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Author SHA1 Message Date
Tony Bark
51d2475f4d Updated Gitignore
- Removed Apache license
2023-03-14 06:44:46 -04:00
Tony Bark
c46d0e27e4 Removed state machine for behavior trees
- Added Font Awesome Support
2023-03-14 06:30:58 -04:00
Tony Bark
b133ee2680 Kenny's UI Audio 2023-03-14 06:30:07 -04:00
Tony Bark
c980445340 Major clean up and reorganization
- Upgraded to Godot 4
- Just remembered the basic principles are based on a tile editor, and dramatically simplified from there. Derp.
- New state machine and license display add-ons.
- Re-licensed under the GPL because Micropolis' assets aren't under a separate one.
2023-03-14 06:17:27 -04:00
541 changed files with 12205 additions and 7640 deletions

65
.gitattributes vendored
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@ -1,63 +1,2 @@
###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln merge=binary
#*.csproj merge=binary
#*.vbproj merge=binary
#*.vcxproj merge=binary
#*.vcproj merge=binary
#*.dbproj merge=binary
#*.fsproj merge=binary
#*.lsproj merge=binary
#*.wixproj merge=binary
#*.modelproj merge=binary
#*.sqlproj merge=binary
#*.wwaproj merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg binary
#*.png binary
#*.gif binary
###############################################################################
# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc diff=astextplain
#*.DOC diff=astextplain
#*.docx diff=astextplain
#*.DOCX diff=astextplain
#*.dot diff=astextplain
#*.DOT diff=astextplain
#*.pdf diff=astextplain
#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain
# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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@ -1,32 +1,27 @@
name: Build Godot Project
# name: Build Godot Project
on:
push:
branches: [main, develop, "releases/**"]
pull_request:
branches: [main, develop, "releases/**"]
# 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"
# - name: Upload Artifact
# uses: actions/upload-artifact@v2
# with:
# name: Client - ${{ matrix.platform }}
# path: ${{ github.workspace }}/${{ steps.build.outputs.build }}
# 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"

45
.gitignore vendored
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@ -1,6 +1,6 @@
# 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,macos,linux,godot,executable,backup
# Edit at https://www.toptal.com/developers/gitignore?templates=windows,visualstudiocode,macos,linux,godot,executable,backup
# Created by https://www.toptal.com/developers/gitignore/api/windows,web,visualstudiocode,monodevelop,macos,linux,godot,executable,dotnetcore,backup
# Edit at https://www.toptal.com/developers/gitignore?templates=windows,web,visualstudiocode,monodevelop,macos,linux,godot,executable,dotnetcore,backup
### Backup ###
*.bak
@ -9,6 +9,15 @@
*.orig
*.tmp
### DotnetCore ###
# .NET Core build folders
bin/
obj/
# Common node modules locations
/node_modules
/wwwroot/node_modules
### Executable ###
*.app
*.bat
@ -22,6 +31,9 @@
*.wsf
### Godot ###
# Godot 4+ specific ignores
.godot/
# Godot-specific ignores
.import/
export.cfg
@ -33,6 +45,7 @@ export_presets.cfg
# Mono-specific ignores
.mono/
data_*/
mono_crash.*.json
### Linux ###
*~
@ -82,6 +95,16 @@ Temporary Items
# iCloud generated files
*.icloud
### MonoDevelop ###
#User Specific
*.userprefs
*.usertasks
#Mono Project Files
*.pidb
*.resources
test-results/
### VisualStudioCode ###
.vscode/*
!.vscode/settings.json
@ -101,6 +124,21 @@ Temporary Items
.history
.ionide
### Web ###
*.asp
*.cer
*.csr
*.css
*.htm
*.html
*.js
*.jsp
*.php
*.rss
*.wasm
*.wat
*.xhtml
### Windows ###
# Windows thumbnail cache files
Thumbs.db
@ -127,8 +165,7 @@ $RECYCLE.BIN/
# Windows shortcuts
*.lnk
# End of https://www.toptal.com/developers/gitignore/api/windows,visualstudiocode,macos,linux,godot,executable,backup
# End of https://www.toptal.com/developers/gitignore/api/windows,web,visualstudiocode,monodevelop,macos,linux,godot,executable,dotnetcore,backup
# Custom rules (everything added below won't be overriden by 'Generate .gitignore File' if you use 'Update' option)
!export_presets.cfg

457
LICENSE
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@ -1,201 +1,320 @@
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Copyright 2022 Tony Bark
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of warranty; and each file should have at least the "copyright" line and a
pointer to where the full notice is found.
<one line to give the program's name and an idea of what it does.>
Copyright (C) < yyyy> <name of author>
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 2 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, write to the Free Software Foundation, Inc., 51 Franklin
Street, Fifth Floor, Boston, MA 02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when
it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author Gnomovision 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, the commands you use may be
called something other than `show w' and `show c'; they could even be mouse-clicks
or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your school,
if any, to sign a "copyright disclaimer" for the program, if necessary. Here
is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision'
(which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989 Ty Coon, President of Vice This 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.

View file

@ -7,22 +7,22 @@
<hr>
</p>
City Limits is a re-imagining of SimCity Classic that brings modern city building concepts to the classic game.
Based on Godot, 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.
## Getting Started
### Prerequisites
- Godot Engine 3.x
- Godot Engine 4.x
## 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)
- **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.
## License
In jurisdictions that recognize copyright waivers, I've [waived all copyright](UNLICENSE) and related or neighboring rights for to this project. In areas where these waivers are not recognized, [Apache-2.0](LICENSE) is enforced.
I license this project under the GPL-2.0-or-later license - see [LICENSE](LICENSE) for details.

View file

@ -1,6 +0,0 @@
# To-do
- Make zones upgradeable, similar to SimCity BuildIt
- Add Casey Universe buildings
- Central Tower
- Pawprint Press

View file

@ -1,22 +0,0 @@
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute
this software, either in source code form or as a compiled binary, for any
purpose, commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and
to the detriment of our heirs and
successors. We intend this dedication to be an overt act of relinquishment
in perpetuity of all present and future rights to this software under copyright
law.
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
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. For more information,
please refer to <https://unlicense.org/>

Binary file not shown.

After

Width:  |  Height:  |  Size: 913 B

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bnkl8rujlgv0h"
path="res://.godot/imported/Checker.png-95b82ca4c05ab143e1e16c56d598421b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/SpritesheetGenerator/Checker.png"
dest_files=["res://.godot/imported/Checker.png-95b82ca4c05ab143e1e16c56d598421b.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

View file

@ -0,0 +1,13 @@
@tool
extends EditorPlugin
func _enter_tree() -> void:
add_tool_menu_item("Open Spritesheet Generator", run_generator)
get_editor_interface().get_command_palette().add_command("Open Spritesheet Generator", "addons/open_spritesheet_generator", run_generator)
func _exit_tree() -> void:
remove_tool_menu_item("Open Spritesheet Generator")
get_editor_interface().get_command_palette().remove_command("addons/open_spritesheet_generator")
func run_generator():
get_editor_interface().play_custom_scene("res://addons/SpritesheetGenerator/SpritesheetGenerator.tscn")

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@ -0,0 +1,77 @@
[gd_scene load_steps=3 format=3 uid="uid://cd5wndu01c1sn"]
[sub_resource type="StyleBoxFlat" id="2"]
resource_local_to_scene = true
bg_color = Color(0, 0.501961, 0.501961, 1)
[sub_resource type="GDScript" id="3"]
resource_name = "Prefab"
script/source = "extends PanelContainer
var odd: Vector2
func set_frame_margin(margin: Vector2):
$MarginContainer.add_theme_constant_override(&\"margin_left\", margin.x)
$MarginContainer.add_theme_constant_override(&\"margin_top\", margin.y)
margin += odd
$MarginContainer.add_theme_constant_override(&\"margin_right\", margin.x)
$MarginContainer.add_theme_constant_override(&\"margin_bottom\", margin.y)
func set_texture(texture: Texture2D):
%TextureRect.texture = texture
odd = Vector2(int(get_texture_size().x) % 2, int(get_texture_size().y) % 2)
func get_texture_size() -> Vector2:
return %TextureRect.texture.get_size()
func get_position2() -> Vector2:
return position + %TextureRect.position
func get_texture_data() -> Image:
return %TextureRect.texture.get_image()
func set_display_background(display: bool):
get_theme_stylebox(&\"panel\").draw_center = display
func set_background_color(color: Color):
get_theme_stylebox(&\"panel\").bg_color = color
func _get_drag_data(p: Vector2):
var preview = TextureRect.new()
preview.texture = %TextureRect.texture
preview.ignore_texture_size = true
preview.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
preview.size = Vector2(64, 64)
set_drag_preview(preview)
return {type = \"SpritesheetFrame\", node = self}
func _can_drop_data(p: Vector2, data) -> bool:
return data is Dictionary and data.get(\"type\", \"\") == \"SpritesheetFrame\"
func _drop_data(p: Vector2, data) -> void:
var index = get_index()
get_parent().move_child(self, data.node.get_index())
get_parent().move_child(data.node, index)
get_tree().current_scene.refresh_grid()
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
get_tree().current_scene.remove_frame.call_deferred(self)
"
[node name="FramePrefab" type="PanelContainer" groups=["frame"]]
theme_override_styles/panel = SubResource("2")
script = SubResource("3")
[node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 2
mouse_filter = 2
[node name="TextureRect" type="TextureRect" parent="MarginContainer"]
unique_name_in_owner = true
texture_filter = 1
layout_mode = 2
stretch_mode = 4

View file

@ -0,0 +1,714 @@
[gd_scene load_steps=5 format=3 uid="uid://bf3b0i8scthbm"]
[ext_resource type="Texture2D" uid="uid://bnkl8rujlgv0h" path="res://addons/SpritesheetGenerator/Checker.png" id="1_hs1uu"]
[sub_resource type="GDScript" id="1"]
resource_name = "Generator"
script/source = "extends Control
const SUPPORTED_FORMATS: PackedStringArray = [\"bmp\", \"dds\", \"exr\", \"hdr\", \"jpg\", \"jpeg\", \"png\", \"tga\", \"svg\", \"svgz\", \"webp\"]
@onready var grid := %GridContainer
var file_list: Array
var image_list: Array
var texture_list: Array
var images_to_process: Array
var images_to_texturize: Array
var first_time := true
var image_count: int
var output_path: String
var auto := true
var margin := Vector2.ONE
var pan_origin: Vector2
var pan_start: Vector2
signal images_processed
func _enter_tree() -> void:
$SplitDialog.hide()
$StashDialog.hide()
func _ready():
$Status.text = $Status.text % \", \".join(SUPPORTED_FORMATS)
get_viewport().files_dropped.connect(load_files)
grid.minimum_size_changed.connect(refresh_background)
set_process(false)
func refresh_background():
%Background.custom_minimum_size = grid.get_minimum_size()
func load_files(files: PackedStringArray):
file_list.clear()
image_list.clear()
%CustomName.text = \"\"
%Reload.disabled = false
%SavePNG.disabled = false
if files.size() == 1 and not FileAccess.file_exists(files[0]):
var dir := DirAccess.open(files[0])
if not dir:
show_error(\"Can't open directory.\")
return
for file in dir.get_files():
if file.get_extension() in SUPPORTED_FORMATS:
file_list.append(str(dir.get_current_dir().path_join(file)))
else:
var wrong_count: int
for file in files:
if file.get_extension() in SUPPORTED_FORMATS:
file_list.append(file)
else:
wrong_count += 1
if wrong_count > 0:
show_error(\"Skipped %s file(s) with unsupported extension.\" % wrong_count)
if file_list.is_empty():
show_error(\"No valid files or directories to process.\")
return
load_images()
func load_images():
texture_list.clear()
for image in grid.get_children():
image.free()
for image in %StashImages.get_children():
image.free()
update_stash()
var size_map: Dictionary
if not file_list.is_empty():
image_list = file_list.map(func(file: String):
var image := Image.load_from_file(file)
if image:
image.set_meta(&\"path\", file)
return image)
for image in image_list:
if not image:
continue
if not image.get_size() in size_map:
size_map[image.get_size()] = []
size_map[image.get_size()].append(image)
var output_name: String
var most_common_size: Vector2i
var most_common_count: int
for size in size_map:
if size_map[size].size() > most_common_count:
most_common_size = size
most_common_count = size_map[size].size()
for image in size_map[most_common_size]:
if output_path.is_empty():
var path: String = image.get_meta(&\"path\", \"\")
output_path = path.get_base_dir()
output_name = path.get_base_dir().get_file()
images_to_process.append(image)
size_map.clear()
if not output_name.is_empty() and %CustomName.text.is_empty():
%CustomName.text = output_name
update_save_button()
if images_to_process.size() < file_list.size():
show_error(\"Rejected %s image(s) due to size mismatch.\" % (file_list.size() - images_to_process.size()))
if images_to_process.size() == 1:
if file_list.size() > 1:
images_to_process.clear()
show_error(\"Only one dropped image was valid.\")
else:
%SplitPreview.texture = ImageTexture.create_from_image(images_to_process[0])
$SplitDialog.reset_size()
$SplitDialog.popup_centered()
return
$Status.show()
%CenterContainer.hide()
image_count = images_to_process.size()
%Columns.max_value = image_count
threshold = %Threshold.value
min_x = 9999999
min_y = 9999999
max_x = -9999999
max_y = -9999999
set_process(true)
await images_processed
for texture in texture_list:
add_frame(texture)
toggle_auto(auto)
refresh_margin()
$Status.hide()
%CenterContainer.show()
var threshold: float
var min_x: int
var min_y: int
var max_x: int
var max_y: int
func _process(delta: float) -> void:
if not images_to_process.is_empty():
var image: Image = images_to_process.pop_front()
$Status.text = str(\"Preprocessing image \", image_count - images_to_process.size(), \"/\", image_count)
for x in image.get_width():
for y in image.get_height():
if image.get_pixel(x, y).a >= threshold:
min_x = mini(min_x, x)
min_y = mini(min_y, y)
max_x = maxi(max_x, x)
max_y = maxi(max_y, y)
images_to_texturize.append(image)
elif not images_to_texturize.is_empty():
var rect := Rect2i(min_x, min_y, max_x - min_x + 1, max_y - min_y + 1)
var image: Image = images_to_texturize.pop_front()
$Status.text = str(\"Creating texture \", image_count - images_to_texturize.size(), \"/\", image_count)
var true_image := Image.create(rect.size.x, rect.size.y, false, image.get_format())
true_image.blit_rect(image, rect, Vector2())
var texture := ImageTexture.create_from_image(true_image)
texture_list.append(texture)
if images_to_texturize.is_empty():
set_process(false)
images_processed.emit()
if first_time:
recenter()
first_time = false
func toggle_grid(show: bool) -> void:
get_tree().call_group(&\"frame\", &\"set_display_background\", show)
func toggle_auto(button_pressed: bool) -> void:
%Columns.editable = not button_pressed
auto = button_pressed
if button_pressed:
var best: int
var best_score = -9999999
for i in range(1, image_count + 1):
var cols = i
var rows = ceili(image_count / float(i))
var score = image_count - cols * rows - maxi(cols, rows) - rows
if score > best_score:
best = i
best_score = score
grid.columns = best
else:
grid.columns = %Columns.value
refresh_grid()
func hmargin_changed(value: float) -> void:
margin.x = value
refresh_margin()
func vmargin_changed(value: float) -> void:
margin.y = value
refresh_margin()
func refresh_margin():
get_tree().call_group(&\"frame\", &\"set_frame_margin\", margin)
func columns_changed(value: float) -> void:
grid.columns = value
refresh_grid()
func refresh_grid():
var coord: Vector2
var dark = false
for rect in grid.get_children():
rect.set_background_color(Color(0, 0, 0, 0.2 if dark else 0.1))
dark = not dark
coord.x += 1
if coord.x == grid.columns:
coord.x = 0
coord.y += 1
dark = int(coord.y) % 2 == 1
func save_png() -> void:
var image_size: Vector2 = grid.get_child(0).get_minimum_size()
var image := Image.create(image_size.x * grid.columns, image_size.y * (ceil(grid.get_child_count() / float(grid.columns))), false, Image.FORMAT_RGBA8)
for rect in grid.get_children():
image.blit_rect(rect.get_texture_data(), Rect2(Vector2(), image_size), rect.get_position2())
image.save_png(output_path.path_join(%CustomName.text) + \".png\")
func show_error(text: String):
if not %Error.visible:
%Error.show()
else:
%Error.text += \"\\n\"
%Error.text += text
%Timer.start()
func error_hidden() -> void:
%Error.text = \"\"
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
var cc: Control = %CenterContainer
if event.button_index == MOUSE_BUTTON_MIDDLE:
if event.pressed:
pan_origin = get_local_mouse_position()
pan_start = cc.position
else:
pan_origin = Vector2()
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
var lm = cc.get_local_mouse_position()
cc.scale -= Vector2.ONE * 0.05
if cc.scale.x <= 0:
cc.scale = Vector2.ONE * 0.05
cc.position -= (lm - cc.get_local_mouse_position()) * cc.scale
elif event.button_index == MOUSE_BUTTON_WHEEL_UP:
var lm = cc.get_local_mouse_position()
cc.scale += Vector2.ONE * 0.05
cc.position -= (lm - cc.get_local_mouse_position()) * cc.scale
if event is InputEventMouseMotion:
if pan_origin != Vector2():
%CenterContainer.position = pan_start + (get_local_mouse_position() - pan_origin)
func recenter() -> void:
%CenterContainer.position = get_viewport().size / 2 - Vector2i(%CenterContainer.size) / 2
%CenterContainer.scale = Vector2.ONE
func update_split_preview():
%SplitPreview.queue_redraw()
func draw_split_preview() -> void:
var preview: TextureRect = %SplitPreview
var frame_count := Vector2(%SplitX.value, %SplitY.value)
var frame_size := preview.size / frame_count
for x in range(1, frame_count.x):
for y in int(frame_count.y):
preview.draw_line(frame_size * Vector2(x, y), frame_size * Vector2(x, y + 1), Color.WHITE)
preview.draw_line(frame_size * Vector2(x, y) + Vector2.RIGHT, frame_size * Vector2(x, y + 1) + Vector2.RIGHT, Color.BLACK)
for y in range(1, frame_count.y):
for x in int(frame_count.x):
preview.draw_line(frame_size * Vector2(x, y), frame_size * Vector2(x + 1, y), Color.WHITE)
preview.draw_line(frame_size * Vector2(x, y) + Vector2.DOWN, frame_size * Vector2(x + 1, y) + Vector2.DOWN, Color.BLACK)
func split_spritesheet() -> void:
file_list.clear()
image_list.clear()
var image: Image = images_to_process[0]
var sub_image_size := image.get_size() / Vector2i(%SplitX.value, %SplitY.value)
for y in %SplitY.value:
for x in %SplitX.value:
image_list.append(image.get_region(Rect2i(Vector2i(x, y) * sub_image_size, sub_image_size)))
images_to_process.clear()
load_images()
func remove_frame(frame):
var image: Image = frame.get_texture_data()
var texture := ImageTexture.create_from_image(image)
var button := TextureButton.new()
button.texture_normal = texture
button.custom_minimum_size = Vector2(128, 128)
button.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT_CENTERED
button.ignore_texture_size = true
button.pressed.connect(re_add_image.bind(button), CONNECT_DEFERRED)
%StashImages.add_child(button)
var ref := ReferenceRect.new()
button.add_child(ref)
ref.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
ref.mouse_filter = Control.MOUSE_FILTER_IGNORE
ref.editor_only = false
frame.free()
refresh_grid()
update_stash()
func update_stash():
%Stash.disabled = %StashImages.get_child_count() == 0
func re_add_image(tb: TextureButton):
add_frame(tb.texture_normal)
tb.free()
refresh_grid()
update_stash()
if %Stash.disabled:
$StashDialog.hide()
func add_frame(texture: Texture2D):
var rect := preload(\"res://addons/SpritesheetGenerator/SpritesheetFrame.tscn\").instantiate()
rect.set_texture(texture)
rect.set_display_background(%DisplayGrid.button_pressed)
rect.set_frame_margin(margin)
grid.add_child(rect)
func update_save_button() -> void:
%SavePNG.disabled = %CustomName.text.is_empty()
"
[sub_resource type="StyleBoxFlat" id="5"]
content_margin_left = 20.0
content_margin_top = 20.0
content_margin_right = 20.0
content_margin_bottom = 20.0
bg_color = Color(0, 0, 0, 0.25098)
[sub_resource type="StyleBoxTexture" id="StyleBoxTexture_kjgn5"]
texture = ExtResource("1_hs1uu")
axis_stretch_horizontal = 1
axis_stretch_vertical = 1
[node name="Main" type="HBoxContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = SubResource("1")
[node name="MarginContainer" type="PanelContainer" parent="."]
layout_mode = 2
theme_override_styles/panel = SubResource("5")
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="Label5" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Alpha Threshold"
horizontal_alignment = 1
[node name="Threshold" type="SpinBox" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
max_value = 1.0
step = 0.005
value = 0.9
[node name="Reload" type="Button" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
disabled = true
text = "Reload"
[node name="HSeparator" type="HSeparator" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Columns"
horizontal_alignment = 1
[node name="Columns" type="SpinBox" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
min_value = 1.0
value = 1.0
editable = false
[node name="Grid" type="CheckButton" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
button_pressed = true
text = "Auto"
[node name="Label3" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Horizontal Margin"
horizontal_alignment = 1
[node name="MarginH" type="SpinBox" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
value = 1.0
suffix = "px"
[node name="Label4" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Vertical Margin"
horizontal_alignment = 1
[node name="MarginV" type="SpinBox" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
max_value = 128.0
value = 1.0
suffix = "px"
[node name="Stash" type="Button" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
disabled = true
text = "Image Stash"
[node name="HSeparator2" type="HSeparator" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
[node name="Button" type="Button" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Recenter View
"
[node name="DisplayGrid" type="CheckBox" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
button_pressed = true
text = "Show Grid"
[node name="HSeparator3" type="HSeparator" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
[node name="CustomName" type="LineEdit" parent="MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
placeholder_text = "Image Name"
[node name="SavePNG" type="Button" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
disabled = true
text = "Save PNG"
[node name="Status" type="Label" parent="."]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
text = "Drop folder or image files here to start.
Images should be of the same size. If their sizes don't match, the generator will try to use the dominating size.
The images will be automatically cropped based on the Alpha Threshold value. Greater value means more exact crop.
Supported formats: %s
If you drop a single image, the generator will instead edit it as spritesheet."
horizontal_alignment = 1
vertical_alignment = 1
[node name="View" type="CanvasLayer" parent="."]
layer = -1
[node name="CenterContainer" type="CenterContainer" parent="View"]
unique_name_in_owner = true
visible = false
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
[node name="Background" type="ColorRect" parent="View/CenterContainer"]
unique_name_in_owner = true
layout_mode = 2
mouse_filter = 1
color = Color(0, 0.501961, 0.501961, 1)
[node name="GridContainer" type="GridContainer" parent="View/CenterContainer"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/h_separation = 0
theme_override_constants/v_separation = 0
columns = 3
[node name="VBoxContainer" type="GridContainer" parent="View"]
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -40.0
offset_top = -40.0
grow_horizontal = 0
grow_vertical = 0
mouse_filter = 2
columns = 3
[node name="Label" type="Label" parent="View/VBoxContainer"]
layout_mode = 2
text = "LMB"
horizontal_alignment = 1
[node name="VSeparator" type="VSeparator" parent="View/VBoxContainer"]
layout_mode = 2
[node name="Label2" type="Label" parent="View/VBoxContainer"]
layout_mode = 2
text = "rearrange images"
[node name="Label3" type="Label" parent="View/VBoxContainer"]
layout_mode = 2
text = "RMB"
horizontal_alignment = 1
[node name="VSeparator2" type="VSeparator" parent="View/VBoxContainer"]
layout_mode = 2
[node name="Label4" type="Label" parent="View/VBoxContainer"]
layout_mode = 2
text = "delete images"
[node name="Label5" type="Label" parent="View/VBoxContainer"]
layout_mode = 2
text = "MMB"
horizontal_alignment = 1
[node name="VSeparator3" type="VSeparator" parent="View/VBoxContainer"]
layout_mode = 2
[node name="Label6" type="Label" parent="View/VBoxContainer"]
layout_mode = 2
text = "pan view"
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="Error" type="Label" parent="CanvasLayer"]
unique_name_in_owner = true
modulate = Color(1, 0, 0, 1)
anchors_preset = 12
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = -14.0
grow_horizontal = 2
grow_vertical = 0
size_flags_vertical = 0
horizontal_alignment = 1
[node name="Timer" type="Timer" parent="CanvasLayer"]
unique_name_in_owner = true
wait_time = 5.0
one_shot = true
[node name="SplitDialog" type="ConfirmationDialog" parent="."]
title = "Edit Spritesheet"
position = Vector2i(-500, 0)
size = Vector2i(272, 343)
visible = true
[node name="VBoxContainer" type="VBoxContainer" parent="SplitDialog"]
offset_left = 8.0
offset_top = 8.0
offset_right = 264.0
offset_bottom = 294.0
[node name="Label" type="Label" parent="SplitDialog/VBoxContainer"]
layout_mode = 2
text = "Split Frames"
horizontal_alignment = 1
[node name="HBoxContainer" type="HBoxContainer" parent="SplitDialog/VBoxContainer"]
layout_mode = 2
alignment = 1
[node name="SplitX" type="SpinBox" parent="SplitDialog/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
min_value = 1.0
max_value = 1000.0
value = 1.0
select_all_on_focus = true
[node name="Label" type="Label" parent="SplitDialog/VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "x"
[node name="SplitY" type="SpinBox" parent="SplitDialog/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
min_value = 1.0
max_value = 1000.0
value = 1.0
select_all_on_focus = true
[node name="CenterContainer" type="CenterContainer" parent="SplitDialog/VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
[node name="PanelContainer" type="PanelContainer" parent="SplitDialog/VBoxContainer/CenterContainer"]
layout_mode = 2
theme_override_styles/panel = SubResource("StyleBoxTexture_kjgn5")
[node name="SplitPreview" type="TextureRect" parent="SplitDialog/VBoxContainer/CenterContainer/PanelContainer"]
unique_name_in_owner = true
layout_mode = 2
[node name="StashDialog" type="AcceptDialog" parent="."]
title = "Image Stash"
position = Vector2i(-500, 500)
size = Vector2i(309, 100)
visible = true
[node name="VBoxContainer" type="VBoxContainer" parent="StashDialog"]
offset_left = 8.0
offset_top = 8.0
offset_right = 301.0
offset_bottom = 51.0
[node name="Label" type="Label" parent="StashDialog/VBoxContainer"]
layout_mode = 2
text = "Click frame to re-add it to spritesheet."
horizontal_alignment = 1
[node name="StashImages" type="HFlowContainer" parent="StashDialog/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
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[connection signal="value_changed" from="MarginContainer/VBoxContainer/Columns" to="." method="columns_changed"]
[connection signal="toggled" from="MarginContainer/VBoxContainer/Grid" to="." method="toggle_auto"]
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@ -0,0 +1,7 @@
[plugin]
name="Spritesheet Generator"
description="Generates cropped spritesheets from multiple images."
author="KoBeWi"
version="1.2"
script="SpriteSheetGenerator.gd"

View file

@ -1,24 +0,0 @@
extends Reference
var blackboard = {}
func set(key, value, blackboard_name = 'default'):
if not blackboard.has(blackboard_name):
blackboard[blackboard_name] = {}
blackboard[blackboard_name][key] = value
func get(key, default_value = null, blackboard_name = 'default'):
if has(key, blackboard_name):
return blackboard[blackboard_name].get(key, default_value)
return default_value
func has(key, blackboard_name = 'default'):
return blackboard.has(blackboard_name) and blackboard[blackboard_name].has(key) and blackboard[blackboard_name][key] != null
func erase(key, blackboard_name = 'default'):
if blackboard.has(blackboard_name):
blackboard[blackboard_name][key] = null

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@ -1,61 +0,0 @@
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source_file="res://addons/beehave/icons/sequencer_star.svg"
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process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -1,8 +0,0 @@
extends BeehaveTree
class_name BeehaveNode, "../icons/action.svg"
enum { SUCCESS, FAILURE, RUNNING }
func tick(actor, blackboard):
pass

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@ -1,84 +0,0 @@
extends BeehaveTree
class_name BeehaveRoot, "../icons/tree.svg"
const Blackboard = preload("../blackboard.gd")
const SUCCESS = 0
const FAILURE = 1
const RUNNING = 2
enum ProcessMode {
PHYSICS_PROCESS,
IDLE,
MANUAL
}
export (ProcessMode) var process_mode = ProcessMode.PHYSICS_PROCESS setget set_process_mode
export (bool) var enabled = true
export (NodePath) var actor_node_path
var actor : Node
onready var blackboard = Blackboard.new()
func _ready():
if self.get_child_count() != 1:
push_error("Beehave error: Root %s should have one child (NodePath: %s)" % [self.name, self.get_path()])
disable()
return
actor = get_parent()
if actor_node_path:
actor = get_node(actor_node_path)
set_process_mode(self.process_mode)
func _process(delta):
tick(delta)
func _physics_process(delta):
tick(delta)
func tick(delta):
blackboard.set("delta", delta)
var status = self.get_child(0).tick(actor, blackboard)
if status != RUNNING:
blackboard.set("running_action", null)
func get_running_action():
if blackboard.has("running_action"):
return blackboard.get("running_action")
return null
func get_last_condition():
if blackboard.has("last_condition"):
return blackboard.get("last_condition")
return null
func get_last_condition_status():
if blackboard.has("last_condition_status"):
var status = blackboard.get("last_condition_status")
if status == SUCCESS:
return "SUCCESS"
elif status == FAILURE:
return "FAILURE"
else:
return "RUNNING"
return ""
func enable():
self.enabled = true
set_process_mode(self.process_mode)
func disable():
self.enabled = false
set_process(self.enabled)
set_physics_process(self.enabled)
func set_process_mode(value):
process_mode = value
set_process(process_mode == ProcessMode.IDLE)
set_physics_process(process_mode == ProcessMode.PHYSICS_PROCESS)

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@ -1,3 +0,0 @@
extends Node
class_name BeehaveTree

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@ -1,8 +0,0 @@
extends BeehaveNode
class_name Composite, "../../icons/category_composite.svg"
func _ready():
if self.get_child_count() < 1:
push_error("BehaviorTree Error: Composite %s should have at least one child (NodePath: %s)" % [self.name, self.get_path()])

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@ -1,18 +0,0 @@
extends Composite
class_name SelectorComposite, "../../icons/selector.svg"
func tick(actor, blackboard):
for c in get_children():
var response = c.tick(actor, blackboard)
if c is ConditionLeaf:
blackboard.set("last_condition", c)
blackboard.set("last_condition_status", response)
if response != FAILURE:
if c is ActionLeaf and response == RUNNING:
blackboard.set("running_action", c)
return response
return FAILURE

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@ -1,33 +0,0 @@
# Special implementation of a selector that will
# "wait" for running nodes and will not re-attempt
# to execute previous nodes until that node is either
# FAILED or SUCCEEDED
extends Composite
class_name SelectorStarComposite, "../../icons/selector_star.svg"
var last_execution_index = 0
func tick(actor, blackboard):
for c in get_children():
if c.get_index() < last_execution_index:
continue
var response = c.tick(actor, blackboard)
if c is ConditionLeaf:
blackboard.set("last_condition", c)
blackboard.set("last_condition_status", response)
if response != FAILURE:
if c is ActionLeaf and response == RUNNING:
blackboard.set("running_action", c)
if response == SUCCESS:
last_execution_index = 0
return response
else:
last_execution_index += 1
last_execution_index = 0
return FAILURE

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@ -1,18 +0,0 @@
extends Composite
class_name SequenceComposite, "../../icons/sequencer.svg"
func tick(actor, blackboard):
for c in get_children():
var response = c.tick(actor, blackboard)
if c is ConditionLeaf:
blackboard.set("last_condition", c)
blackboard.set("last_condition_status", response)
if response != SUCCESS:
if c is ActionLeaf and response == RUNNING:
blackboard.set("running_action", c)
return response
return SUCCESS

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@ -1,35 +0,0 @@
# Special implementation of sequencer who will execute
# successful nodes only once until all nodes were successful
extends Composite
class_name SequenceStarComposite, "../../icons/sequencer_star.svg"
var successful_index = 0
func tick(actor, blackboard):
for c in get_children():
if c.get_index() < successful_index:
continue
var response = c.tick(actor, blackboard)
if c is ConditionLeaf:
blackboard.set("last_condition", c)
blackboard.set("last_condition_status", response)
if response != SUCCESS:
if response == FAILURE:
successful_index = 0
if c is ActionLeaf and response == RUNNING:
blackboard.set("running_action", c)
return response
else:
successful_index += 1
if successful_index == get_child_count():
successful_index = 0
return SUCCESS
else:
successful_index = 0
return FAILURE

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@ -1,8 +0,0 @@
extends BeehaveNode
class_name Decorator, "../../icons/category_decorator.svg"
func _ready():
if self.get_child_count() != 1:
push_error("Beehave Error: Decorator %s should have only one child (NodePath: %s)" % [self.name, self.get_path()])

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@ -1,11 +0,0 @@
extends Decorator
class_name AlwaysFailDecorator, "../../icons/fail.svg"
func tick(action, blackboard):
for c in get_children():
var response = c.tick(action, blackboard)
if response == RUNNING:
return RUNNING
return FAILURE

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@ -1,17 +0,0 @@
extends Decorator
class_name InverterDecorator, "../../icons/inverter.svg"
func tick(action, blackboard):
for c in get_children():
var response = c.tick(action, blackboard)
if response == SUCCESS:
return FAILURE
if response == FAILURE:
return SUCCESS
if c is Leaf and response == RUNNING:
blackboard.set("running_action", c)
return RUNNING

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@ -1,19 +0,0 @@
extends Decorator
class_name LimiterDecorator, "../../icons/limiter.svg"
onready var cache_key = 'limiter_%s' % self.get_instance_id()
export (float) var max_count = 0
func tick(actor, blackboard):
var current_count = blackboard.get(cache_key)
if current_count == null:
current_count = 0
if current_count <= max_count:
blackboard.set(cache_key, current_count + 1)
return self.get_child(0).tick(actor, blackboard)
else:
return FAILED

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@ -1,11 +0,0 @@
extends Decorator
class_name AlwaysSucceedDecorator, "../../icons/succeed.svg"
func tick(action, blackboard):
for c in get_children():
var response = c.tick(action, blackboard)
if response == RUNNING:
return RUNNING
return SUCCESS

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@ -1,3 +0,0 @@
extends Leaf
class_name ActionLeaf, "../../icons/action.svg"

View file

@ -1,3 +0,0 @@
extends Leaf
class_name ConditionLeaf, "../../icons/condition.svg"

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@ -1,3 +0,0 @@
extends BeehaveNode
class_name Leaf, "../../icons/action.svg"

View file

@ -1,7 +0,0 @@
[plugin]
name="Beehave"
description="🐝 Behaviour Tree addon for Godot Engine"
author="bitbrain"
version="1.2.0"
script="plugin.gd"

View file

@ -1,5 +0,0 @@
tool
extends EditorPlugin
func _init():
print("Beehave initialized!")

2029
addons/fontawesome/All.gd Normal file

File diff suppressed because it is too large Load diff

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@ -0,0 +1,44 @@
@tool
extends Label
@export_category("FontAwesome")
@export_range(1, 16384) var icon_size: int = 16: set = set_icon_size
@export_enum("solid", "regular", "brands") var icon_type: String = "solid": set = set_icon_type
@export var icon_name: String = "circle-question": set = set_icon_name
const icon_fonts: Dictionary = {
"solid": "res://addons/fontawesome/fonts/fa-solid-900.woff2",
"regular": "res://addons/fontawesome/fonts/fa-regular-400.woff2",
"brands": "res://addons/fontawesome/fonts/fa-brands-400.woff2"
}
const cheatsheet: Dictionary = preload("res://addons/fontawesome/All.gd").all
func _init():
horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vertical_alignment = VERTICAL_ALIGNMENT_CENTER
# disable some things, this is icon not text
auto_translate = false
localize_numeral_system = false
set_icon_type(icon_type)
set_icon_size(icon_size)
set_icon_name(icon_name)
func set_icon_size(new_size: int):
icon_size = clamp(new_size, 1, 16384)
add_theme_font_size_override("font_size", icon_size)
size = Vector2(icon_size, icon_size)
func set_icon_type(new_type: String):
icon_type = new_type
match icon_type:
"solid", "regular", "brands":
add_theme_font_override("font", load(icon_fonts[icon_type]))
func set_icon_name(new_name: String):
icon_name = new_name
var iconcode = ""
if icon_name in cheatsheet[icon_type]:
iconcode = cheatsheet[icon_type][icon_name]
set_text(iconcode)

View file

@ -1,6 +1,6 @@
MIT License
Copyright (c) 2019 Tomek
Copyright (c) 2023 LetterN
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@ -18,4 +18,4 @@ 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.
SOFTWARE.

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@ -0,0 +1 @@
<svg aria-hidden="true" focusable="false" data-prefix="fas" data-icon="flag" class="svg-inline--fa fa-flag fa-w-16" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" width="16" height="16"><path stroke="black" stroke-width="2" fill="#a5efac" d="M349.565 98.783C295.978 98.783 251.721 64 184.348 64c-24.955 0-47.309 4.384-68.045 12.013a55.947 55.947 0 0 0 3.586-23.562C118.117 24.015 94.806 1.206 66.338.048 34.345-1.254 8 24.296 8 56c0 19.026 9.497 35.825 24 45.945V488c0 13.255 10.745 24 24 24h16c13.255 0 24-10.745 24-24v-94.4c28.311-12.064 63.582-22.122 114.435-22.122 53.588 0 97.844 34.783 165.217 34.783 48.169 0 86.667-16.294 122.505-40.858C506.84 359.452 512 349.571 512 339.045v-243.1c0-23.393-24.269-38.87-45.485-29.016-34.338 15.948-76.454 31.854-116.95 31.854z"></path></svg>

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Fonticons, Inc. (https://fontawesome.com)
--------------------------------------------------------------------------------
Font Awesome Free License
Font Awesome Free is free, open source, and GPL friendly. You can use it for
commercial projects, open source projects, or really almost whatever you want.
Full Font Awesome Free license: https://fontawesome.com/license/free.
--------------------------------------------------------------------------------
# Icons: CC BY 4.0 License (https://creativecommons.org/licenses/by/4.0/)
The Font Awesome Free download is licensed under a Creative Commons
Attribution 4.0 International License and applies to all icons packaged
as SVG and JS file types.
--------------------------------------------------------------------------------
# Fonts: SIL OFL 1.1 License
In the Font Awesome Free download, the SIL OFL license applies to all icons
packaged as web and desktop font files.
Copyright (c) 2023 Fonticons, Inc. (https://fontawesome.com)
with Reserved Font Name: "Font Awesome".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
SIL OPEN FONT LICENSE
Version 1.1 - 26 February 2007
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting — in part or in whole — any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
--------------------------------------------------------------------------------
# Code: MIT License (https://opensource.org/licenses/MIT)
In the Font Awesome Free download, the MIT license applies to all non-font and
non-icon files.
Copyright 2023 Fonticons, Inc.
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.
--------------------------------------------------------------------------------
# Attribution
Attribution is required by MIT, SIL OFL, and CC BY licenses. Downloaded Font
Awesome Free files already contain embedded comments with sufficient
attribution, so you shouldn't need to do anything additional when using these
files normally.
We've kept attribution comments terse, so we ask that you do not actively work
to remove them from files, especially code. They're a great way for folks to
learn about Font Awesome.
--------------------------------------------------------------------------------
# Brand Icons
All brand icons are trademarks of their respective owners. The use of these
trademarks does not indicate endorsement of the trademark holder by Font
Awesome, nor vice versa. **Please do not use brand logos for any purpose except
to represent the company, product, or service to which they refer.**

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[plugin]
name="FontAwesome"
description="FontAwesome 6 Icons"
author="LetterN"
version="6.3.0"
script="plugin.gd"

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@tool
extends EditorPlugin
func _enter_tree():
add_custom_type("FontAwesome", "Label", preload("res://addons/fontawesome/FontAwesome.gd"), preload("res://addons/fontawesome/flag-solid.svg"))
func _exit_tree():
remove_custom_type("FontAwesome")

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# Godot Version Manager
<img src="https://raw.githubusercontent.com/fcazalet/godot-version-management/main/icon.png" width="64" height="64">
This addon is for developpers that want a centralized place for version naming / build number and then display it in game.
It allow you to configure version and build in project settings.
These configurations are synchronized to all existing export of your project.
Moreover configurations can be loaded for in game display.
## How to install it
You can find this addon in Godot AssetLibrary
See the Godot Addon install section : https://docs.godotengine.org/en/stable/tutorials/plugins/editor/installing_plugins.html
## How to use it for exports
Once the addon activated it add two entry in your project configuration:
- Application / Config / Version as String (application/config/version default to 0.0.1)
- Application / Config / Build as Integer (application/config/build default to 1)
You can change the version and the build numbers.
It will update all your exports versions value to the project config value.
Then you need to reload the project (Project / Reload current project).
See below section to know why you need to reload project.
For Android exports:
* version is version/name
* build is version/code
For iOS and MacOS exports:
* version is application/short_version
* build is application/version
For Windows Desktop exports:
* version is application/file_version and application/product_version
For HTML5 and UWP exports no versions specified.
## How to use it for in game display
The version and build numbers can be accessed for in game use like that:
```GDScript
# To get version string
var version = ProjectSettings.get_setting("application/config/version")
# To get build number
var build = ProjectSettings.get_setting("application/config/build")
```
## Why I need to reload project ?
The GodotVersionManager addon update the export-presets.cfg file.
Because of Godot keep in memory ExportsSettings and do not reload it from export-presets.cfg file you will need to reload your project.
When project is loaded Godot load in memory the export-presets.cfg .
## Support Me
You to buy me a coffee ?
<a href='https://ko-fi.com/J3J2COV54' target='_blank'><img height='36' style='border:0px;height:36px;' src='https://cdn.ko-fi.com/cdn/kofi3.png?v=3' border='0' alt='Buy Me a Coffee' /></a>

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@ -1,78 +0,0 @@
# By Erasor
tool
extends EditorPlugin
const PLUGIN_NAME = "Godot-Version-Manager"
const DEBUG = true
# Use same name as https://github.com/godotengine/godot/pull/35555
const PROJECT_VERSION_SETTING = "application/config/version"
const PROJECT_BUILD_SETTING = "application/config/build"
const EXPORT_PRESETS_FILE = "res://export_presets.cfg"
var current_version
var current_build
func _enter_tree():
if not ProjectSettings.has_setting(PROJECT_VERSION_SETTING):
ProjectSettings.set_setting(PROJECT_VERSION_SETTING, "0.0.1")
if not ProjectSettings.has_setting(PROJECT_BUILD_SETTING):
ProjectSettings.set_setting(PROJECT_BUILD_SETTING, 1)
current_version = ProjectSettings.get_setting(PROJECT_VERSION_SETTING)
current_build = ProjectSettings.get_setting(PROJECT_BUILD_SETTING)
func _exit_tree():
# Do not remove the verson config, may conflict with https://github.com/godotengine/godot/pull/35555
pass
func apply_changes():
_update_export_presets()
func save_external_data():
_update_export_presets()
func _update_export_presets():
# If config version changed, update all exports
if ProjectSettings.get_setting(PROJECT_VERSION_SETTING) != current_version:
var export_config: ConfigFile = ConfigFile.new()
var err = export_config.load(EXPORT_PRESETS_FILE)
if err == OK:
# Loop limited to 100 exports
for i in range(0, 100):
var section = "preset." + str(i)
if export_config.has_section(section):
plugin_log("Update Export " + export_config.get_value(section, "platform"))
# Update Android exports configs
if export_config.get_value(section, "platform") == "Android":
export_config.set_value(section + ".options", 'version/name', ProjectSettings.get_setting(PROJECT_VERSION_SETTING))
export_config.set_value(section + ".options", 'version/code', ProjectSettings.get_setting(PROJECT_BUILD_SETTING))
if export_config.get_value(section, "platform") == "iOS" or export_config.get_value(section, "platform") == "Mac OSX":
export_config.set_value(section + ".options", 'application/short_version', ProjectSettings.get_setting(PROJECT_VERSION_SETTING))
export_config.set_value(section + ".options", 'application/version', ProjectSettings.get_setting(PROJECT_BUILD_SETTING))
if export_config.get_value(section, "platform") == "UWP":
# TODO parsing of version to minor/major
pass
if export_config.get_value(section, "platform") == "Windows Desktop":
export_config.set_value(section + ".options", 'application/file_version', ProjectSettings.get_setting(PROJECT_VERSION_SETTING))
export_config.set_value(section + ".options", 'application/product_version', ProjectSettings.get_setting(PROJECT_VERSION_SETTING))
else:
break
err = export_config.save(EXPORT_PRESETS_FILE)
ProjectSettings.save()
if err == OK:
plugin_log("All exports updated")
else:
plugin_log("Error saving " + EXPORT_PRESETS_FILE + ", exports not updated")
else:
plugin_log('Error open ' + EXPORT_PRESETS_FILE)
func plugin_log(message):
if (DEBUG):
var time : Dictionary = OS.get_datetime()
var date_string : String = "%02d:%02d" % [time.hour, time.minute]
print(date_string, " - ", PLUGIN_NAME, " - ", message)

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@ -1,8 +0,0 @@
[plugin]
name="Godot-Version-Manager"
description="Godot plugin to manage versions for exports.
It centralize the version number in project."
author="Erasor"
version="1.0.0"
script="godot_version_manager.gd"

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@ -0,0 +1,21 @@
UI SFX Set
by Kenney Vleugels (Kenney.nl)
------------------------------
License (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these assets in personal and commercial projects.
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
------------------------------
Donate: http://support.kenney.nl
Request: http://request.kenney.nl
Follow on Twitter for updates:
@KenneyNL

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path="res://.godot/imported/rollover3.wav-8a4f0c940c94c60009c4b5b83a84ddf0.sample"
[deps]
source_file="res://addons/kenney_ui_audio/rollover3.wav"
dest_files=["res://.godot/imported/rollover3.wav-8a4f0c940c94c60009c4b5b83a84ddf0.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=0

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