Ajout d'un modele de personnage temporaire basé sur makehuman et amélioration du systeme de chargement de scene et diverses autre petites chose. reste a nettoyer certaine partie du vieux code.

This commit is contained in:
osquallo 2020-10-15 19:23:55 +02:00
parent 403742b1ad
commit db3cb83817
141 changed files with 135894 additions and 292 deletions

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@ -92,6 +92,7 @@ void vertex()
rotated_uv_mask = rotateUVmatrinx(UV, vec2(0.5), (v_index));
// rotated_uv_mask = UV;
}

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assets/fx/blood_splash.png Normal file

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@ -20,6 +20,9 @@ margin_right = 128.0
margin_bottom = 128.0
mouse_filter = 1
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
title = "Debug/Tests"
background_texture = ExtResource( 3 )
min_size = Vector2( 256, 256 )

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3
logs/godot.log Normal file
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@ -0,0 +1,3 @@
Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1060/PCIe/SSE2

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@ -10,9 +10,9 @@ config_version=4
_global_script_classes=[ {
"base": "Node",
"class": "Creature",
"class": "Creature_old",
"language": "GDScript",
"path": "res://ressources/scripts/creatures/creature.gd"
"path": "res://ressources/scripts/creatures/creature_old.gd"
}, {
"base": "Node",
"class": "Equippable",
@ -25,10 +25,15 @@ _global_script_classes=[ {
"path": "res://ressources/scripts/items/inventory.gd"
}, {
"base": "Node",
"class": "Item",
"class": "Item_old",
"language": "GDScript",
"path": "res://ressources/scripts/items/item.gd"
}, {
"base": "Reference",
"class": "JSONBeautifier",
"language": "GDScript",
"path": "res://ressources/scripts/json_beautifier/json_beautifier.gd"
}, {
"base": "Spatial",
"class": "Mannequiny",
"language": "GDScript",
@ -38,14 +43,21 @@ _global_script_classes=[ {
"class": "Ra",
"language": "GDScript",
"path": "res://ressources/scripts/creatures/ra.gd"
}, {
"base": "MeshInstance",
"class": "focus_reticle",
"language": "GDScript",
"path": "res://scenes/interfaces/focus_reticle.gd"
} ]
_global_script_class_icons={
"Creature": "",
"Creature_old": "",
"Equippable": "",
"Inventory": "",
"Item": "",
"Item_old": "",
"JSONBeautifier": "",
"Mannequiny": "",
"Ra": ""
"Ra": "",
"focus_reticle": ""
}
[application]
@ -57,9 +69,11 @@ config/icon="res://icon.png"
[autoload]
Creatures="*res://ressources/scripts/creatures.gd"
Creatures="*res://ressources/scripts/creatures_old.gd"
MusicManager="*res://scenes/interfaces/music_manager/music_manager.tscn"
Connection="*res://scenes/connection/connection.tscn"
Globals="*res://ressources/scripts/global.gd"
Datas="*res://ressources/scripts/datas/data.gd"
[debug]
@ -90,28 +104,28 @@ move_backward={
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
]
}
move_left={
move_strafe_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":true,"control":false,"meta":false,"command":false,"pressed":false,"scancode":81,"unicode":0,"echo":false,"script":null)
]
}
move_strafe_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":true,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
]
}
move_turn_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":81,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
]
}
move_right={
move_turn_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
]
}
turn_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
]
}
turn_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":69,"unicode":0,"echo":false,"script":null)
]
}
creatures_editor_rotate_view_y={
"deadzone": 0.5,
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":3,"pressed":false,"doubleclick":false,"script":null)
@ -142,36 +156,67 @@ free_look={
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":2,"pressed":false,"doubleclick":false,"script":null)
]
}
zoom_in={
camera_zoom_in={
"deadzone": 0.5,
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":4,"pressed":false,"doubleclick":false,"script":null)
]
}
zoom_out={
camera_zoom_out={
"deadzone": 0.5,
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":5,"pressed":false,"doubleclick":false,"script":null)
]
}
reset_camera={
camera_reset_view={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":67,"unicode":0,"echo":false,"script":null)
]
}
sprint={
move_run={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null)
]
}
toggle_sprint={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777241,"unicode":0,"echo":false,"script":null)
]
}
inventory_window={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":73,"unicode":0,"echo":false,"script":null)
]
}
move_toggle_run={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777241,"unicode":0,"echo":false,"script":null)
]
}
move_jump={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
]
}
focus_next={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777218,"unicode":0,"echo":false,"script":null)
]
}
interact={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":69,"unicode":0,"echo":false,"script":null)
]
}
menu_pause={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":80,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null)
]
}
ui_show_head_infos={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":85,"unicode":0,"echo":false,"script":null)
]
}
camera_switch={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":86,"unicode":0,"echo":false,"script":null)
]
}
[khanat]

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@ -1,5 +1,5 @@
extends Node
class_name Creature
class_name Creature_old

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@ -1,4 +1,4 @@
extends "res://ressources/scripts/creatures/creature.gd"
extends "res://ressources/scripts/creatures/creature_old.gd"
class_name Ra
var inventory = null

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@ -1,6 +1,6 @@
extends Node
class Creature_old:
class Creature_old2:
enum Sex { F, M, H, A, U }
@ -13,10 +13,10 @@ class Creature_old:
self.pseudonym = p_pseudonym
class Ra_old extends Creature_old:
class Ra_old2 extends Creature_old2:
var sex = Creature_old.Sex.F
var sex = Creature_old2.Sex.F
var female_boobs = 0.0
var female_hip = 0.0

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@ -0,0 +1,307 @@
tool
extends Node
var JSONBeautifier = preload( "res://ressources/scripts/json_beautifier/json_beautifier.gd" )
class Data:
var datas = {}
func _init( p_name = null ):
self.set_data( "name", p_name )
func get_data( p_key, p_default_value = null ):
return self.datas.get( p_key, p_default_value )
func set_data( p_key, p_value ):
self.datas[ p_key ] = p_value
func get_filename():
if not self.get_data( "name", null ):
return "unknow.data"
if self.get_data( "name" ).get_extension():
return self.get_data( "name" )
return self.get_data( "name" ) + ".data"
func save( p_emplacement = "res"):
var filename = self.get_filename()
var ext = filename.get_extension()
var file = File.new()
if p_emplacement == "res":
if file.open("res://ressources/files/"+ext+"s/"+filename, File.WRITE) == OK:
file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) )
file.close()
elif p_emplacement == "user":
var dir = Directory.new()
if not dir.dir_exists( "user://saves/save_temp/ressources/files/"+ext+"s/" ):
dir .make_dir_recursive( "user://saves/save_temp/ressources/files/"+ext+"s/" )
if file.open("user://saves/save_temp/ressources/files/"+ext+"s/"+filename, File.WRITE) == OK:
file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) )
file.close()
elif p_emplacement == "pc":
var dir = Directory.new()
if not dir.dir_exists( "user://saves/save_temp/ressources/files/"+ext+"s/pc/" ):
dir .make_dir_recursive( "user://saves/save_temp/ressources/files/"+ext+"s/pc/" )
if file.open("user://saves/save_temp/ressources/files/"+ext+"s/pc/"+filename, File.WRITE) == OK:
file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) )
file.close()
func load( p_path = null, p_emplacement = null ):
var dict = null
if not p_path:
var filename = self.get_filename()
var ext = filename.get_extension()
var file = File.new()
if not p_emplacement:
if file.open("user://saves/save_temp/ressources/files/"+ext+"s/"+filename, File.READ) == OK or file.open("res://ressources/files/"+ext+"s/"+filename, File.READ) == OK:
dict = JSON.parse(file.get_as_text()).get_result()
else:
var path = "res://ressources/files/"+ext+"s/"+filename
if p_emplacement == "usr":
path = "user://saves/save_temp/ressources/files/"+ext+"s/"+filename
elif p_emplacement == "pc":
path = "user://saves/save_temp/ressources/files/"+ext+"s/pc/"+filename
if file.open(path, File.READ) == OK:
dict = JSON.parse(file.get_as_text()).get_result()
file.close()
else:
var file = File.new()
if file.open(p_path, File.READ) == OK:
dict = JSON.parse(file.get_as_text()).get_result()
file.close()
if dict:
for key in dict.keys():
self.set_data( key, dict[key] )
class ProxyData extends Data:
var data = null
func _init( p_data_filename, p_data = null ):
.set_data( "item_filename", p_data_filename )
.set_data( "modified_values", {} )
var ref_data = Data.new()
ref_data.set_data( "name", .get_data( "item_filename" ) )
ref_data.load()
if ref_data and ref_data is Data:
self.data = ref_data
var modified_values = {}
for data_name in self.data.datas.keys():
if self.data and p_data and not self.data.get_data( data_name ) == p_data.get_data( data_name ):
modified_values[ data_name ] = p_data.get_data( data_name )
.set_data( "modified_values", modified_values )
func set_data( p_data_name, p_value ):
if not .get_data( "modified_values" ):
.set_data( "modified_values", {} )
var new_modified_value = .get_data( "modified_values" )
new_modified_value[ p_data_name ] = p_value
.set_data( "modified_values", new_modified_value )
func get_data( p_key, p_default_value = null ):
if .get_data( "modified_values" ) and p_key in .get_data( "modified_values" ):
return .get_data( "modified_values" )[ p_key ]
elif self.data:
return self.data.get_data( p_key, p_default_value )
return p_default_value
func save( p_emplacement = "usr"):
.save( p_emplacement )
func load( p_path = null, p_emplacement = "usr" ):
.load( p_path, p_emplacement )
class Creature extends Data:
func _init( p_name = null ).( p_name ):
self.set_data( "race", null )
# Caracteristiques.
self.set_data( "strength", 5 )
self.set_data( "perception", 5 )
self.set_data( "endurance", 5 )
self.set_data( "constitution", 5 )
self.set_data( "agility", 5 )
self.set_data( "current_life", self.get_max_life() )
self.set_data( "current_stamina", self.get_max_stamina() )
# inventaire.
self.set_data( "inventory", [] )
func get_filename():
if not self.get_data( "name", null ):
return "unknow.creature"
return self.get_data( "name" )+".creature"
func get_max_life():
return self.get_data( "constitution", 5 ) * 1000
func get_max_stamina():
return self.get_data( "endurance", 5 ) * 1000
class Human extends Creature:
func _init( p_name = null ).( p_name ):
self.set_data( "first_name", null )
self.set_data( "last_name", null )
# Aspect.
self.set_data( "caucasian", 0.0 )
self.set_data( "african", 0.0 )
self.set_data( "asian", 0.0 )
self.set_data( "size", 1.0 )
self.set_data( "fat", 0.0 )
self.set_data( "muscles", 0.0 )
self.set_data( "proportion", 0.0 )
self.set_data( "breast", 0.0 )
self.set_data( "pregnancy", 0.0 )
self.set_data( "skin_tone", 0.0 )
self.set_data( "hair", 0 )
self.set_data( "hair_color", Color.white )
self.set_data( "cleft_chin", 0.0 )
self.set_data( "chin_angle", 0.0 )
self.set_data( "mouth_horiz", 0.0 )
self.set_data( "mouth_vert", 0.0 )
self.set_data( "nose_galbe", 0.0 )
self.set_data( "nose_grec", 0.0 )
self.set_data( "nose_horiz", 0.0 )
self.set_data( "nose_depth", 0.0 )
self.set_data( "eyes_vert", 0.0 )
self.set_data( "eyes_gap", 0.0 )
self.set_data( "earlobes", 0.0 )
self.set_data( "ears_wing", 0.0 )
self.set_data( "lips_up_shape", 0.0 )
self.set_data( "lips_up_shape_2", 0.0 )
func get_filename():
if not self.get_data( "first_name" ) and not self.get_data( "last_name" ):
return "unknow.creature"
elif not self.get_data( "last_name" ):
return self.get_data( "first_name" ) + ".creature"
elif not self.get_data( "first_name" ):
return self.get_data( "last_name" ) + ".creature"
return self.get_data( "first_name" ) + "_" + self.get_data( "last_name" ) + ".creature"
class Item extends Data:
func _init( p_name = null ).( p_name ):
self.set_data( "model", null )
self.set_data( "label", "" )
self.set_data( "description", "" )
self.set_data( "icon", null )
self.set_data( "stack", 1 )
self.set_data( "default_num_given", 1 )
self.set_data( "pickable", true )
self.set_data( "dropable", true )
self.set_data( "hit_points", -1 )
func get_filename():
if not self.get_data( "name", null ):
return "unknow.item"
return self.get_data( "name" )+".item"
class Equipment extends Item:
enum SLOT {
cloth_hand,
cloth_face,
cloth_head,
cloth_torso,
cloth_legs,
cloth_feet,
cloth_back,
weapon_hand_right,
weapon_hand_left,
weapon_hands,
weapon_hip_right,
weapon_hip_left,
weapon_back_right,
weapon_back_left,
weapon_holster_right,
weapon_holster_left
}
func _init( p_name = null ).( p_name ):
self.set_data( "slots", [SLOT.weapon_hand_right] )
self.set_data( "default_slot", SLOT.weapon_hand_right )
self.set_data( "model_equiped", null )
self.set_data( "attachment", "attachment_hand_R" )
self.set_data( "attachment_equiped", "attachment_hand_R" )
func get_filename():
if not self.get_data( "name", null ):
return "unknow.equipment"
return self.get_data( "name" )+".equipment"
class Cloth extends Equipment:
enum LIMB {
head,
torso,
left_upper_arm,
right_upper_arm,
left_lower_arm,
right_lower_arm,
left_hand,
right_hand,
left_upper_leg,
right_upper_leg,
left_lower_leg,
right_lower_leg,
left_feet,
right_feet
}
func _init( p_name = null ).( p_name ):
self.set_data( "protection", 0 )
self.set_data( "protected_limbs", [] )
self.set_data( "texture", null )
func get_filename():
if not self.get_data( "name", null ):
return "unknow.cloth"
return self.get_data( "name" )+".cloth"
class Weapon extends Equipment:
enum TYPE {
melee,
ranged,
throwed
}
func _init( p_name = null ).( p_name ):
self.set_data( "damage", 0.0 )
self.set_data( "reload_needed", 0 )
self.set_data( "range", 1.0 )
self.set_data( "type", TYPE.melee )
self.set_data( "attack_delay", 1.0 )
func get_filename():
if not self.get_data( "name", null ):
return "unknow.weapon"
return self.get_data( "name" )+".weapon"
class InventoryItem extends ProxyData:
func _init( p_item_filename, p_number = 1, p_item = null ).( p_item_filename, p_item ):
self.set_data( "number", p_number )
class PickupItem extends ProxyData:
func _init( p_item_filename, p_global_transform, p_item = null ).( p_item_filename, p_item ):
self.set_data( "global_transform", p_global_transform )
#
#class Character extends ProxyData:
# func _init( p_item_filename, p_item = null ).( p_item_filename, p_item ):
# self.set_data( "current_life", self.get_data( "constitution", 5 )*1000 )
# self.set_data( "current_stamina", self.get_data( "endurance", 5 )*1000 )

View file

@ -1,6 +1,6 @@
extends Spatial
var Creature = preload( "res://ressources/scripts/creatures.gd" )
var Creature = preload( "res://ressources/scripts/creatures_old.gd" )
export(bool) var gravity_enabled = true

View file

@ -0,0 +1,35 @@
extends Node
var version = 0.0
var player_name = null
var ressource_queue = preload("res://ressources/scripts/resource_queue.gd").new()
enum RACE {
human
}
var race_label = [ "Humain" ]
func get_race_id( p_label ):
return race_label.find( p_label )
enum SEX {
female,
male
}
var sex_label = [ "Femme", "Homme" ]
func get_sex_id( p_label ):
return race_label.find( p_label )
enum CREATURES_EDITOR_MODE {
player,
npc
}
var creatures_editor_mode = CREATURES_EDITOR_MODE.player
func goto_scene( path ):
self.get_tree().get_root().get_node("main").goto_scene( path )

View file

@ -1,5 +1,5 @@
extends Node
class_name Item
class_name Item_old
var label = ""
var icon = null

View file

@ -0,0 +1,373 @@
Mozilla Public License Version 2.0
==================================
1. Definitions
--------------
1.1. "Contributor"
means each individual or legal entity that creates, contributes to
the creation of, or owns Covered Software.
1.2. "Contributor Version"
means the combination of the Contributions of others (if any) used
by a Contributor and that particular Contributor's Contribution.
1.3. "Contribution"
means Covered Software of a particular Contributor.
1.4. "Covered Software"
means Source Code Form to which the initial Contributor has attached
the notice in Exhibit A, the Executable Form of such Source Code
Form, and Modifications of such Source Code Form, in each case
including portions thereof.
1.5. "Incompatible With Secondary Licenses"
means
(a) that the initial Contributor has attached the notice described
in Exhibit B to the Covered Software; or
(b) that the Covered Software was made available under the terms of
version 1.1 or earlier of the License, but not also under the
terms of a Secondary License.
1.6. "Executable Form"
means any form of the work other than Source Code Form.
1.7. "Larger Work"
means a work that combines Covered Software with other material, in
a separate file or files, that is not Covered Software.
1.8. "License"
means this document.
1.9. "Licensable"
means having the right to grant, to the maximum extent possible,
whether at the time of the initial grant or subsequently, any and
all of the rights conveyed by this License.
1.10. "Modifications"
means any of the following:
(a) any file in Source Code Form that results from an addition to,
deletion from, or modification of the contents of Covered
Software; or
(b) any new file in Source Code Form that contains any Covered
Software.
1.11. "Patent Claims" of a Contributor
means any patent claim(s), including without limitation, method,
process, and apparatus claims, in any patent Licensable by such
Contributor that would be infringed, but for the grant of the
License, by the making, using, selling, offering for sale, having
made, import, or transfer of either its Contributions or its
Contributor Version.
1.12. "Secondary License"
means either the GNU General Public License, Version 2.0, the GNU
Lesser General Public License, Version 2.1, the GNU Affero General
Public License, Version 3.0, or any later versions of those
licenses.
1.13. "Source Code Form"
means the form of the work preferred for making modifications.
1.14. "You" (or "Your")
means an individual or a legal entity exercising rights under this
License. For legal entities, "You" includes any entity that
controls, is controlled by, or is under common control with You. For
purposes of this definition, "control" means (a) the power, direct
or indirect, to cause the direction or management of such entity,
whether by contract or otherwise, or (b) ownership of more than
fifty percent (50%) of the outstanding shares or beneficial
ownership of such entity.
2. License Grants and Conditions
--------------------------------
2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free,
non-exclusive license:
(a) under intellectual property rights (other than patent or trademark)
Licensable by such Contributor to use, reproduce, make available,
modify, display, perform, distribute, and otherwise exploit its
Contributions, either on an unmodified basis, with Modifications, or
as part of a Larger Work; and
(b) under Patent Claims of such Contributor to make, use, sell, offer
for sale, have made, import, and otherwise transfer either its
Contributions or its Contributor Version.
2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution
become effective for each Contribution on the date the Contributor first
distributes such Contribution.
2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under
this License. No additional rights or licenses will be implied from the
distribution or licensing of Covered Software under this License.
Notwithstanding Section 2.1(b) above, no patent license is granted by a
Contributor:
(a) for any code that a Contributor has removed from Covered Software;
or
(b) for infringements caused by: (i) Your and any other third party's
modifications of Covered Software, or (ii) the combination of its
Contributions with other software (except as part of its Contributor
Version); or
(c) under Patent Claims infringed by Covered Software in the absence of
its Contributions.
This License does not grant any rights in the trademarks, service marks,
or logos of any Contributor (except as may be necessary to comply with
the notice requirements in Section 3.4).
2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to
distribute the Covered Software under a subsequent version of this
License (see Section 10.2) or under the terms of a Secondary License (if
permitted under the terms of Section 3.3).
2.5. Representation
Each Contributor represents that the Contributor believes its
Contributions are its original creation(s) or it has sufficient rights
to grant the rights to its Contributions conveyed by this License.
2.6. Fair Use
This License is not intended to limit any rights You have under
applicable copyright doctrines of fair use, fair dealing, or other
equivalents.
2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
in Section 2.1.
3. Responsibilities
-------------------
3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any
Modifications that You create or to which You contribute, must be under
the terms of this License. You must inform recipients that the Source
Code Form of the Covered Software is governed by the terms of this
License, and how they can obtain a copy of this License. You may not
attempt to alter or restrict the recipients' rights in the Source Code
Form.
3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
(a) such Covered Software must also be made available in Source Code
Form, as described in Section 3.1, and You must inform recipients of
the Executable Form how they can obtain a copy of such Source Code
Form by reasonable means in a timely manner, at a charge no more
than the cost of distribution to the recipient; and
(b) You may distribute such Executable Form under the terms of this
License, or sublicense it under different terms, provided that the
license for the Executable Form does not attempt to limit or alter
the recipients' rights in the Source Code Form under this License.
3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice,
provided that You also comply with the requirements of this License for
the Covered Software. If the Larger Work is a combination of Covered
Software with a work governed by one or more Secondary Licenses, and the
Covered Software is not Incompatible With Secondary Licenses, this
License permits You to additionally distribute such Covered Software
under the terms of such Secondary License(s), so that the recipient of
the Larger Work may, at their option, further distribute the Covered
Software under the terms of either this License or such Secondary
License(s).
3.4. Notices
You may not remove or alter the substance of any license notices
(including copyright notices, patent notices, disclaimers of warranty,
or limitations of liability) contained within the Source Code Form of
the Covered Software, except that You may alter any license notices to
the extent required to remedy known factual inaccuracies.
3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support,
indemnity or liability obligations to one or more recipients of Covered
Software. However, You may do so only on Your own behalf, and not on
behalf of any Contributor. You must make it absolutely clear that any
such warranty, support, indemnity, or liability obligation is offered by
You alone, and You hereby agree to indemnify every Contributor for any
liability incurred by such Contributor as a result of warranty, support,
indemnity or liability terms You offer. You may include additional
disclaimers of warranty and limitations of liability specific to any
jurisdiction.
4. Inability to Comply Due to Statute or Regulation
---------------------------------------------------
If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Covered Software due to
statute, judicial order, or regulation then You must: (a) comply with
the terms of this License to the maximum extent possible; and (b)
describe the limitations and the code they affect. Such description must
be placed in a text file included with all distributions of the Covered
Software under this License. Except to the extent prohibited by statute
or regulation, such description must be sufficiently detailed for a
recipient of ordinary skill to be able to understand it.
5. Termination
--------------
5.1. The rights granted under this License will terminate automatically
if You fail to comply with any of its terms. However, if You become
compliant, then the rights granted under this License from a particular
Contributor are reinstated (a) provisionally, unless and until such
Contributor explicitly and finally terminates Your grants, and (b) on an
ongoing basis, if such Contributor fails to notify You of the
non-compliance by some reasonable means prior to 60 days after You have
come back into compliance. Moreover, Your grants from a particular
Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the
first time You have received notice of non-compliance with this License
from such Contributor, and You become compliant prior to 30 days after
Your receipt of the notice.
5.2. If You initiate litigation against any entity by asserting a patent
infringement claim (excluding declaratory judgment actions,
counter-claims, and cross-claims) alleging that a Contributor Version
directly or indirectly infringes any patent, then the rights granted to
You by any and all Contributors for the Covered Software under Section
2.1 of this License shall terminate.
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
end user license agreements (excluding distributors and resellers) which
have been validly granted by You or Your distributors under this License
prior to termination shall survive termination.
************************************************************************
* *
* 6. Disclaimer of Warranty *
* ------------------------- *
* *
* Covered Software is provided under this License on an "as is" *
* basis, without warranty of any kind, either expressed, implied, or *
* statutory, including, without limitation, warranties that the *
* Covered Software is free of defects, merchantable, fit for a *
* particular purpose or non-infringing. The entire risk as to the *
* quality and performance of the Covered Software is with You. *
* Should any Covered Software prove defective in any respect, You *
* (not any Contributor) assume the cost of any necessary servicing, *
* repair, or correction. This disclaimer of warranty constitutes an *
* essential part of this License. No use of any Covered Software is *
* authorized under this License except under this disclaimer. *
* *
************************************************************************
************************************************************************
* *
* 7. Limitation of Liability *
* -------------------------- *
* *
* Under no circumstances and under no legal theory, whether tort *
* (including negligence), contract, or otherwise, shall any *
* Contributor, or anyone who distributes Covered Software as *
* permitted above, be liable to You for any direct, indirect, *
* special, incidental, or consequential damages of any character *
* including, without limitation, damages for lost profits, loss of *
* goodwill, work stoppage, computer failure or malfunction, or any *
* and all other commercial damages or losses, even if such party *
* shall have been informed of the possibility of such damages. This *
* limitation of liability shall not apply to liability for death or *
* personal injury resulting from such party's negligence to the *
* extent applicable law prohibits such limitation. Some *
* jurisdictions do not allow the exclusion or limitation of *
* incidental or consequential damages, so this exclusion and *
* limitation may not apply to You. *
* *
************************************************************************
8. Litigation
-------------
Any litigation relating to this License may be brought only in the
courts of a jurisdiction where the defendant maintains its principal
place of business and such litigation shall be governed by laws of that
jurisdiction, without reference to its conflict-of-law provisions.
Nothing in this Section shall prevent a party's ability to bring
cross-claims or counter-claims.
9. Miscellaneous
----------------
This License represents the complete agreement concerning the subject
matter hereof. If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable. Any law or regulation which provides
that the language of a contract shall be construed against the drafter
shall not be used to construe this License against a Contributor.
10. Versions of the License
---------------------------
10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section
10.3, no one other than the license steward has the right to modify or
publish new versions of this License. Each version will be given a
distinguishing version number.
10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version
of the License under which You originally received the Covered Software,
or under the terms of any subsequent version published by the license
steward.
10.3. Modified Versions
If you create software not governed by this License, and you want to
create a new license for such software, you may create and use a
modified version of this License if you rename the license and remove
any references to the name of the license steward (except to note that
such modified license differs from this License).
10.4. Distributing Source Code Form that is Incompatible With Secondary
Licenses
If You choose to distribute Source Code Form that is Incompatible With
Secondary Licenses under the terms of this version of the License, the
notice described in Exhibit B of this License must be attached.
Exhibit A - Source Code Form License Notice
-------------------------------------------
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular
file, then You may include the notice in a location (such as a LICENSE
file in a relevant directory) where a recipient would be likely to look
for such a notice.
You may add additional accurate notices of copyright ownership.
Exhibit B - "Incompatible With Secondary Licenses" Notice
---------------------------------------------------------
This Source Code Form is "Incompatible With Secondary Licenses", as
defined by the Mozilla Public License, v. 2.0.

View file

@ -0,0 +1,129 @@
###############################################################################
# JSON Beautifier #
# Copyright (C) 2018-2020 Michael Alexsander #
#-----------------------------------------------------------------------------#
# This Source Code Form is subject to the terms of the Mozilla Public #
# License, v. 2.0. If a copy of the MPL was not distributed with this #
# file, You can obtain one at http://mozilla.org/MPL/2.0/. #
###############################################################################
class_name JSONBeautifier
# Takes valid JSON (if invalid, it will return a error according with Godot's
# 'validade_json()' method) and a number of spaces for indentation (default is
# '0', in which it will use tabs instead), returning properly formatted JSON.
static func beautify_json(json: String, spaces := 0) -> String:
var error_message: String = validate_json(json)
if not error_message.empty():
return error_message
var indentation := ""
if spaces > 0:
for i in spaces:
indentation += " "
else:
indentation = "\t"
var quotation_start := -1
var char_position := 0
for i in json:
# Avoid formating inside strings.
if i == "\"":
if quotation_start == -1:
quotation_start = char_position
elif json[char_position - 1] != "\\":
quotation_start = -1
char_position += 1
continue
elif quotation_start != -1:
char_position += 1
continue
match i:
# Remove pre-existing formatting.
" ", "\n", "\t":
json[char_position] = ""
char_position -= 1
"{", "[", ",":
if json[char_position + 1] != "}" and\
json[char_position + 1] != "]":
json = json.insert(char_position + 1, "\n")
char_position += 1
"}", "]":
if json[char_position - 1] != "{" and\
json[char_position - 1] != "[":
json = json.insert(char_position, "\n")
char_position += 1
":":
json = json.insert(char_position + 1, " ")
char_position += 1
char_position += 1
for i in [["{", "}"], ["[", "]"]]:
var bracket_start: int = json.find(i[0])
while bracket_start != -1:
var bracket_end: int = json.find("\n", bracket_start)
var bracket_count := 0
while bracket_end != - 1:
if json[bracket_end - 1] == i[0]:
bracket_count += 1
elif json[bracket_end + 1] == i[1]:
bracket_count -= 1
# Move through the indentation to see if there is a match.
while json[bracket_end + 1] == indentation:
bracket_end += 1
if json[bracket_end + 1] == i[1]:
bracket_count -= 1
if bracket_count <= 0:
break
bracket_end = json.find("\n", bracket_end + 1)
# Skip one newline so the end bracket doesn't get indented.
bracket_end = json.rfind("\n", json.rfind("\n", bracket_end) - 1)
while bracket_end > bracket_start:
json = json.insert(bracket_end + 1, indentation)
bracket_end = json.rfind("\n", bracket_end - 1)
bracket_start = json.find(i[0], bracket_start + 1)
return json
# Takes valid JSON (if invalid, it will return a error according with Godot's
# 'validade_json()' method), returning JSON in a single line.
static func uglify_json(json: String) -> String:
var quotation_start := -1
var char_position := 0
for i in json:
# Avoid formating inside strings.
if i == "\"":
if quotation_start == -1:
quotation_start = char_position
elif json[char_position - 1] != "\\":
quotation_start = -1
char_position += 1
continue
elif quotation_start != -1:
char_position += 1
continue
if i == " " or i == "\n" or i == "\t":
json[char_position] = ""
char_position -= 1
char_position += 1
return json

View file

@ -0,0 +1,145 @@
var thread
var mutex
var sem
var time_max = 100 # Milliseconds.
var queue = []
var pending = {}
func _lock(_caller):
mutex.lock()
func _unlock(_caller):
mutex.unlock()
func _post(_caller):
sem.post()
func _wait(_caller):
sem.wait()
func queue_resource(path, p_in_front = false):
_lock("queue_resource")
if path in pending:
_unlock("queue_resource")
return
elif ResourceLoader.has_cached(path):
var res = ResourceLoader.load(path)
pending[path] = res
_unlock("queue_resource")
return
else:
var res = ResourceLoader.load_interactive(path)
res.set_meta("path", path)
if p_in_front:
queue.insert(0, res)
else:
queue.push_back(res)
pending[path] = res
_post("queue_resource")
_unlock("queue_resource")
return
func cancel_resource(path):
_lock("cancel_resource")
if path in pending:
if pending[path] is ResourceInteractiveLoader:
queue.erase(pending[path])
pending.erase(path)
_unlock("cancel_resource")
func get_progress(path):
_lock("get_progress")
var ret = -1
if path in pending:
if pending[path] is ResourceInteractiveLoader:
ret = float(pending[path].get_stage()) / float(pending[path].get_stage_count())
else:
ret = 1.0
_unlock("get_progress")
return ret
func is_ready(path):
var ret
_lock("is_ready")
if path in pending:
ret = !(pending[path] is ResourceInteractiveLoader)
else:
ret = false
_unlock("is_ready")
return ret
func _wait_for_resource(res, path):
_unlock("wait_for_resource")
while true:
VisualServer.sync()
OS.delay_usec(16000) # Wait approximately 1 frame.
_lock("wait_for_resource")
if queue.size() == 0 || queue[0] != res:
return pending[path]
_unlock("wait_for_resource")
func get_resource(path):
_lock("get_resource")
if path in pending:
if pending[path] is ResourceInteractiveLoader:
var res = pending[path]
if res != queue[0]:
var pos = queue.find(res)
queue.remove(pos)
queue.insert(0, res)
res = _wait_for_resource(res, path)
pending.erase(path)
_unlock("return")
return res
else:
var res = pending[path]
pending.erase(path)
_unlock("return")
return res
else:
_unlock("return")
return ResourceLoader.load(path)
func thread_process():
_wait("thread_process")
_lock("process")
while queue.size() > 0:
var res = queue[0]
_unlock("process_poll")
var ret = res.poll()
_lock("process_check_queue")
if ret == ERR_FILE_EOF || ret != OK:
var path = res.get_meta("path")
if path in pending: # Else, it was already retrieved.
pending[res.get_meta("path")] = res.get_resource()
# Something might have been put at the front of the queue while
# we polled, so use erase instead of remove.
queue.erase(res)
_unlock("process")
func thread_func(_u):
while true:
thread_process()
func start():
mutex = Mutex.new()
sem = Semaphore.new()
thread = Thread.new()
thread.start(self, "thread_func", 0)

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