndex, int landValueIndex, int crimeRateIndex, int pollutionIndex, int growthRateIndex, int x, int y) override;
+ virtual void simulateRobots(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void simulateChurch(Micropolis *micropolis, emscripten::val callbackVal, int posX, int posY, int churchNumber) override;
+ virtual void startEarthquake(Micropolis *micropolis, emscripten::val callbackVal, int strength) override;
+ virtual void startGame(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void startScenario(Micropolis *micropolis, emscripten::val callbackVal, int scenario) override;
+ virtual void updateBudget(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void updateCityName(Micropolis *micropolis, emscripten::val callbackVal, std::string cityName) override;
+ virtual void updateDate(Micropolis *micropolis, emscripten::val callbackVal, int cityYear, int cityMonth) override;
+ virtual void updateDemand(Micropolis *micropolis, emscripten::val callbackVal, float r, float c, float i) override;
+ virtual void updateEvaluation(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void updateFunds(Micropolis *micropolis, emscripten::val callbackVal, int totalFunds) override;
+ virtual void updateGameLevel(Micropolis *micropolis, emscripten::val callbackVal, int gameLevel) override;
+ virtual void updateHistory(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void updateMap(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void updateOptions(Micropolis *micropolis, emscripten::val callbackVal) override;
+ virtual void updatePasses(Micropolis *micropolis, emscripten::val callbackVal, int passes) override;
+ virtual void updatePaused(Micropolis *micropolis, emscripten::val callbackVal, bool simPaused) override;
+ virtual void updateSpeed(Micropolis *micropolis, emscripten::val callbackVal, int speed) override;
+ virtual void updateTaxRate(Micropolis *micropolis, emscripten::val callbackVal, int cityTax) override;
+};
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+#endif
diff --git a/core/connect.cpp b/core/connect.cpp
new file mode 100644
index 0000000..521a448
--- /dev/null
+++ b/core/connect.cpp
@@ -0,0 +1,745 @@
+/* connect.cpp
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
+ * give you any right, title or interest in the trademark SimCity or any
+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
+ *
+ * If you convey this program (or any modifications of it) and assume
+ * contractual liability for the program to recipients of it, you agree
+ * to indemnify Electronic Arts for any liability that those contractual
+ * assumptions impose on Electronic Arts.
+ *
+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+ * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+ * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+ * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+ * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+ * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+ * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+ * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+ * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+ * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+ * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+ * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+ * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+ * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+ * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file connect.cpp
+ * @brief Implements connection utilities for roads, rails, and wires
+ * in Micropolis.
+ *
+ * This file contains functions for laying down and updating roads,
+ * railways, and power lines in the Micropolis game. It handles the
+ * logic for determining the appropriate tile transformations when
+ * these elements are placed on the map, considering existing terrain
+ * and infrastructure. The file includes utilities for bulldozing,
+ * repairing, and modifying tiles to ensure correct connectivity and
+ * appearance on the game map.
+ */
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+#include "micropolis.h"
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+static const unsigned short RoadTable[16] = {
+ ROADS, ROADS2, ROADS, ROADS3,
+ ROADS2, ROADS2, ROADS4, ROADS8,
+ ROADS, ROADS6, ROADS, ROADS7,
+ ROADS5, ROADS10, ROADS9, INTERSECTION
+};
+
+static const unsigned short RailTable[16] = {
+ LHRAIL, LVRAIL, LHRAIL, LVRAIL2,
+ LVRAIL, LVRAIL, LVRAIL3, LVRAIL7,
+ LHRAIL, LVRAIL5, LHRAIL, LVRAIL6,
+ LVRAIL4, LVRAIL9, LVRAIL8, LVRAIL10
+};
+
+static const unsigned short WireTable[16] = {
+ LHPOWER, LVPOWER, LHPOWER, LVPOWER2,
+ LVPOWER, LVPOWER, LVPOWER3, LVPOWER7,
+ LHPOWER, LVPOWER5, LHPOWER, LVPOWER6,
+ LVPOWER4, LVPOWER9, LVPOWER8, LVPOWER10
+};
+
+
+////////////////////////////////////////////////////////////////////////
+
+/**
+ * Remove road from the tile.
+ * @param tile Current tile value.
+ * @return Equivalent tile without road.
+ */
+static inline MapTile neutralizeRoad(MapTile tile)
+{
+ if (tile >= 64 && tile <= 207) {
+ tile = (tile & 0x000F) + 64;
+ }
+ return tile;
+};
+
+/**
+ * Perform the command, and fix wire/road/rail/zone connections around it.
+ * Store modification in the \a effects object.
+ * @param x X world position to perform the command.
+ * @param y Y world position to perform the command.
+ * @param cmd Command to perform.
+ * @param effects Modification collecting object.
+ * @return Tool result.
+ */
+ToolResult Micropolis::connectTile(short x, short y,
+ ConnectTileCommand cmd, ToolEffects *effects)
+{
+ ToolResult result = TOOLRESULT_OK;
+
+ // Make sure the array subscripts are in bounds.
+ if (!testBounds(x, y)) {
+ return TOOLRESULT_FAILED;
+ }
+
+ // Perform auto-doze if appropriate.
+ switch (cmd) {
+
+ case CONNECT_TILE_ROAD:
+ case CONNECT_TILE_RAILROAD:
+ case CONNECT_TILE_WIRE:
+
+ // Silently skip auto-bulldoze if no money.
+ if (autoBulldoze) {
+
+ MapValue mapVal = effects->getMapValue(x, y);
+
+ if (mapVal & BULLBIT) {
+ mapVal &= LOMASK;
+ mapVal = neutralizeRoad(mapVal);
+
+ /* Maybe this should check BULLBIT instead of checking tile values? */
+ if ((mapVal >= TINYEXP && mapVal <= LASTTINYEXP) ||
+ (mapVal < HBRIDGE && mapVal != DIRT)) {
+
+ effects->addCost(1);
+
+ effects->setMapValue(x, y, DIRT);
+
+ }
+ }
+ }
+ break;
+
+ default:
+ // Do nothing.
+ break;
+
+ }
+
+ // Perform the command.
+ switch (cmd) {
+
+ case CONNECT_TILE_FIX: // Fix zone.
+ fixZone(x, y, effects);
+ break;
+
+ case CONNECT_TILE_BULLDOZE: // Bulldoze zone.
+ result = layDoze(x, y, effects);
+ fixZone(x, y, effects);
+ break;
+
+ case CONNECT_TILE_ROAD: // Lay road.
+ result = layRoad(x, y, effects);
+ fixZone(x, y, effects);
+ break;
+
+ case CONNECT_TILE_RAILROAD: // Lay railroad.
+ result = layRail(x, y, effects);
+ fixZone(x, y, effects);
+ break;
+
+ case CONNECT_TILE_WIRE: // Lay wire.
+ result = layWire(x, y, effects);
+ fixZone(x, y, effects);
+ break;
+
+ default:
+ NOT_REACHED();
+ break;
+
+ }
+
+ return result;
+}
+
+
+/**
+ * Builldoze a tile (make it a #RIVER or #DIRT).
+ * @param x X map coordinate.
+ * @param y Y map coordinate.
+ * @param effects Modification collecting object.
+ * @return Tool result.
+ */
+ToolResult Micropolis::layDoze(int x, int y, ToolEffects *effects)
+{
+ MapValue tile = effects->getMapValue(x, y);
+
+ if (!(tile & BULLBIT)) {
+ return TOOLRESULT_FAILED; /* Check dozeable bit. */
+ }
+
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+
+ switch (tile) {
+ case HBRIDGE:
+ case VBRIDGE:
+ case BRWV:
+ case BRWH:
+ case HBRDG0:
+ case HBRDG1:
+ case HBRDG2:
+ case HBRDG3:
+ case VBRDG0:
+ case VBRDG1:
+ case VBRDG2:
+ case VBRDG3:
+ case HPOWER:
+ case VPOWER:
+ case HRAIL:
+ case VRAIL: /* Dozing over water, replace with water. */
+ effects->setMapValue(x, y, RIVER);
+ break;
+
+ default: /* Dozing on land, replace with land. Simple, eh? */
+ effects->setMapValue(x, y, DIRT);
+ break;
+ }
+
+ effects->addCost(1); /* Costs $1.00.... */
+
+ return TOOLRESULT_OK;
+}
+
+
+/**
+ * Lay a road, and update road around it.
+ * @param x X map coordinate.
+ * @param y Y map coordinate.
+ * @param effects Modification collecting object.
+ * @return Tool result.
+ */
+ToolResult Micropolis::layRoad(int x, int y, ToolEffects *effects)
+{
+ int cost = 10;
+
+ MapTile tile = effects->getMapTile(x, y);
+
+ switch (tile) {
+
+ case DIRT:
+ effects->setMapValue(x, y, ROADS | BULLBIT | BURNBIT);
+ break;
+
+ case RIVER: /* Road on Water */
+ case REDGE:
+ case CHANNEL: /* Check how to build bridges, if possible. */
+ cost = 50;
+
+ if (x < WORLD_W - 1) {
+ tile = effects->getMapTile(x + 1, y);
+ tile = neutralizeRoad(tile);
+ if (tile == VRAILROAD || tile == HBRIDGE
+ || (tile >= ROADS && tile <= HROADPOWER)) {
+ effects->setMapValue(x, y, HBRIDGE | BULLBIT);
+ break;
+ }
+ }
+
+ if (x > 0) {
+ tile = effects->getMapTile(x - 1, y);
+ tile = neutralizeRoad(tile);
+ if (tile == VRAILROAD || tile == HBRIDGE
+ || (tile >= ROADS && tile <= INTERSECTION)) {
+ effects->setMapValue(x, y, HBRIDGE | BULLBIT);
+ break;
+ }
+ }
+
+ if (y < WORLD_H - 1) {
+ tile = effects->getMapTile(x, y + 1);
+ tile = neutralizeRoad(tile);
+ if (tile == HRAILROAD || tile == VROADPOWER
+ || (tile >= VBRIDGE && tile <= INTERSECTION)) {
+ effects->setMapValue(x, y, VBRIDGE | BULLBIT);
+ break;
+ }
+ }
+
+ if (y > 0) {
+ tile = effects->getMapTile(x, y - 1);
+ tile = neutralizeRoad(tile);
+ if (tile == HRAILROAD || tile == VROADPOWER
+ || (tile >= VBRIDGE && tile <= INTERSECTION)) {
+ effects->setMapValue(x, y, VBRIDGE | BULLBIT);
+ break;
+ }
+ }
+
+ /* Can't do road... */
+ return TOOLRESULT_FAILED;
+
+ case LHPOWER: /* Road on power */
+ effects->setMapValue(x, y, VROADPOWER | CONDBIT | BURNBIT | BULLBIT);
+ break;
+
+ case LVPOWER: /* Road on power #2 */
+ effects->setMapValue(x, y, HROADPOWER | CONDBIT | BURNBIT | BULLBIT);
+ break;
+
+ case LHRAIL: /* Road on rail */
+ effects->setMapValue(x, y, HRAILROAD | BURNBIT | BULLBIT);
+ break;
+
+ case LVRAIL: /* Road on rail #2 */
+ effects->setMapValue(x, y, VRAILROAD | BURNBIT | BULLBIT);
+ break;
+
+ default: /* Can't do road */
+ return TOOLRESULT_FAILED;
+
+ }
+
+ effects->addCost(cost);
+ return TOOLRESULT_OK;
+}
+
+
+/**
+ * Lay a rail, and update connections (rail, road, and wire) around it.
+ * @param x X map coordinate.
+ * @param y Y map coordinate.
+ * @param effects Modification collecting object.
+ * @return Tool result.
+ */
+ToolResult Micropolis::layRail(int x, int y, ToolEffects *effects)
+{
+ int cost = 20;
+
+ MapTile tile = effects->getMapTile(x, y);
+
+ tile = neutralizeRoad(tile);
+
+ switch (tile) {
+ case DIRT: /* Rail on Dirt */
+
+ effects->setMapValue(x, y, LHRAIL | BULLBIT | BURNBIT);
+
+ break;
+
+ case RIVER: /* Rail on Water */
+ case REDGE:
+ case CHANNEL: /* Check how to build underwater tunnel, if possible. */
+
+ cost = 100;
+
+ if (x < WORLD_W - 1) {
+ tile = effects->getMapTile(x + 1, y);
+ tile = neutralizeRoad(tile);
+ if (tile == RAILHPOWERV || tile == HRAIL
+ || (tile >= LHRAIL && tile <= HRAILROAD)) {
+ effects->setMapValue(x, y, HRAIL | BULLBIT);
+ break;
+ }
+ }
+
+ if (x > 0) {
+ tile = effects->getMapTile(x - 1, y);
+ tile = neutralizeRoad(tile);
+ if (tile == RAILHPOWERV || tile == HRAIL
+ || (tile > VRAIL && tile < VRAILROAD)) {
+ effects->setMapValue(x, y, HRAIL | BULLBIT);
+ break;
+ }
+ }
+
+ if (y < WORLD_H - 1) {
+ tile = effects->getMapTile(x, y + 1);
+ tile = neutralizeRoad(tile);
+ if (tile == RAILVPOWERH || tile == VRAILROAD
+ || (tile > HRAIL && tile < HRAILROAD)) {
+ effects->setMapValue(x, y, VRAIL | BULLBIT);
+ break;
+ }
+ }
+
+ if (y > 0) {
+ tile = effects->getMapTile(x, y - 1);
+ tile = neutralizeRoad(tile);
+ if (tile == RAILVPOWERH || tile == VRAILROAD
+ || (tile > HRAIL && tile < HRAILROAD)) {
+ effects->setMapValue(x, y, VRAIL | BULLBIT);
+ break;
+ }
+ }
+
+ /* Can't do rail... */
+ return TOOLRESULT_FAILED;
+
+ case LHPOWER: /* Rail on power */
+ effects->setMapValue(x, y, RAILVPOWERH | CONDBIT | BURNBIT | BULLBIT);
+ break;
+
+ case LVPOWER: /* Rail on power #2 */
+ effects->setMapValue(x, y, RAILHPOWERV | CONDBIT | BURNBIT | BULLBIT);
+ break;
+
+ case ROADS: /* Rail on road */
+ effects->setMapValue(x, y, VRAILROAD | BURNBIT | BULLBIT);
+ break;
+
+ case ROADS2: /* Rail on road #2 */
+ effects->setMapValue(x, y, HRAILROAD | BURNBIT | BULLBIT);
+ break;
+
+ default: /* Can't do rail */
+ return TOOLRESULT_FAILED;
+ }
+
+ effects->addCost(cost);
+ return TOOLRESULT_OK;
+}
+
+
+/**
+ * Lay a wire, and update connections (rail, road, and wire) around it.
+ * @param x X map coordinate.
+ * @param y Y map coordinate.
+ * @param effects Modification collecting object.
+ * @return Tool result.
+ */
+ToolResult Micropolis::layWire(int x, int y, ToolEffects *effects)
+{
+ int cost = 5;
+
+ MapTile tile = effects->getMapTile(x, y);
+
+ tile = neutralizeRoad(tile);
+
+ switch (tile) {
+
+ case DIRT: /* Wire on Dirt */
+
+ effects->setMapValue(x, y, LHPOWER | CONDBIT | BURNBIT | BULLBIT);
+
+ break;
+
+ case RIVER: /* Wire on Water */
+ case REDGE:
+ case CHANNEL: /* Check how to lay underwater wire, if possible. */
+
+ cost = 25;
+
+ if (x < WORLD_W - 1) {
+ tile = effects->getMapValue(x + 1, y);
+ if (tile & CONDBIT) {
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+ if (tile != HROADPOWER && tile != RAILHPOWERV && tile != HPOWER) {
+ effects->setMapValue(x, y, VPOWER | CONDBIT | BULLBIT);
+ break;
+ }
+ }
+ }
+
+ if (x > 0) {
+ tile = effects->getMapValue(x - 1, y);
+ if (tile & CONDBIT) {
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+ if (tile != HROADPOWER && tile != RAILHPOWERV && tile != HPOWER) {
+ effects->setMapValue(x, y, VPOWER | CONDBIT | BULLBIT);
+ break;
+ }
+ }
+ }
+
+ if (y < WORLD_H - 1) {
+ tile = effects->getMapValue(x, y + 1);
+ if (tile & CONDBIT) {
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+ if (tile != VROADPOWER && tile != RAILVPOWERH && tile != VPOWER) {
+ effects->setMapValue(x, y, HPOWER | CONDBIT | BULLBIT);
+ break;
+ }
+ }
+ }
+
+ if (y > 0) {
+ tile = effects->getMapValue(x, y - 1);
+ if (tile & CONDBIT) {
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+ if (tile != VROADPOWER && tile != RAILVPOWERH && tile != VPOWER) {
+ effects->setMapValue(x, y, HPOWER | CONDBIT | BULLBIT);
+ break;
+ }
+ }
+ }
+
+ /* Can't do wire... */
+ return TOOLRESULT_FAILED;
+
+ case ROADS: /* Wire on Road */
+ effects->setMapValue(x, y, HROADPOWER | CONDBIT | BURNBIT | BULLBIT);
+ break;
+
+ case ROADS2: /* Wire on Road #2 */
+ effects->setMapValue(x, y, VROADPOWER | CONDBIT | BURNBIT | BULLBIT);
+ break;
+
+ case LHRAIL: /* Wire on rail */
+ effects->setMapValue(x, y, RAILHPOWERV | CONDBIT | BURNBIT | BULLBIT);
+ break;
+
+ case LVRAIL: /* Wire on rail #2 */
+ effects->setMapValue(x, y, RAILVPOWERH | CONDBIT | BURNBIT | BULLBIT);
+ break;
+
+ default: /* Can't do wire */
+ return TOOLRESULT_FAILED;
+
+ }
+
+ effects->addCost(cost);
+ return TOOLRESULT_OK;
+}
+
+
+/**
+ * Update connections (rails, and wire connections) to a zone.
+ * @param x X map coordinate
+ * @param y Y map coordinate.
+ * @param effects Modification collecting object.
+ */
+void Micropolis::fixZone(int x, int y, ToolEffects *effects)
+{
+ fixSingle(x, y, effects);
+
+ if (y > 0) {
+ fixSingle(x, y - 1, effects);
+ }
+
+ if (x < WORLD_W - 1) {
+ fixSingle(x + 1, y, effects);
+ }
+
+ if (y < WORLD_H - 1) {
+ fixSingle(x, y + 1, effects);
+ }
+
+ if (x > 0) {
+ fixSingle(x - 1, y, effects);
+ }
+}
+
+
+/**
+ * Modify road, rails, and wire connections at a given tile.
+ * @param x X map coordinate.
+ * @param y Y map coordinate.
+ * @param effects Modification collecting object.
+ */
+void Micropolis::fixSingle(int x, int y, ToolEffects *effects)
+{
+ unsigned short adjTile = 0;
+
+ MapTile tile = effects->getMapTile(x, y);
+
+ tile = neutralizeRoad(tile);
+
+ if (tile >= ROADS && tile <= INTERSECTION) { /* Cleanup Road */
+
+ if (y > 0) {
+ tile = effects->getMapTile(x, y - 1);
+ tile = neutralizeRoad(tile);
+ if ((tile == HRAILROAD || (tile >= ROADBASE && tile <= VROADPOWER))
+ && tile != HROADPOWER && tile != VRAILROAD
+ && tile != ROADBASE) {
+ adjTile |= 0x0001;
+ }
+ }
+
+ if (x < WORLD_W - 1) {
+ tile = effects->getMapTile(x + 1, y);
+ tile = neutralizeRoad(tile);
+ if ((tile == VRAILROAD || (tile >= ROADBASE && tile <= VROADPOWER))
+ && tile != VROADPOWER && tile != HRAILROAD
+ && tile != VBRIDGE) {
+ adjTile |= 0x0002;
+ }
+ }
+
+ if (y < WORLD_H - 1) {
+ tile = effects->getMapTile(x, y + 1);
+ tile = neutralizeRoad(tile);
+ if ((tile == HRAILROAD || (tile >= ROADBASE && tile <= VROADPOWER))
+ && tile != HROADPOWER && tile != VRAILROAD
+ && tile != ROADBASE) {
+ adjTile |= 0x0004;
+ }
+ }
+
+ if (x > 0) {
+ tile = effects->getMapTile(x - 1, y);
+ tile = neutralizeRoad(tile);
+ if ((tile == VRAILROAD || (tile >= ROADBASE && tile <= VROADPOWER))
+ && tile != VROADPOWER && tile != HRAILROAD
+ && tile != VBRIDGE) {
+ adjTile |= 0x0008;
+ }
+ }
+
+ effects->setMapValue(x, y, RoadTable[adjTile] | BULLBIT | BURNBIT);
+ return;
+ }
+
+ if (tile >= LHRAIL && tile <= LVRAIL10) { /* Cleanup Rail */
+
+ if (y > 0) {
+ tile = effects->getMapTile(x, y - 1);
+ tile = neutralizeRoad(tile);
+ if (tile >= RAILHPOWERV && tile <= VRAILROAD
+ && tile != RAILHPOWERV && tile != HRAILROAD
+ && tile != HRAIL) {
+ adjTile |= 0x0001;
+ }
+ }
+
+ if (x < WORLD_W - 1) {
+ tile = effects->getMapTile(x + 1, y);
+ tile = neutralizeRoad(tile);
+ if (tile >= RAILHPOWERV && tile <= VRAILROAD
+ && tile != RAILVPOWERH && tile != VRAILROAD
+ && tile != VRAIL) {
+ adjTile |= 0x0002;
+ }
+ }
+
+ if (y < WORLD_H - 1) {
+ tile = effects->getMapTile(x, y + 1);
+ tile = neutralizeRoad(tile);
+ if (tile >= RAILHPOWERV && tile <= VRAILROAD
+ && tile != RAILHPOWERV && tile != HRAILROAD
+ && tile != HRAIL) {
+ adjTile |= 0x0004;
+ }
+ }
+
+ if (x > 0) {
+ tile = effects->getMapTile(x - 1, y);
+ tile = neutralizeRoad(tile);
+ if (tile >= RAILHPOWERV && tile <= VRAILROAD
+ && tile != RAILVPOWERH && tile != VRAILROAD
+ && tile != VRAIL) {
+ adjTile |= 0x0008;
+ }
+ }
+
+ effects->setMapValue(x, y, RailTable[adjTile] | BULLBIT | BURNBIT);
+ return;
+ }
+
+ if (tile >= LHPOWER && tile <= LVPOWER10) { /* Cleanup Wire */
+
+ if (y > 0) {
+ tile = effects->getMapValue(x, y - 1);
+ if (tile & CONDBIT) {
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+ if (tile != VPOWER && tile != VROADPOWER && tile != RAILVPOWERH) {
+ adjTile |= 0x0001;
+ }
+ }
+ }
+
+ if (x < WORLD_W - 1) {
+ tile = effects->getMapValue(x + 1, y);
+ if (tile & CONDBIT) {
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+ if (tile != HPOWER && tile != HROADPOWER && tile != RAILHPOWERV) {
+ adjTile |= 0x0002;
+ }
+ }
+ }
+
+ if (y < WORLD_H - 1) {
+ tile = effects->getMapValue(x, y + 1);
+ if (tile & CONDBIT) {
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+ if (tile != VPOWER && tile != VROADPOWER && tile != RAILVPOWERH) {
+ adjTile |= 0x0004;
+ }
+ }
+ }
+
+ if (x > 0) {
+ tile = effects->getMapValue(x - 1, y);
+ if (tile & CONDBIT) {
+ tile &= LOMASK;
+ tile = neutralizeRoad(tile);
+ if (tile != HPOWER && tile != HROADPOWER && tile != RAILHPOWERV) {
+ adjTile |= 0x0008;
+ }
+ }
+ }
+
+ effects->setMapValue(x, y, WireTable[adjTile] | BLBNCNBIT);
+ return;
+ }
+}
+
+
+////////////////////////////////////////////////////////////////////////
diff --git a/core/data_types.h b/core/data_types.h
new file mode 100644
index 0000000..efd8bb8
--- /dev/null
+++ b/core/data_types.h
@@ -0,0 +1,90 @@
+/* data_types.h
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
+ * give you any right, title or interest in the trademark SimCity or any
+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
+ *
+ * If you convey this program (or any modifications of it) and assume
+ * contractual liability for the program to recipients of it, you agree
+ * to indemnify Electronic Arts for any liability that those contractual
+ * assumptions impose on Electronic Arts.
+ *
+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+ * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+ * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+ * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+ * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+ * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+ * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+ * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+ * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+ * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+ * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+ * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+ * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+ * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+ * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file data_types.h
+ * @brief Commonly used data types in Micropolis game engine.
+ *
+ * This header file defines basic data types used throughout the
+ * Micropolis game engine. These include types for bytes, pointers,
+ * and quad values (both signed and unsigned). This file provides a
+ * centralized definition of these types to ensure consistency and
+ * readability across the game engine's codebase. By abstracting data
+ * types in this manner, the code maintains flexibility and ease of
+ * maintenance.
+ */
+
+
+#ifndef H_DATA_TYPES
+#define H_DATA_TYPES
+
+
+typedef unsigned char Byte;
+
+typedef Byte *Ptr;
+
+typedef long Quad;
+
+typedef unsigned long UQuad;
+
+
+#endif
diff --git a/core/disasters.cpp b/core/disasters.cpp
new file mode 100644
index 0000000..130f497
--- /dev/null
+++ b/core/disasters.cpp
@@ -0,0 +1,418 @@
+/* disasters.cpp
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
+ * give you any right, title or interest in the trademark SimCity or any
+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
+ *
+ * If you convey this program (or any modifications of it) and assume
+ * contractual liability for the program to recipients of it, you agree
+ * to indemnify Electronic Arts for any liability that those contractual
+ * assumptions impose on Electronic Arts.
+ *
+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
+ * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
+ * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
+ * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
+ * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
+ * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
+ * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
+ * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
+ * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
+ * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
+ * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
+ * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
+ * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
+ * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
+ * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
+ * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file disasters.cpp
+ * @brief Handles disaster events in the Micropolis game engine.
+ *
+ * This file includes functions to trigger and manage various disaster
+ * events such as earthquakes, fires, floods, and other scenarios. It
+ * controls the probability of disasters occurring based on the game
+ * level and executes disaster-specific effects on the city, like
+ * damaging structures and changing terrain. The file plays a critical
+ * role in adding challenge and dynamic events to the gameplay
+ * experience.
+ */
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+#include "micropolis.h"
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+/**
+ * Let disasters happen.
+ * @todo Decide what to do with the 'nothing happens' disaster (since the
+ * chance that a disaster happens is expressed in the \c DisChance
+ * table).
+ */
+void Micropolis::doDisasters()
+{
+ /* Chance of disasters at lev 0 1 2 */
+ static const short DisChance[3] = {
+ 10 * 48, // Game level 0
+ 5 * 48, // Game level 1
+ 60 // Game level 2
+ };
+ assert(LEVEL_COUNT == LENGTH_OF(DisChance));
+
+ if (floodCount) {
+ floodCount--;
+ }
+
+ if (disasterEvent != SC_NONE) {
+ scenarioDisaster();
+ }
+
+ if (!enableDisasters) { // Disasters have been disabled
+ return;
+ }
+
+ int x = gameLevel;
+ if (x > LEVEL_LAST) {
+ x = LEVEL_EASY;
+ }
+
+ if (!getRandom(DisChance[x])) {
+ switch (getRandom(8)) {
+ case 0:
+ case 1:
+ setFire(); // 2/9 chance a fire breaks out
+ break;
+
+ case 2:
+ case 3:
+ makeFlood(); // 2/9 chance for a flood
+ break;
+
+ case 4:
+ // 1/9 chance nothing happens (was airplane crash,
+ // which EA removed after 9/11, and requested it be
+ // removed from this code)
+ break;
+
+ case 5:
+ makeTornado(); // 1/9 chance tornado
+ break;
+
+ case 6:
+ makeEarthquake(); // 1/9 chance earthquake
+ break;
+
+ case 7:
+ case 8:
+ // 2/9 chance a scary monster arrives in a dirty town
+ if (pollutionAverage > /* 80 */ 60) {
+ makeMonster();
+ }
+ break;
+ }
+ }
+}
+
+
+/** Let disasters of the scenario happen */
+void Micropolis::scenarioDisaster()
+{
+ switch (disasterEvent) {
+ case SC_DULLSVILLE:
+ break;
+
+ case SC_SAN_FRANCISCO:
+ if (disasterWait == 1) {
+ makeEarthquake();
+ }
+ break;
+
+ case SC_HAMBURG:
+ if (disasterWait % 10 == 0) {
+ makeFireBombs();
+ }
+ break;
+
+ case SC_BERN:
+ break;
+
+ case SC_TOKYO:
+ if (disasterWait == 1) {
+ makeMonster();
+ }
+ break;
+
+ case SC_DETROIT:
+ break;
+
+ case SC_BOSTON:
+ if (disasterWait == 1) {
+ makeMeltdown();
+ }
+ break;
+
+ case SC_RIO:
+ if ((disasterWait % 24) == 0) {
+ makeFlood();
+ }
+ break;
+
+ default:
+ NOT_REACHED();
+ break; // Never used
+ }
+
+ if (disasterWait > 0) {
+ disasterWait--;
+ } else {
+ disasterEvent = SC_NONE;
+ }
+}
+
+
+/**
+ * Make a nuclear power plant melt
+ * @todo Randomize which nuke plant melts down.
+ */
+void Micropolis::makeMeltdown()
+{
+ short x, y;
+
+ for (x = 0; x < (WORLD_W - 1); x++) {
+ for (y = 0; y < (WORLD_H - 1); y++) {
+ if ((map[x][y] & LOMASK) == NUCLEAR) {
+ doMeltdown(Position(x, y));
+ return;
+ }
+ }
+ }
+}
+
+
+/** Let a fire bomb explode at a random location */
+void Micropolis::fireBomb()
+{
+ int crashX = getRandom(WORLD_W - 1);
+ int crashY = getRandom(WORLD_H - 1);
+ makeExplosion(crashX, crashY);
+ sendMessage(MESSAGE_FIREBOMBING, crashX, crashY, true, true);
+}
+
+
+/** Throw several bombs onto the city. */
+void Micropolis::makeFireBombs()
+{
+ int count = 2 + (getRandom16() & 1);
+
+ while (count > 0) {
+ fireBomb();
+ count--;
+ }
+
+ // TODO: Schedule periodic fire bombs over time, every few ticks.
+}
+
+
+/** Change random tiles to fire or dirt as result of the earthquake */
+void Micropolis::makeEarthquake()
+{
+ short x, y, z;
+
+ int strength = getRandom(700) + 300; // strength/duration of the earthquake
+
+ doEarthquake(strength);
+
+ sendMessage(MESSAGE_EARTHQUAKE, cityCenterX, cityCenterY, true);
+
+ for (z = 0; z < strength; z++) {
+ x = getRandom(WORLD_W - 1);
+ y = getRandom(WORLD_H - 1);
+
+ if (vulnerable(map[x][y])) {
+
+ if ((z & 0x3) != 0) { // 3 of 4 times reduce to rubble
+ map[x][y] = randomRubble();
+ } else {
+ // 1 of 4 times start fire
+ map[x][y] = randomFire();
+ }
+ }
+ }
+}
+
+
+/** Start a fire at a random place, random disaster or scenario */
+void Micropolis::setFire()
+{
+ short x, y, z;
+
+ x = getRandom(WORLD_W - 1);
+ y = getRandom(WORLD_H - 1);
+ z = map[x][y];
+
+ if ((z & ZONEBIT) == 0) {
+ z = z & LOMASK;
+ if (z > LHTHR && z < LASTZONE) {
+ map[x][y] = randomFire();
+ sendMessage(MESSAGE_FIRE_REPORTED, x, y, true);
+ }
+ }
+}
+
+
+/** Start a fire at a random place, requested by user */
+void Micropolis::makeFire()
+{
+ short t, x, y, z;
+
+ for (t = 0; t < 40; t++) {
+ x = getRandom(WORLD_W - 1);
+ y = getRandom(WORLD_H - 1);
+ z = map[x][y];
+
+ if ((!(z & ZONEBIT)) && (z & BURNBIT)) {
+ z = z & LOMASK;
+ if ((z > 21) && (z < LASTZONE)) {
+ map[x][y] = randomFire();
+ sendMessage(MESSAGE_FIRE_REPORTED, x, y);
+ return;
+ }
+ }
+ }
+}
+
+
+/**
+ * Is tile vulnerable for an earthquake?
+ * @param tem Tile data
+ * @return Function returns \c true if tile is vulnerable, and \c false if not
+ */
+bool Micropolis::vulnerable(int tem)
+{
+ int tem2 = tem & LOMASK;
+
+ if (tem2 < RESBASE || tem2 > LASTZONE || (tem & ZONEBIT)) {
+ return false;
+ }
+
+ return true;
+}
+
+
+/**
+ * Flood many tiles
+ * @todo Use Direction and some form of XYPosition class here
+ */
+void Micropolis::makeFlood()
+{
+ static const short Dx[4] = { 0, 1, 0, -1 };
+ static const short Dy[4] = { -1, 0, 1, 0 };
+ short xx, yy, c;
+ short z, t, x, y;
+
+ for (z = 0; z < 300; z++) {
+ x = getRandom(WORLD_W - 1);
+ y = getRandom(WORLD_H - 1);
+ c = map[x][y] & LOMASK;
+
+ if (c > CHANNEL && c <= WATER_HIGH) { /* if riveredge */
+ for (t = 0; t < 4; t++) {
+ xx = x + Dx[t];
+ yy = y + Dy[t];
+ if (testBounds(xx, yy)) {
+ c = map[xx][yy];
+
+ /* tile is floodable */
+ if (c == DIRT
+ || (c & (BULLBIT | BURNBIT)) == (BULLBIT | BURNBIT)) {
+ map[xx][yy] = FLOOD;
+ floodCount = 30;
+ sendMessage(MESSAGE_FLOODING_REPORTED, xx, yy, true);
+ return;
+ }
+ }
+ }
+ }
+ }
+}
+
+
+/**
+ * Flood around the given position.
+ * @param pos Position around which to flood further.
+ * @todo Use some form of rotating around a position.
+ */
+void Micropolis::doFlood(const Position& pos)
+{
+ static const short Dx[4] = { 0, 1, 0, -1 };
+ static const short Dy[4] = { -1, 0, 1, 0 };
+
+ if (floodCount > 0) {
+ // Flood is not over yet
+ for (int z = 0; z < 4; z++) {
+ if ((getRandom16() & 7) == 0) { // 12.5% chance
+ int xx = pos.posX + Dx[z];
+ int yy = pos.posY + Dy[z];
+ if (testBounds(xx, yy)) {
+ MapValue c = map[xx][yy];
+ MapTile t = c & LOMASK;
+
+ if ((c & BURNBIT) == BURNBIT || c == DIRT
+ || (t >= WOODS5 && t < FLOOD)) {
+ if ((c & ZONEBIT) == ZONEBIT) {
+ fireZone(Position(xx, yy), c);
+ }
+ map[xx][yy] = FLOOD + getRandom(2);
+ }
+ }
+ }
+ }
+ } else {
+ if ((getRandom16() & 15) == 0) { // 1/16 chance
+ map[pos.posX][pos.posY] = DIRT;
+ }
+ }
+}
+
+
+////////////////////////////////////////////////////////////////////////
diff --git a/core/emscripten.cpp b/core/emscripten.cpp
new file mode 100644
index 0000000..2f7b191
--- /dev/null
+++ b/core/emscripten.cpp
@@ -0,0 +1,1159 @@
+/* emscripten.cpp
+ *
+ * Micropolis, Unix Version. This game was released for the Unix platform
+ * in or about 1990 and has been modified for inclusion in the One Laptop
+ * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
+ * you need assistance with this program, you may contact:
+ * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details. You should have received a
+ * copy of the GNU General Public License along with this program. If
+ * not, see .
+ *
+ * ADDITIONAL TERMS per GNU GPL Section 7
+ *
+ * No trademark or publicity rights are granted. This license does NOT
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+ * other Electronic Arts trademark. You may not distribute any
+ * modification of this program using the trademark SimCity or claim any
+ * affliation or association with Electronic Arts Inc. or its employees.
+ *
+ * Any propagation or conveyance of this program must include this
+ * copyright notice and these terms.
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+ * contractual liability for the program to recipients of it, you agree
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+ * You may not misrepresent the origins of this program; modified
+ * versions of the program must be marked as such and not identified as
+ * the original program.
+ *
+ * This disclaimer supplements the one included in the General Public
+ * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
+ * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
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+ * NOT APPLY TO YOU.
+ */
+
+/**
+ * @file emscripten.cpp
+ * @brief Emscripten bindings for Micropolis game engine.
+ *
+ * This file contains Emscripten bindings that allow the Micropolis
+ * (open-source version of SimCity) game engine to be used in a web
+ * environment. It utilizes Emscripten's Embind feature to expose C++
+ * classes, functions, enums, and data structures to JavaScript,
+ * enabling the Micropolis game engine to be controlled and interacted
+ * with through a web interface. This includes key functionalities
+ * such as simulation control, game state management, map
+ * manipulation, and event handling. The binding includes only
+ * essential elements for gameplay, omitting low-level rendering and
+ * platform-specific code.
+ */
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+#include
+#include "micropolis.h"
+
+
+////////////////////////////////////////////////////////////////////////
+
+
+using namespace emscripten;
+
+
+////////////////////////////////////////////////////////////////////////
+// This file uses emscripten's embind to bind C++ classes,
+// C structures, functions, enums, and contents into JavaScript,
+// so you can even subclass C++ classes in JavaScript,
+// for implementing plugins and user interfaces.
+//
+// Wrapping the entire Micropolis class from the Micropolis (open-source
+// version of SimCity) code into Emscripten for JavaScript access is a
+// large and complex task, mainly due to the size and complexity of the
+// class. The class encompasses almost every aspect of the simulation,
+// including map generation, simulation logic, user interface
+// interactions, and more.
+//
+// Strategy for Wrapping
+//
+// 1. Core Simulation Logic: Focus on the core simulation aspects, such
+// as the methods to run the simulation, update game states, and handle
+// user inputs (like building tools and disaster simulations). This is
+// crucial for any gameplay functionality.
+//
+// 2. Memory and Performance Considerations: JavaScript and WebAssembly
+// run in a browser context, which can have memory limitations and
+// performance constraints. Carefully manage memory allocation,
+// especially when dealing with the game's map and various buffers.
+//
+// 3. Direct Memory Access: Provide JavaScript access to critical game
+// data structures like the map buffer for efficient reading and
+// writing. This can be done using Emscripten's heap access functions
+// (HEAP8, HEAP16, HEAP32, etc.).
+//
+// 4. User Interface and Rendering: This part might not be necessary to
+// wrap, as modern web technologies (HTML, CSS, WebGL) can be used for
+// UI. However, providing some hooks for game state (like score, budget,
+// etc.) to JavaScript might be helpful.
+//
+// 5. Callbacks and Interactivity: Ensure that key game events and
+// callbacks are exposed to JavaScript, allowing for interactive and
+// responsive gameplay.
+//
+// 6. Optimizations: Where possible, optimize C++ code for WebAssembly,
+// focusing on critical paths in the simulation loop.
+//
+// Decisions and Explanations
+//
+// - Excluded Elements:
+//
+// - Low-level rendering or platform-specific code, as this can be
+// handled more efficiently with web technologies.
+//
+// - Parts of the code that handle file I/O directly, as file access
+// in a web context is typically handled differently (e.g., using
+// browser APIs or server-side support).
+//
+// - Any networking or multiplayer code, as web-based
+// implementations would differ significantly from desktop-based
+// network code.
+//
+// - Included Elements:
+//
+// - Core game mechanics, such as map generation, zone simulation
+// (residential, commercial, industrial), disaster simulation, and
+// basic utilities.
+//
+// - Game state management, including budgeting, scoring, and city
+// evaluation.
+//
+// - Direct memory access to critical structures like the map
+// buffer, allowing efficient manipulation from JavaScript.
+//
+// - Essential callbacks and event handling mechanisms to ensure
+// interactivity.
+//
+// Conclusion
+//
+// Given the complexity and size of the Micropolis class, wrapping the
+// entire class directly is impractical. However, focusing on key areas
+// essential for gameplay and providing efficient interfaces for
+// critical data structures can create a functional and interactive city
+// simulation in a web context. Further optimizations and adjustments
+// would likely be needed based on testing and specific requirements of
+// the web implementation.
+//
+// Implementation Notes
+//
+// The enum_, class_, constructor, function, and property functions
+// from the emscripten namespace are used to specify how C++
+// constructs should be exposed to JavaScript. You can use these to
+// control which parts of your code are accessible and how they should
+// be used from JavaScript.
+//
+// I've made some assumptions here:
+//
+// The types MapValue and MapTile are simple types (like integers or
+// floats). If they are complex types, they would need their own
+// bindings.
+//
+// I'm assuming that the copy constructor and copy assignment
+// operator for the Position class are correctly implemented. If
+// they aren't, then the Position object may not behave as expected
+// in JavaScript.
+//
+// Micropolis Binding Design
+//
+// The Micropolis interface organizes the Micropolis class header into
+// categories of functions that are relevant for interaction with the
+// JavaScript user interface, scripts, or plugins. The aim is to expose
+// functions that could help in monitoring and controlling game state
+// effectively.
+//
+// - Exposed to JavaScript (Public Interface)
+// - Simulation Control and Settings
+// - void simTick()
+// - void setSpeed(short speed)
+// - void setGameLevel(GameLevel level)
+// - void setCityName(const std::string &name)
+// - void setYear(int year)
+// - void pause()
+// - void resume()
+// - void setEnableDisasters(bool value)
+// - void setAutoBudget(bool value)
+// - void setAutoBulldoze(bool value)
+// - void setAutoGoto(bool value)
+// - void setEnableSound(bool value)
+// - void setDoAnimation(bool value)
+// - void doNewGame()
+// - void doBudget()
+// - void doScoreCard()
+// - void updateFunds()
+// - Gameplay Mechanics
+// - void doTool(EditingTool tool, short tileX, short tileY)
+// - void generateMap(int seed)
+// - void clearMap()
+// - void makeDisaster(DisasterType type)
+// - void getDemands(float *resDemandResult, float *comDemandResult, float *indDemandResult)
+// - Random Number Generation
+// - int simRandom()
+// - int getRandom(short range)
+// - int getRandom16()
+// - int getRandom16Signed()
+// - short getERandom(short limit)
+// - void randomlySeedRandom()
+// - void seedRandom(int seed)
+// - Game State and Data Access
+// - int getTile(int x, int y)
+// - void setTile(int x, int y, int tile)
+// - void setFunds(Quad dollars)
+// - Quad getCityPopulation()
+// - void updateMaps()
+// - void updateGraphs()
+// - void updateEvaluation()
+// - void updateBudget()
+// - Events and Callbacks
+// - void sendMessage(short messageNumber, short x = NOWHERE, short y = NOWHERE)
+// - void makeSound(std::string channel, std::string sound, int x = -1, int y = -1)
+// - Hidden from JavaScript (Private Interface)
+// - Internal Simulation Mechanics
+// - void simFrame()
+// - void simulate()
+// - void doSimInit()
+// - void setValves()
+// - void clearCensus()
+// - void collectTax()
+// - void mapScan(int x1, int x2)
+// - Utility Functions
+// - void initMapArrays()
+// - void destroyMapArrays()
+// - void initSimMemory()
+// - void initGraphs()
+// - Zone Handling
+// - void doZone(const Position &pos)
+// - void doResidential(const Position &pos, bool zonePower)
+// - void doCommercial(const Position &pos, bool zonePower)
+// - void doIndustrial(const Position &pos, bool zonePower)
+// - Disaster Simulation
+// - void doDisasters()
+// - void scenarioDisaster()
+// - void fireAnalysis()
+// - void makeFire()
+// - void makeFlood()
+//
+// Conclusion
+//
+// These exposed functions provide a comprehensive interface for
+// scripting, plugins, and user interactions through JavaScript. The
+// exposed set of functions includes random number generation,
+// simulation control mechanisms, UI-triggered actions like budget
+// updates, along with essential gameplay mechanics. The private section
+// continues to encapsulate internal simulation details and complex data
+// management routines integral to the game's core mechanics.
+
+
+
+EMSCRIPTEN_BINDINGS(MicropolisEngine) {
+
+ // position.h
+
+ enum_("Direction2")
+ .value("INVALID", Direction2::DIR2_INVALID)
+ .value("NORTH", Direction2::DIR2_NORTH)
+ .value("NORTH_EAST", Direction2::DIR2_NORTH_EAST)
+ .value("EAST", Direction2::DIR2_EAST)
+ .value("SOUTH_EAST", Direction2::DIR2_SOUTH_EAST)
+ .value("SOUTH", Direction2::DIR2_SOUTH)
+ .value("SOUTH_WEST", Direction2::DIR2_SOUTH_WEST)
+ .value("WEST", Direction2::DIR2_WEST)
+ .value("NORTH_WEST", Direction2::DIR2_NORTH_WEST)
+ ;
+
+ class_("Position")
+ .constructor<>()
+ .constructor()
+ .function("move", &Position::move)
+ .function("testBounds", &Position::testBounds)
+ .property("posX", &Position::posX)
+ .property("posY", &Position::posY)
+ ;
+
+ function("increment45", &increment45);
+ function("increment90", &increment90);
+ function("rotate45", &rotate45);
+ function("rotate90", &rotate90);
+ function("rotate180", &rotate180);
+
+ // tool.h
+
+ class_("ToolEffects")
+ //.constructor() // TODO: wrap
+ .function("clear", &ToolEffects::clear)
+ .function("modifyWorld", &ToolEffects::modifyWorld)
+ .function("modifyIfEnoughFunding", &ToolEffects::modifyIfEnoughFunding)
+ .function("getMapValue", select_overload(&ToolEffects::getMapValue))
+ .function("getMapTile", select_overload(&ToolEffects::getMapTile))
+ .function("getCost", &ToolEffects::getCost)
+ .function("addCost", &ToolEffects::addCost)
+ .function("setMapValue", select_overload(&ToolEffects::setMapValue))
+ //.function("addFrontendMessage", &ToolEffects::addFrontendMessage) // TODO: wrap
+ ;
+
+ enum_("MapTileBits")
+ .value("PWRBIT", PWRBIT)
+ .value("CONDBIT", CONDBIT)
+ .value("BURNBIT", BURNBIT)
+ .value("BULLBIT", BULLBIT)
+ .value("ANIMBIT", ANIMBIT)
+ .value("ZONEBIT", ZONEBIT)
+ .value("ALLBITS", ALLBITS)
+ .value("LOMASK", LOMASK)
+ .value("BLBNBIT", BLBNBIT)
+ .value("BLBNCNBIT", BLBNCNBIT)
+ .value("BNCNBIT", BNCNBIT)
+ ;
+
+ enum_("EditingTool")
+ .value("TOOL_RESIDENTIAL", TOOL_RESIDENTIAL)
+ .value("TOOL_COMMERCIAL", TOOL_COMMERCIAL)
+ .value("TOOL_INDUSTRIAL", TOOL_INDUSTRIAL)
+ .value("TOOL_FIRESTATION", TOOL_FIRESTATION)
+ .value("TOOL_POLICESTATION", TOOL_POLICESTATION)
+ .value("TOOL_QUERY", TOOL_QUERY)
+ .value("TOOL_WIRE", TOOL_WIRE)
+ .value("TOOL_BULLDOZER", TOOL_BULLDOZER)
+ .value("TOOL_RAILROAD", TOOL_RAILROAD)
+ .value("TOOL_ROAD", TOOL_ROAD)
+ .value("TOOL_STADIUM", TOOL_STADIUM)
+ .value("TOOL_PARK", TOOL_PARK)
+ .value("TOOL_SEAPORT", TOOL_SEAPORT)
+ .value("TOOL_COALPOWER", TOOL_COALPOWER)
+ .value("TOOL_NUCLEARPOWER", TOOL_NUCLEARPOWER)
+ .value("TOOL_AIRPORT", TOOL_AIRPORT)
+ .value("TOOL_NETWORK", TOOL_NETWORK)
+ .value("TOOL_WATER", TOOL_WATER)
+ .value("TOOL_LAND", TOOL_LAND)
+ .value("TOOL_FOREST", TOOL_FOREST)
+ .value("TOOL_COUNT", TOOL_COUNT)
+ .value("TOOL_FIRST", TOOL_FIRST)
+ .value("TOOL_LAST", TOOL_LAST);
+ ;
+
+ // map_type.h
+ class_