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| func pack(v: Array[bool) -> int: | |
| var r: int = 0 | |
| for i in v.size(): | |
| r |= (1 << i) * int(v[i]) | |
| func unpack(v: int, size: int) -> Array[bool] | |
| var r: Array[bool] = [] | |
| r.resize(size) | |
| for i in size: | |
| r[i] = bool(v & (1 << i)) |
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| class_name TilemapSaver | |
| ## Converts Node2D and it's TileMapLayer children to a PackedScene | |
| static func pack_tilemaps(parent_node: Node2D) -> PackedScene: | |
| for child in parent_node.get_children(): | |
| if child is TileMapLayer: | |
| child.owner = parent_node | |
| var packed := PackedScene.new() | |
| var result = packed.pack(parent_node) | |
| if result == OK: |
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| @tool | |
| class_name EnemyEntity extends CharacterBody2D | |
| @export_custom(PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR) var _ai_cache: Dictionary | |
| @onready var behaviour_tree_player: BTPlayer = get_node_or_null("BTPlayer") | |
| @onready var blackboard_plan: BlackboardPlan = \ | |
| null if behaviour_tree_player == null else behaviour_tree_player.blackboard_plan | |
| # more stuff |
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| @tool | |
| extends EditorPlugin | |
| const MODULES_PATH = "res://modules/" | |
| const SETTING_GODOT_CPP_PATH = "gd_extensions/build_tool/godot_cpp_path" | |
| const SETTING_GENERATE_VSPROJ = "gd_extensions/build_tool/generate_vsproj" | |
| const SETTING_EXTRA_BUILD_ARGS = "gd_extensions/build_tool/extra_build_args" | |
| var godot_cpp_path : String |
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| 20:19:06: Running steps for project godot... | |
| 20:19:06: Starting: "C:\Python27\Scripts\scons.bat" platform=windows -j8 vsproj=yes target=debug | |
| scons: Reading SConscript files ... | |
| Configuring for Windows: target=debug, bits=default | |
| Found MSVC compiler: amd64_x86 | |
| Compiled program architecture will be a 32 bit executable. (forcing bits=32). | |
| YASM is necessary for WebM SIMD optimizations. | |
| WebM SIMD optimizations are disabled. Check if your CPU architecture, CPU bits or platform are supported! | |
| Checking for C header file mntent.h... (cached) no | |
| scons: done reading SConscript files. |
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| [{ | |
| "id": 1, | |
| "type": "WEAPON", | |
| "name": "Photon Gun", | |
| "icon": "res://game_data/items/icons/photon_gun_a.svg", | |
| "mesh": "res://scenes/items/weapons/photon_gun_a.tscn", | |
| "bone": "mixamorig_RightHand", | |
| "costs": { | |
| "equip": 0, | |
| "action": 1 |
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| extends Node | |
| const src_path : String = "res://game_data"; | |
| var data : Dictionary = {} | |
| func _init(): | |
| print("initialize_game_data") | |
| load_data_from_files(src_path) | |
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| extends Node | |
| var move_cmd_class = preload("res://singletons/battle_commands/move_to.gd") | |
| var attack_cmd_class = preload("res://singletons/battle_commands/attack.gd") | |
| export (Texture) var icon_punch_fwd | |
| export (Texture) var icon_punch_bwd | |
| export (Texture) var icon_punch_up | |
| export (Texture) var icon_punch_down | |
| export (Texture) var icon_swich_field |
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| extends Node | |
| func _ready(): | |
| var url = "http://zerosploit-api.herokuapp.com/servers.json" | |
| var response = yield($HTTPRequest.request_url(url), "completed") | |
| # execution will pause until request finishes | |
| # response is now a dictionary or array, depending on the API result | |
| pass |
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| extends HTTPRequest | |
| var last_response = null | |
| func _ready(): | |
| # connect signal to catch body | |
| self.connect("request_completed", self, "_on_HTTPRequest_request_completed") | |
| func request_url(url): | |
| self.request(url) # request to REST API |
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