Compare commits

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16 commits
2.1.0 ... main

Author SHA1 Message Date
megamichi
947bdba21e fic git again 2024-11-10 20:03:36 +01:00
megamichi
194ae93854 fixing gitignore and removing builds folder 2024-11-10 20:02:12 +01:00
megamichi
dd5b4bcae5 - improving textures
- adding coins (no shop jet)
- adding skin changing [no gui jet
- fixing loops for deleting stuff]
2024-11-10 19:51:00 +01:00
megamichi
45193fc27f - adding coins
- performance improvements
- shake effect
- keyboard support
2024-11-04 19:10:10 +01:00
megamichi
78b4a3bba2 - Fixing Commit 2024-10-22 19:52:35 +02:00
megamichi
d92086f600 - Updating Textures
- Adding Home Button
- Fade Effect
2024-10-22 19:51:43 +02:00
megamichi
21e927966d - fixing hindernis speed
- Biom implementation
- Better Graphics
- again icon fix
2024-10-21 21:22:40 +02:00
megamichi
431fb8220e - implementing biom change
- fixing typo in "highscore"
2024-10-18 16:34:51 +02:00
megamichi
520a5db2c6 again iconfix 2024-10-12 14:47:20 +02:00
megamichi
7ff15597a0 deleting license from addon and release v2.2.0 2024-10-09 21:17:08 +02:00
megamichi
bcebec2656 - icon FIx 2024-10-09 21:12:12 +02:00
megamichi
4c881027a1 - New selfmade Font
- persistent files
- Hiscore
2024-10-09 21:02:14 +02:00
megamichi
4676b83b61 - Musik Hinzugefügt
- Settings für Musik
- Angefangen mit Wüstenbiom
- Wolken Texture fix
2024-10-08 20:53:45 +02:00
megamichi
9a2b3c1677 README 2024-10-07 17:19:57 +02:00
megamichi
2f0e5a59d9 - Gui Improvement
- ground improvement for future bioms
- first sounds
2024-10-07 17:02:32 +02:00
megamichi
9b8f4db275 audio daten hinzugefügt 2024-10-04 22:11:49 +02:00
169 changed files with 3592 additions and 445 deletions

31
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
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---
name: Bug report
about: Create a report to help us improve
title: ''
labels: bug
assignees: Ericdowney
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Desktop (please complete the following information):**
- OS: [e.g. macOS]
- Godot Version [e.g. 4.1.1 stable]
**Additional context**
Add any other context about the problem here.

5
.gitignore vendored
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# Godot 4+ specific ignores # Godot 4+ specific ignores
.godot/ .godot/
/android/ images/
/builds/ android/
builds/

BIN
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8
README.md Normal file
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# DuckRun ![ ](https://teapot.informationsanarchistik.de/Megamichi/DuckRun/raw/branch/main/icon.png)
DuckRun ist ein einfacher Chrome Dino Clone programmiert in der Godot Game Engine.
[Downloads](https://teapot.informationsanarchistik.de/Megamichi/DuckRun/releases)
Bei Verbesserungsvorschlägen oder Ideen bitte bei Michi melden :)
###### [Godot Lizenz](https://godotengine.org/license/)

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class_name SignalConnection extends Object
# Properties
# |===================================|
# |===================================|
# |===================================|
var signal_id: int
var source_node_name: String
var destination_node_name: String
var method_signature: String
var description: String :
get:
return "ID: {signal_id} Source: {source_node_name} Destination: {destination_node_name} Method: {method_signature}".format({
"signal_id": signal_id,
"source_node_name": source_node_name,
"destination_node_name": destination_node_name,
"method_signature": method_signature,
})
var dictionary_key: String :
get:
return "{signal_id}__{source_node_name}__{destination_node_name}__{method_signature}".format({ "signal_id": signal_id, "source_node_name": source_node_name, "destination_node_name": destination_node_name, "method_signature": method_signature.replace("::", "_") })
var dictionary_representation: Dictionary :
get:
return {
"signal_id": signal_id,
"source_node_name": source_node_name,
"destination_node_name": destination_node_name,
"method_signature": method_signature,
}
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _init(signal_id: int, source_node_name: String, destination_node_name: String, method_signature: String):
self.signal_id = signal_id
self.source_node_name = source_node_name
self.destination_node_name = destination_node_name
self.method_signature = method_signature
# Signals
# |===================================|
# |===================================|
# |===================================|
# Methods
# |===================================|
# |===================================|
# |===================================|

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class_name SignalDescription extends Object
# Properties
# |===================================|
# |===================================|
# |===================================|
var id: int:
get:
if _source_id != null:
return _source_id
return get_instance_id()
var node_name: String
var signal_name: String
var description: String :
get:
return "ID: {id} Node: {node_name} Signal: {signal_name}".format({
"id": id,
"node_name": node_name,
"signal_name": signal_name,
})
var dictionary_representation: Dictionary :
get:
return {
"id": id,
"node_name": node_name,
"signal_name": signal_name,
}
var _source_id = null
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _init(node_name: String, signal_name: String):
self.node_name = node_name
self.signal_name = signal_name
# Signals
# |===================================|
# |===================================|
# |===================================|
# Methods
# |===================================|
# |===================================|
# |===================================|

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class_name SignalGraph extends Object
# Properties
# |===================================|
# |===================================|
# |===================================|
var name: String
var signals: Array[SignalDescription]
var edges: Array[SignalConnection]
var description: String :
get:
return "Signals: {signals}\nEdges: {edges}".format({
"signals": signals.map(func (item): return item.description),
"edges": edges.map(func (item): return item.description),
})
var dictionary_representation: Dictionary :
get:
return {
"name": name,
"signals": signals.map(func (element): return element.dictionary_representation),
"edges": edges.map(func (element): return element.dictionary_representation),
}
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _init(name: String, signals: Array[SignalDescription] = [], edges: Array[SignalConnection] = []):
self.name = name
self.signals = signals
self.edges = edges
# Signals
# |===================================|
# |===================================|
# |===================================|
# Methods
# |===================================|
# |===================================|
# |===================================|
func get_source_signal_for_edge(edge: SignalConnection) -> SignalDescription:
var result = signals.filter(func (item): return item.id == edge.signal_id)
if result.size() > 0:
return result[0]
return null

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@tool
class_name SignalGraphUtility
static var SignalGraphNode = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node.tscn")
static var GraphNodeItem = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node_item.tscn")
const SOURCE_COLOR: Color = Color.SKY_BLUE
const DESTINATION_COLOR: Color = Color.CORAL
const CONNECTION_TYPE: int = 0
#region Methods
static func create_signal_graph(name: String, signals: Array, edges: Array) -> SignalGraph:
var signal_graph = SignalGraph.new(name)
for signal_item in signals:
var new_signal_description = SignalDescription.new(signal_item.node_name, signal_item.signal_name)
new_signal_description._source_id = signal_item.id
signal_graph.signals.append(new_signal_description)
for connection in edges:
var new_edge = SignalConnection.new(connection.signal_id, connection.source_node_name, connection.destination_node_name, connection.method_signature)
signal_graph.edges.append(new_edge)
return signal_graph
static func create_signal_graph_from_node(root_node: Node, is_persistent_only: bool = false):
var signal_graph = SignalGraph.new(root_node.scene_file_path)
var all_nodes: Array[Node] = _gather_nodes_from_node(root_node)
var signals: Array[SignalDescription] = []
var edges: Array[SignalConnection] = []
for node in all_nodes:
for signal_item in node.get_signal_list():
var existing_signals = []
var connection_list = node.get_signal_connection_list(signal_item["name"] as String)
if connection_list.size() > 0:
for connection in connection_list:
var enabled_flags = connection["flags"] == CONNECT_PERSIST if is_persistent_only else true
var should_display_connection = "name" in connection["callable"].get_object() and not connection["callable"].get_object().name.begins_with("@") and enabled_flags
if should_display_connection:
var signal_description: SignalDescription
var filtered_signals = existing_signals.filter(func (element): return element.signal_name == signal_item.name and element.node_name == node.name)
if filtered_signals.size() == 1:
signal_description = filtered_signals[0]
else:
signal_description = SignalDescription.new(node.name, signal_item.name)
existing_signals.append(signal_description)
signals.append(signal_description)
var signal_edge = SignalConnection.new(signal_description.id, signal_description.node_name, connection["callable"].get_object().name, connection["callable"].get_method())
if not signal_graph.edges.any(func (element): return element.signal_id == signal_description.id):
edges.append(signal_edge)
var temp_signals = {}
for item in signals:
temp_signals[item.id] = item
var temp_edges = {}
for item in edges:
temp_edges[item.dictionary_key] = item
signal_graph.signals.assign(temp_signals.keys().map(func (key): return temp_signals[key]))
signal_graph.edges.assign(temp_edges.keys().map(func (key): return temp_edges[key]))
return signal_graph
static func generate_signal_graph_nodes(signal_graph: SignalGraph, graph_node: GraphEdit, open_script_callable: Callable):
var graph_nodes: Dictionary = {}
for signal_item in signal_graph.signals:
var current_graph_node: SignalGraphNode
if graph_nodes.has(signal_item.node_name):
current_graph_node = graph_nodes[signal_item.node_name]
if not current_graph_node:
current_graph_node = SignalGraphNode.instantiate()
current_graph_node.title = signal_item.node_name
current_graph_node.name = _get_graph_node_name(signal_item.node_name)
graph_node.add_child(current_graph_node)
graph_nodes[signal_item.node_name] = current_graph_node
for edge in signal_graph.edges:
var destination_graph_node: SignalGraphNode
if graph_nodes.has(edge.destination_node_name):
destination_graph_node = graph_nodes[edge.destination_node_name]
else:
destination_graph_node = SignalGraphNode.instantiate()
destination_graph_node.title = edge.destination_node_name
destination_graph_node.name = _get_graph_node_name(edge.destination_node_name)
graph_node.add_child(destination_graph_node)
graph_nodes[edge.destination_node_name] = destination_graph_node
var source_signal = signal_graph.get_source_signal_for_edge(edge)
if source_signal != null:
var source_graph_node: SignalGraphNode = graph_nodes[edge.source_node_name] as SignalGraphNode
if not source_graph_node.has_source_signal_description(source_signal.signal_name, edge.destination_node_name):
var source_signal_label = Label.new()
source_signal_label.text = source_signal.signal_name
source_signal_label.name = "source_" + source_signal.signal_name + "_" + edge.destination_node_name
source_graph_node.add_child(source_signal_label)
var destination_signal_name = "destination_" + source_signal.signal_name + "_" + edge.method_signature.replace("::", "__")
var has_destination = destination_graph_node.has_destination_signal_description(source_signal.signal_name, edge.method_signature)
if not has_destination:
var destination_signal_item = GraphNodeItem.instantiate()
destination_signal_item.signal_data = SignalGraphNodeItem.Metadata.new(source_signal.signal_name, edge.method_signature, edge.destination_node_name)
destination_signal_item.text = edge.method_signature
destination_signal_item.name = destination_signal_name
destination_signal_item.open_script.connect(open_script_callable)
destination_graph_node.add_child(destination_signal_item)
for edge in signal_graph.edges:
var source_signal = signal_graph.get_source_signal_for_edge(edge)
if source_signal != null:
var source_graph_node: SignalGraphNode = graph_nodes[edge.source_node_name] as SignalGraphNode
var destination_graph_node: SignalGraphNode = graph_nodes[edge.destination_node_name] as SignalGraphNode
var from_port = source_graph_node.get_source_slot(source_signal.signal_name, edge.destination_node_name)
var to_port = destination_graph_node.get_destination_slot(source_signal.signal_name, edge.method_signature)
source_graph_node.set_slot(from_port, false, CONNECTION_TYPE, Color.BLACK, true, CONNECTION_TYPE, SOURCE_COLOR)
destination_graph_node.set_slot(to_port, true, CONNECTION_TYPE, DESTINATION_COLOR, false, CONNECTION_TYPE, Color.BLACK)
var from_slot_index = source_graph_node.get_next_source_slot(source_signal.signal_name, edge.destination_node_name)
var to_slot_index = destination_graph_node.get_next_destination_slot(source_signal.signal_name, edge.method_signature)
if from_port >= 0 and to_port >= 0:
graph_node.connect_node(source_graph_node.name, from_slot_index, destination_graph_node.name, to_slot_index)
else:
print(">>> Invalid Connection Request")
static func generate_signal_graph_tree(signal_graph: SignalGraph, tree_node: Tree):
var root = tree_node.create_item()
root.set_text(0, signal_graph.name)
var tree_items: Dictionary = {}
for signal_item in signal_graph.signals:
var node_tree_item: TreeItem
if tree_items.has(signal_item.node_name):
node_tree_item = tree_items[signal_item.node_name] as TreeItem
else:
node_tree_item = tree_node.create_item(root)
node_tree_item.set_text(0, signal_item.node_name)
tree_items[signal_item.node_name] = node_tree_item
var signal_tree_item = tree_node.create_item(node_tree_item)
signal_tree_item.set_text(0, signal_item.signal_name)
for edge in signal_graph.edges.filter(func (item): return item.signal_id == signal_item.id):
var signal_connection_tree_item = tree_node.create_item(signal_tree_item)
signal_connection_tree_item.set_text(0, edge.destination_node_name + "::" + edge.method_signature)
static func _get_graph_node_name(name: String) -> String:
return "{node_name}_graph_node".format({ "node_name": name })
static func _gather_nodes_from_node(root_node: Node) -> Array[Node]:
var node_list: Array[Node] = [root_node]
return node_list + __gather_nodes_from_node(root_node)
static func __gather_nodes_from_node(node: Node) -> Array[Node]:
var nodes: Array[Node] = []
for child in node.get_children(false):
nodes.append(child)
nodes += __gather_nodes_from_node(child)
return nodes
#endregion

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extends Node
# Properties
# |===================================|
# |===================================|
# |===================================|
var _signal_graph: SignalGraph
var _lambda_map: Dictionary = {}
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _ready():
if OS.is_debug_build():
EngineDebugger.register_message_capture("signal_debugger", _on_signal_debugger_message_capture)
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_signal_debugger_message_capture(message: String, data: Array) -> bool:
if message == "start":
_signal_graph = generate_signal_graph()
for signal_item in _signal_graph.signals:
_connect_to_signal(signal_item)
EngineDebugger.send_message(
"signal_debugger:generated_graph",
[[_signal_graph.signals.map(func (item): return item.dictionary_representation), _signal_graph.edges.map(func (item): return item.dictionary_representation)]]
)
if message == "stop" and _signal_graph:
for signal_item in _signal_graph.signals:
_disconnect_from_signal(signal_item)
if message == "invoke_signal" and data.size() == 2:
var node_name = data[0]
var signal_name = data[1]
var root_node = get_tree().current_scene
var node = root_node if root_node.name == node_name else root_node.find_child(node_name)
if node:
var connection_list = node.get_signal_connection_list(signal_name)
for connection in connection_list:
var callable = connection["callable"]
var bound_args = callable.get_bound_arguments()
var bound_args_count = callable.get_bound_arguments_count()
var method = callable.get_method()
callable.callv([node])
return true
func _on_signal_execution(signal_name: String, node_name: String, args):
EngineDebugger.send_message(
"signal_debugger:signal_executed",
[Time.get_datetime_string_from_system(), node_name, signal_name]
)
# Methods
# |===================================|
# |===================================|
# |===================================|
func generate_signal_graph() -> SignalGraph:
var graph = SignalGraphUtility.create_signal_graph_from_node(get_tree().current_scene)
return graph
#var signal_graph = SignalGraph.new(get_tree().current_scene.name)
#var all_nodes: Array[Node] = _gather_nodes_in_scene()
#var signals: Array[SignalDescription] = []
#var edges: Array[SignalConnection] = []
#
#for node in all_nodes:
#for signal_item in node.get_signal_list():
#var existing_signals = []
#var connection_list = node.get_signal_connection_list(signal_item["name"] as String)
#if connection_list.size() > 0:
#for connection in connection_list:
#var should_display_connection = "name" in connection["callable"].get_object() and not connection["callable"].get_object().name.begins_with("@")
#if should_display_connection:
#var signal_description: SignalDescription
#var filtered_signals = existing_signals.filter(func (element): return element.signal_name == signal_item.name and element.node_name == node.name)
#if filtered_signals.size() == 1:
#signal_description = filtered_signals[0]
#else:
#signal_description = SignalDescription.new(node.name, signal_item.name)
#existing_signals.append(signal_description)
#signals.append(signal_description)
#
#var signal_edge = SignalConnection.new(signal_description.id, signal_description.node_name, connection["callable"].get_object().name, connection["callable"].get_method())
#if not signal_graph.edges.any(func (element): return element.signal_id == signal_description.id):
#edges.append(signal_edge)
#
#var temp_signals = {}
#for item in signals:
#temp_signals[item.id] = item
#
#var temp_edges = {}
#for item in edges:
#temp_edges[item.dictionary_key] = item
#
#signal_graph.signals.assign(temp_signals.keys().map(func (key): return temp_signals[key]))
#signal_graph.edges.assign(temp_edges.keys().map(func (key): return temp_edges[key]))
#
#return signal_graph
#func _gather_nodes_in_scene() -> Array[Node]:
#var scene_root = get_tree().current_scene
#var node_list: Array[Node] = [scene_root]
#return node_list + _gather_nodes_from_node(scene_root)
#
#func _gather_nodes_from_node(node: Node) -> Array[Node]:
#var nodes: Array[Node] = []
#for child in node.get_children(false):
#nodes.append(child)
#nodes += _gather_nodes_from_node(child)
#
#return nodes
func _connect_to_signal(signal_item: SignalDescription):
var root_node = get_tree().current_scene
var _execute: Callable = func (args = []): _on_signal_execution(signal_item.signal_name, signal_item.node_name, args)
if root_node.name == signal_item.node_name:
root_node.connect(signal_item.signal_name, _execute)
_lambda_map[signal_item] = _execute
else:
var child = root_node.find_child(signal_item.node_name)
if child:
child.connect(signal_item.signal_name, _execute)
_lambda_map[signal_item] = _execute
func _disconnect_from_signal(signal_item: SignalDescription):
var root_node = get_tree().current_scene
if root_node.name == signal_item.node_name:
var callable = _lambda_map[signal_item]
if callable:
root_node.disconnect(signal_item.signal_name, callable)
_lambda_map.erase(signal_item)
else:
var child = root_node.find_child(signal_item.node_name)
if child:
var callable = _lambda_map[signal_item]
if callable:
child.disconnect(signal_item.signal_name, callable)
_lambda_map.erase(signal_item)

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[node name="SignalDebugger" type="Control"]
clip_contents = true
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_66cpc")
start_icon = ExtResource("2_2wkuv")
stop_icon = ExtResource("3_bg5eu")
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anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
custom_minimum_size = Vector2(2.08165e-12, 50)
layout_mode = 2
theme_override_constants/separation = 8
[node name="ActionButton" type="Button" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
disabled = true
text = "Start"
icon = ExtResource("2_2wkuv")
[node name="ClearAllButton" type="Button" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Clear All"
icon = ExtResource("4_vg63r")
[node name="Spacer" type="Control" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="ClearLogsButton" type="Button" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "Clear Logs"
icon = ExtResource("4_vg63r")
[node name="HSplitContainer" type="HSplitContainer" parent="VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
[node name="SignalTree" type="Tree" parent="VBoxContainer/HSplitContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(250, 2.08165e-12)
layout_mode = 2
columns = 2
allow_reselect = true
allow_rmb_select = true
hide_root = true
[node name="VBoxContainer" type="VBoxContainer" parent="VBoxContainer/HSplitContainer"]
layout_mode = 2
[node name="TabBar" type="TabBar" parent="VBoxContainer/HSplitContainer/VBoxContainer"]
layout_mode = 2
tab_count = 2
tab_0/title = "Signal Log"
tab_1/title = "Signal Graph"
[node name="LogLabel" type="RichTextLabel" parent="VBoxContainer/HSplitContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_colors/default_color = Color(0.690196, 0.690196, 0.690196, 1)
bbcode_enabled = true
scroll_following = true
[node name="Graph" type="GraphEdit" parent="VBoxContainer/HSplitContainer/VBoxContainer"]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_vertical = 3
[connection signal="pressed" from="VBoxContainer/HBoxContainer/ActionButton" to="." method="_on_action_button_pressed"]
[connection signal="pressed" from="VBoxContainer/HBoxContainer/ClearAllButton" to="." method="_on_clear_all_button_pressed"]
[connection signal="pressed" from="VBoxContainer/HBoxContainer/ClearLogsButton" to="." method="_on_clear_logs_button_pressed"]
[connection signal="item_selected" from="VBoxContainer/HSplitContainer/SignalTree" to="." method="_on_signal_tree_item_selected"]
[connection signal="tab_changed" from="VBoxContainer/HSplitContainer/VBoxContainer/TabBar" to="." method="_on_tab_bar_tab_changed"]

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@tool
class_name SignalDebuggerPanel extends Control
signal open_script(node_name: String, method_signature: String)
signal start_signal_debugging
signal stop_signal_debugging
var SignalGraphNode = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node.tscn")
var GraphNodeItem = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node_item.tscn")
const SOURCE_COLOR: Color = Color.SKY_BLUE
const DESTINATION_COLOR: Color = Color.CORAL
const CONNECTION_TYPE: int = 0
enum Tabs {
LOG,
GRAPH
}
# Properties
# |===================================|
# |===================================|
# |===================================|
@export var start_icon: Texture2D
@export var stop_icon: Texture2D
@onready var action_button: Button = %ActionButton
@onready var clear_all_button: Button = %ClearAllButton
@onready var signal_tree: Tree = %SignalTree
@onready var log_label: RichTextLabel = %LogLabel
@onready var graph_node: GraphEdit = %Graph
var is_started: bool = false :
get: return is_started
set(new_value):
is_started = new_value
_update_action_button()
var _signals: Array = []
var _signal_filter: Array = []
var _is_stack_trace_enabled: bool = false
var _debugger_tab_state: Tabs = Tabs.LOG
var _graph: SignalGraph
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _ready():
disable()
_handle_tab_update(0)
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_action_button_pressed():
if is_started:
stop()
else:
start()
func _on_clear_all_button_pressed():
log_label.clear()
signal_tree.clear()
graph_node.clear_connections()
for child in graph_node.get_children():
if child is SignalGraphNode:
child.queue_free()
func _on_clear_logs_button_pressed():
log_label.clear()
func _on_signal_tree_item_selected():
# Updates the checkmark button
var selected_item = signal_tree.get_selected()
var is_checked = selected_item.is_checked(1)
selected_item.set_checked(1, (not is_checked))
# Add / Remove signal from filters
var selected_signal = _signals.filter(func (element): return element.signal_name == selected_item.get_text(0))[0]
if _signal_filter.has(selected_signal.signal_name):
var selected_index = _signal_filter.find(selected_signal.signal_name)
_signal_filter.remove_at(selected_index)
else:
_signal_filter.append(selected_signal.signal_name)
func _on_tab_bar_tab_changed(tab: int):
_handle_tab_update(tab)
func _on_stack_trace_button_pressed():
_is_stack_trace_enabled = not _is_stack_trace_enabled
func _on_open_signal_in_script(data: SignalGraphNodeItem.Metadata):
open_script.emit(data.node_name, data.method_signature)
# Methods
# |===================================|
# |===================================|
# |===================================|
func enable():
action_button.disabled = false
func disable():
action_button.disabled = true
func start():
if not is_started:
is_started = true
action_button.icon = stop_icon
start_signal_debugging.emit()
log_label.append_text("[color=#B0B0B0]Signal Debugging Started...[/color]")
log_label.newline()
log_label.newline()
func stop():
if is_started:
is_started = false
action_button.icon = start_icon
stop_signal_debugging.emit()
log_label.newline()
log_label.append_text("[color=#B0B0B0]Signal Debugging Stopped[/color]")
log_label.newline()
log_label.newline()
func create_tree_from_signals(signals: Array):
_signals = signals
var root = signal_tree.create_item()
root.set_text(0, "Signals")
var tree_items: Dictionary = {}
for signal_item in signals:
var node_tree_item: TreeItem
if tree_items.has(signal_item.node_name):
node_tree_item = tree_items[signal_item.node_name] as TreeItem
else:
node_tree_item = signal_tree.create_item(root)
node_tree_item.set_text(0, signal_item.node_name)
node_tree_item.set_selectable(0, false)
node_tree_item.set_selectable(1, false)
tree_items[signal_item.node_name] = node_tree_item
var signal_tree_item = signal_tree.create_item(node_tree_item)
signal_tree_item.set_text(0, signal_item.signal_name)
signal_tree_item.set_cell_mode(1, TreeItem.CELL_MODE_CHECK)
signal_tree_item.set_checked(1, true)
signal_tree_item.set_selectable(0, false)
signal_tree_item.set_selectable(1, true)
func create_signal_graph(signals: Array, edges: Array):
_graph = SignalGraphUtility.create_signal_graph(get_tree().edited_scene_root.scene_file_path, signals, edges)
SignalGraphUtility.generate_signal_graph_nodes(_graph, graph_node, _on_open_signal_in_script)
func log_signal_execution(time: String, node_name: String, signal_name: String):
if _signal_filter != null and _signal_filter.has(signal_name):
return
if not log_label.text.is_empty():
log_label.newline()
log_label.append_text(
"[color=#FFCC00]{time}[/color]\t\t{node_name}\t\t{signal_name}".format({ "time": time, "node_name": node_name, "signal_name": signal_name })
)
log_label.newline()
func _handle_tab_update(selected_tab_index: int):
match selected_tab_index:
1:
_debugger_tab_state = Tabs.GRAPH
_:
_debugger_tab_state = Tabs.LOG
match _debugger_tab_state:
Tabs.LOG:
log_label.show()
graph_node.hide()
Tabs.GRAPH:
log_label.hide()
graph_node.show()
func _update_action_button():
if is_started:
action_button.text = "Stop"
action_button.modulate = Color("#ff3b30")
else:
action_button.text = "Start"
action_button.modulate = Color.WHITE

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@tool
extends EditorPlugin
class SignalDebuggerPlugin extends EditorDebuggerPlugin:
var SignalDebuggerPanelScene = preload("res://addons/SignalVisualizer/Debugger/SignalDebugger.tscn")
signal open_script
signal start_signal_debugging
signal stop_signal_debugging
var debugger_panel
func _has_capture(prefix) -> bool:
return prefix == "signal_debugger"
func _capture(message, data, session_id) -> bool:
if message == "signal_debugger:signal_executed":
if data.size() == 3:
var time = data[0]
var node_name = data[1]
var signal_name = data[2]
debugger_panel.log_signal_execution(time, node_name, signal_name)
return true
if message == "signal_debugger:generated_graph":
if data.size() == 1:
var signals = data[0][0] as Array
var edges = data[0][1] as Array
debugger_panel.create_tree_from_signals(signals)
debugger_panel.create_signal_graph(signals, edges)
return true
return false
func _setup_session(session_id):
debugger_panel = SignalDebuggerPanelScene.instantiate()
var session = get_session(session_id)
debugger_panel.name = "Signal Debugger"
debugger_panel.open_script.connect(func (arg1, arg2): open_script.emit(arg1, arg2))
debugger_panel.start_signal_debugging.connect(func (): start_signal_debugging.emit())
debugger_panel.stop_signal_debugging.connect(func (): stop_signal_debugging.emit())
session.started.connect(
func ():
debugger_panel.enable()
)
session.stopped.connect(
func ():
debugger_panel.stop()
debugger_panel.disable()
stop_signal_debugging.emit()
)
session.add_session_tab(debugger_panel)
var SignalVisualizerDockScene = preload("res://addons/SignalVisualizer/Visualizer/signal_visualizer_dock.tscn")
class ScriptMethodReference:
var script_reference: Script
var line_number: int
# Properties
# |===================================|
# |===================================|
# |===================================|
var dock: Control
var debugger: SignalDebuggerPlugin
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _enter_tree():
dock = SignalVisualizerDockScene.instantiate()
debugger = SignalDebuggerPlugin.new()
dock.open_script.connect(_on_open_signal_in_script)
add_control_to_bottom_panel(dock, "Signal Visualizer")
debugger.start_signal_debugging.connect(_on_debugger_start_signal_debugging)
debugger.stop_signal_debugging.connect(_on_debugger_stop_signal_debugging)
debugger.open_script.connect(_on_open_signal_in_script)
add_debugger_plugin(debugger)
if not ProjectSettings.has_setting("autoload/Signal_Debugger"):
add_autoload_singleton("Signal_Debugger", "res://addons/SignalVisualizer/Debugger/SignalDebugger.gd")
func _exit_tree():
remove_control_from_bottom_panel(dock)
dock.free()
remove_debugger_plugin(debugger)
remove_autoload_singleton("Signal_Debugger")
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_open_signal_in_script(node_name: String, method_signature: String):
var node: Node
if get_tree().edited_scene_root.name == node_name:
node = get_tree().edited_scene_root
else:
node = get_tree().edited_scene_root.find_child(node_name)
if node != null:
var script: Script = node.get_script()
if script != null:
var editor = get_editor_interface()
var method_reference = _find_method_reference_in_script(script, method_signature)
if method_reference != null:
editor.edit_script(method_reference.script_reference, method_reference.line_number, 0)
editor.set_main_screen_editor("Script")
else:
push_warning("Requested method in script ({script}) for node ({name}) is not available.".format({ "name": node_name, "script": script.name }))
else:
push_warning("Requested script for node ({name}) is not available.".format({ "name": node_name }))
else:
push_warning("Requested script for node ({name}) is not available.".format({ "name": node_name }))
func _on_debugger_start_signal_debugging():
for session in debugger.get_sessions():
session.send_message("signal_debugger:start", [])
func _on_debugger_stop_signal_debugging():
for session in debugger.get_sessions():
session.send_message("signal_debugger:stop", [])
# Methods
# |===================================|
# |===================================|
# |===================================|
func _find_method_reference_in_script(script: Script, method_signature: String) -> ScriptMethodReference:
var line_number = __find_method_line_number_in_script(script, method_signature)
if line_number == -1:
var base_script = script.get_base_script()
if base_script:
return _find_method_reference_in_script(base_script, method_signature)
var reference = ScriptMethodReference.new()
reference.script_reference = script
reference.line_number = line_number
return reference
func __find_method_line_number_in_script(script: Script, method_signature: String) -> int:
var line_number = 0
var found = false
for line in script.source_code.split("\n", true):
line_number += 1
if line.contains(method_signature):
found = true
return line_number
return -1

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@tool
extends Label
# Properties
# |===================================|
# |===================================|
# |===================================|
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
# Signals
# |===================================|
# |===================================|
# |===================================|
# Methods
# |===================================|
# |===================================|
# |===================================|
func get_text_size() -> Vector2:
return get_theme_default_font().get_string_size(text)

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@tool
class_name SignalGraphNode extends GraphNode
# Properties
# |===================================|
# |===================================|
# |===================================|
var connections: Array = [] :
get: return connections
set(new_value):
connections = new_value
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _ready():
selectable = true
resizable = true
draggable = true
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_resize_request(new_minsize):
size = new_minsize
# Methods
# |===================================|
# |===================================|
# |===================================|
func has_source_signal_description(signal_name: String, destination_node_name: String) -> bool:
for child in get_children():
if child.name == "source_" + signal_name + "_" + destination_node_name:
return true
return false
func get_source_slot(signal_name: String, destination_node_name: String) -> int:
var index = 0
for child in get_children():
if child.name == "source_" + signal_name + "_" + destination_node_name:
return index
index += 1
return -1
func get_next_source_slot(signal_name: String, destination_node_name: String) -> int:
var index = 0
for child in get_children():
if child.name.begins_with("source_"):
if child.name == "source_" + signal_name + "_" + destination_node_name:
return index
index += 1
return -1
func has_destination_signal_description(signal_name: String, method_signature: String) -> bool:
for child in get_children():
if child.name == "destination_" + signal_name + "_" + _sanitize_method_signature(method_signature):
return true
return false
func get_destination_slot(signal_name: String, method_signature: String) -> int:
var index = 0
for child in get_children():
if child.name == "destination_" + signal_name + "_" + _sanitize_method_signature(method_signature):
return index
index += 1
return -1
func get_next_destination_slot(signal_name: String, method_signature: String) -> int:
var index = 0
for child in get_children():
if child.name.begins_with("destination_"):
if child.name == "destination_" + signal_name + "_" + _sanitize_method_signature(method_signature):
return index
index += 1
return -1
func _sanitize_method_signature(signature: String) -> String:
return signature.replace("::", "__")

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[ext_resource type="Script" path="res://addons/SignalVisualizer/Visualizer/signal_graph_node.gd" id="1_ovklj"]
[node name="SignalGraphNode" type="GraphNode"]
custom_minimum_size = Vector2(100, 50)
offset_right = 232.0
offset_bottom = 54.0
resizable = true
script = ExtResource("1_ovklj")
[connection signal="resize_request" from="." to="." method="_on_resize_request"]

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@tool
class_name SignalGraphNodeItem extends Control
signal open_script(metadata: SignalGraphNodeItem.Metadata)
class Metadata:
var signal_name: String
var method_signature: String
var node_name: String
func _init(signal_name: String, method_signature: String, node_name: String):
self.signal_name = signal_name
self.method_signature = method_signature
self.node_name = node_name
# Properties
# |===================================|
# |===================================|
# |===================================|
@onready var label: Label = %DescriptionLabel
var signal_data: Metadata = null
var text: String = "" :
get: return text
set(new_value):
text = new_value
if label:
label.text = text
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
func _ready():
_update()
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_open_signal_in_script_button_pressed():
open_script.emit(signal_data)
# Methods
# |===================================|
# |===================================|
# |===================================|
func _update():
label.text = text
var text_size = label.get_text_size()
custom_minimum_size = Vector2((text_size.x * 2) + 50, text_size.y * 3)

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[ext_resource type="Script" path="res://addons/SignalVisualizer/Visualizer/signal_graph_node_item.gd" id="1_jrd34"]
[ext_resource type="Script" path="res://addons/SignalVisualizer/Visualizer/resizable_label.gd" id="2_4wwd5"]
[node name="SignalItem" type="Control"]
clip_contents = true
custom_minimum_size = Vector2(51, 23)
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
script = ExtResource("1_jrd34")
[node name="HBoxContainer" type="HBoxContainer" parent="."]
custom_minimum_size = Vector2(100, 50)
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="DescriptionLabel" type="Label" parent="HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(100, 50)
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
vertical_alignment = 1
clip_text = true
script = ExtResource("2_4wwd5")
[node name="OpenSignalInScriptButton" type="Button" parent="HBoxContainer"]
layout_mode = 2
text = "Open"
flat = true
[connection signal="pressed" from="HBoxContainer/OpenSignalInScriptButton" to="." method="_on_open_signal_in_script_button_pressed"]

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@tool
extends Control
signal open_script(node_name: String, method_signature: String)
var SignalGraphNode = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node.tscn")
var GraphNodeItem = preload("res://addons/SignalVisualizer/Visualizer/signal_graph_node_item.tscn")
# Properties
# |===================================|
# |===================================|
# |===================================|
const SOURCE_COLOR: Color = Color.SKY_BLUE
const DESTINATION_COLOR: Color = Color.CORAL
const CONNECTION_TYPE: int = 0
@onready var arrange_nodes_checkbox: CheckBox = %ArrangeNodesCheckBox
@onready var signal_details_checkbox: CheckBox = %SignalDetailsCheckBox
@onready var signal_tree: Tree = %SignalTree
@onready var graph: GraphEdit = %Graph
# Lifecycle
# |===================================|
# |===================================|
# |===================================|
# Signals
# |===================================|
# |===================================|
# |===================================|
func _on_clear_graph_button_pressed():
clear()
func _on_generate_graph_button_pressed():
clear()
var scene_signal_graph = SignalGraphUtility.create_signal_graph_from_node(get_tree().edited_scene_root, true)
SignalGraphUtility.generate_signal_graph_nodes(scene_signal_graph, graph, _on_open_signal_in_script)
SignalGraphUtility.generate_signal_graph_tree(scene_signal_graph, signal_tree)
if arrange_nodes_checkbox.button_pressed:
graph.arrange_nodes()
func _on_open_signal_in_script(data: SignalGraphNodeItem.Metadata):
open_script.emit(data.node_name, data.method_signature)
# Methods
# |===================================|
# |===================================|
# |===================================|
func clear():
_clear_graph_nodes()
_clear_tree()
func _clear_graph_nodes():
graph.clear_connections()
for child in graph.get_children():
if child is SignalGraphNode:
child.queue_free()
func _clear_tree():
signal_tree.clear()

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[gd_scene load_steps=5 format=3 uid="uid://dppfamjc0ji40"]
[ext_resource type="Script" path="res://addons/SignalVisualizer/Visualizer/signal_visualizer_dock.gd" id="1_akar5"]
[ext_resource type="Texture2D" uid="uid://bmnff63evbdhv" path="res://addons/SignalVisualizer/Clear.svg" id="2_m8bsv"]
[ext_resource type="Texture2D" uid="uid://bxj8ep08wbnm6" path="res://addons/SignalVisualizer/GraphEdit.svg" id="3_dtmqs"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_ae0jg"]
[node name="SignalVisualizerDock" type="Control"]
clip_contents = true
custom_minimum_size = Vector2(2.08165e-12, 200)
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_akar5")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
clip_contents = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
clip_contents = true
custom_minimum_size = Vector2(2.08165e-12, 50)
layout_mode = 2
theme_override_constants/separation = 8
alignment = 2
[node name="ArrangeNodesCheckBox" type="CheckBox" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Arrange Nodes"
[node name="SignalDetailsCheckBox" type="CheckBox" parent="VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Signal Details"
[node name="Panel" type="Panel" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_styles/panel = SubResource("StyleBoxEmpty_ae0jg")
[node name="ClearGraphButton" type="Button" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "Clear Graph"
icon = ExtResource("2_m8bsv")
[node name="GenerateGraphButton" type="Button" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "Generate Graph"
icon = ExtResource("3_dtmqs")
[node name="HSplitContainer" type="HSplitContainer" parent="VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
[node name="SignalTree" type="Tree" parent="VBoxContainer/HSplitContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(200, 2.08165e-12)
layout_mode = 2
column_titles_visible = true
[node name="Graph" type="GraphEdit" parent="VBoxContainer/HSplitContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
[connection signal="pressed" from="VBoxContainer/HBoxContainer/ClearGraphButton" to="." method="_on_clear_graph_button_pressed"]
[connection signal="pressed" from="VBoxContainer/HBoxContainer/GenerateGraphButton" to="." method="_on_generate_graph_button_pressed"]

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[plugin]
name="SignalVisualizer"
description="Visual the current scene's signal connections as a graph. Debug the current running scene's signals with automatic logging in a new debugger panel."
author="MiniGameDev"
version="1.7.0"
script="SignalVisualizer.gd"

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code/GUI/gui.gd Normal file
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@ -0,0 +1,4 @@
extends Control
func _ready() -> void:
show()

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@ -1,24 +1,23 @@
extends TextureRect extends TextureRect
# Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
#global_position.y = -80 $AnimationPlayer.play_backwards("out-in")
hide() hide()
func _process(_delta: float) -> void:
pass
#global_position.x = get_viewport().get_visible_rect().size.x * 0.5
func _on_duck_gameover() -> void: func _on_duck_gameover() -> void:
$AnimationPlayer.play_backwards("out-in") $AnimationPlayer.pop_in()
show() $"../../Audio/GameOver".play()
$Restart.grab_focus()
print($"/root/Global".hiscore)
if %ScoreContainer.get_score() > $"/root/Global".hiscore:
$"/root/Global".write_save()
func _on_restart_pressed() -> void: func _on_restart_pressed() -> void:
$"../..".start_game() $"../..".start_game()
$AnimationPlayer.play("out-in") $AnimationPlayer.pop_out()
await $AnimationPlayer.animation_finished
hide()
func _on_back_pressed() -> void:
$"/root/Global".reset_game()

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@ -1,8 +1,13 @@
extends TextureRect extends TextureRect
var audio_bus_music = 1
var audio_bus_sounds = 2
var sound_button_on_of = {true:preload("res://assets/GUI/sound button.png"),false:preload("res://assets/GUI/sound button off.png")}
var sound_button_on_of_f = {true:preload("res://assets/GUI/buttons fucused/sound button f.png"),false:preload("res://assets/GUI/buttons fucused/sound button off f.png")}
# Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
#$"../../Audio/Duckrun".volume_db = linear_to_db(20*0.01)
$AnimationPlayer.play_backwards("out-in") $AnimationPlayer.play_backwards("out-in")
hide() hide()
@ -11,11 +16,18 @@ func _process(_delta: float) -> void:
#$Logo.global_position.x = 0 #$Logo.global_position.x = 0
func open(): func open():
show() $AnimationPlayer.pop_in()
$AnimationPlayer.play_backwards("out-in") $BackButton.grab_focus()
func _on_back_pressed() -> void: func _on_back_pressed() -> void:
$AnimationPlayer.play("out-in") $AnimationPlayer.pop_out()
await $AnimationPlayer.animation_finished
hide()
$"../StartSchild"._ready() $"../StartSchild"._ready()
func _volume_slider_changed(value: float) -> void:
AudioServer.set_bus_volume_db(audio_bus_music,linear_to_db(value*0.01))
func _on_sound_button_toggled(_toggled_on: bool) -> void:
$SoundToggleButton.texture_normal = sound_button_on_of[AudioServer.is_bus_mute(audio_bus_sounds)]
$SoundToggleButton.texture_focused = sound_button_on_of_f[AudioServer.is_bus_mute(audio_bus_sounds)]
AudioServer.set_bus_mute(audio_bus_sounds,not AudioServer.is_bus_mute(audio_bus_sounds))

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@ -1,25 +1,21 @@
extends TextureRect extends TextureRect
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
$AnimationPlayer.play_backwards("out-in") $"../StartSchildLogo/AnimationPlayer".pop_in()
show() $AnimationPlayer.pop_in()
$Start.grab_focus()
func _process(_delta: float) -> void:
global_position.x = get_viewport().get_visible_rect().size.x -100
$Logo.global_position.x = 0
func _on_start_pressed() -> void: func _on_start_pressed() -> void:
$AnimationPlayer.pop_out()
$"../StartSchildLogo/AnimationPlayer".pop_out()
$"../..".start_game() $"../..".start_game()
$AnimationPlayer.play("out-in")
await $AnimationPlayer.animation_finished
hide()
func _on_settings_pressed() -> void: func _on_settings_pressed() -> void:
$AnimationPlayer.play("out-in") $"../StartSchildLogo/AnimationPlayer".pop_out()
await $AnimationPlayer.animation_finished $AnimationPlayer.pop_out()
hide()
$"../Settings".open() $"../Settings".open()

4
code/first_save.json Normal file
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@ -0,0 +1,4 @@
{
"hiscore":0,
"coins":0
}

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@ -4,7 +4,61 @@ extends Node
signal levelup signal levelup
signal start signal start
var maxspeed = 260 var maxspeed = 260
var speed = 100 var speed = 100
var score = 0 var score = 0
var active_biom
var gamerunning = false var gamerunning = false
var hiscore:int
var coins:int
func _ready() -> void:
var save = load_save()
hiscore = save["hiscore"]
coins = save["hiscore"]
func reset_game():
speed = 100
score = 0
active_biom = "n"
gamerunning = false
_ready()
get_tree().reload_current_scene()
var data : FileAccess
func load_save() -> Dictionary:
# wenn kein save vorhanden ist, erstelle eins
if (not FileAccess.file_exists("user://save.json")) or (FileAccess.open("user://save.json", FileAccess.READ_WRITE).get_as_text() == ""):
init_save()
data = FileAccess.open("user://save.json", FileAccess.READ)
var content_text: Dictionary = JSON.parse_string(data.get_as_text())
if content_text:
print("loaded: ",content_text)
return content_text
else:
print("Failed to parse JSON")
return {}
func write_save():
var sdata : FileAccess
sdata = FileAccess.open("user://save.json",FileAccess.WRITE)
var content = JSON.stringify(
{
"hiscore":$/root/Game/Gui/ScoreContainer.get_score()
}
)
print("saved: ",content)
sdata.store_string(content)
func init_save():
data = FileAccess.open("user://save.json", FileAccess.WRITE)
data.store_string(FileAccess.open("res://code/first_save.json", FileAccess.READ).get_as_text())
data.close()

5
code/hiscore.gd Normal file
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@ -0,0 +1,5 @@
extends Label
func _ready() -> void:
text = str($"/root/Global".hiscore)

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