Adds in-game debug menu addon

Adds an in-game debug menu that displays performance metrics (FPS, frame times) and hardware/software information.

The menu can be toggled using the F3 key (or a custom input binding). It has different display styles, ranging from a compact FPS display to a detailed view with graphs and system information.
This commit is contained in:
Dan Baker 2025-05-04 17:53:46 +01:00
parent 214e0aa5e0
commit ff62d67f54
37 changed files with 1484 additions and 49 deletions

View file

@ -0,0 +1,21 @@
# MIT License
Copyright © 2023-present Hugo Locurcio and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View file

@ -0,0 +1,479 @@
extends CanvasLayer
@export var fps: Label
@export var frame_time: Label
@export var frame_number: Label
@export var frame_history_total_avg: Label
@export var frame_history_total_min: Label
@export var frame_history_total_max: Label
@export var frame_history_total_last: Label
@export var frame_history_cpu_avg: Label
@export var frame_history_cpu_min: Label
@export var frame_history_cpu_max: Label
@export var frame_history_cpu_last: Label
@export var frame_history_gpu_avg: Label
@export var frame_history_gpu_min: Label
@export var frame_history_gpu_max: Label
@export var frame_history_gpu_last: Label
@export var fps_graph: Panel
@export var total_graph: Panel
@export var cpu_graph: Panel
@export var gpu_graph: Panel
@export var information: Label
@export var settings: Label
## The number of frames to keep in history for graph drawing and best/worst calculations.
## Currently, this also affects how FPS is measured.
const HISTORY_NUM_FRAMES = 150
const GRAPH_SIZE = Vector2(150, 25)
const GRAPH_MIN_FPS = 10
const GRAPH_MAX_FPS = 160
const GRAPH_MIN_FRAMETIME = 1.0 / GRAPH_MIN_FPS
const GRAPH_MAX_FRAMETIME = 1.0 / GRAPH_MAX_FPS
## Debug menu display style.
enum Style {
HIDDEN, ## Debug menu is hidden.
VISIBLE_COMPACT, ## Debug menu is visible, with only the FPS, FPS cap (if any) and time taken to render the last frame.
VISIBLE_DETAILED, ## Debug menu is visible with full information, including graphs.
MAX, ## Represents the size of the Style enum.
}
## The style to use when drawing the debug menu.
var style := Style.HIDDEN:
set(value):
style = value
match style:
Style.HIDDEN:
visible = false
Style.VISIBLE_COMPACT, Style.VISIBLE_DETAILED:
visible = true
frame_number.visible = style == Style.VISIBLE_DETAILED
$DebugMenu/VBoxContainer/FrameTimeHistory.visible = style == Style.VISIBLE_DETAILED
$DebugMenu/VBoxContainer/FPSGraph.visible = style == Style.VISIBLE_DETAILED
$DebugMenu/VBoxContainer/TotalGraph.visible = style == Style.VISIBLE_DETAILED
$DebugMenu/VBoxContainer/CPUGraph.visible = style == Style.VISIBLE_DETAILED
$DebugMenu/VBoxContainer/GPUGraph.visible = style == Style.VISIBLE_DETAILED
information.visible = style == Style.VISIBLE_DETAILED
settings.visible = style == Style.VISIBLE_DETAILED
# Value of `Time.get_ticks_usec()` on the previous frame.
var last_tick := 0
var thread := Thread.new()
## Returns the sum of all values of an array (use as a parameter to `Array.reduce()`).
var sum_func := func avg(accum: float, number: float) -> float: return accum + number
# History of the last `HISTORY_NUM_FRAMES` rendered frames.
var frame_history_total: Array[float] = []
var frame_history_cpu: Array[float] = []
var frame_history_gpu: Array[float] = []
var fps_history: Array[float] = [] # Only used for graphs.
var frametime_avg := GRAPH_MIN_FRAMETIME
var frametime_cpu_avg := GRAPH_MAX_FRAMETIME
var frametime_gpu_avg := GRAPH_MIN_FRAMETIME
var frames_per_second := float(GRAPH_MIN_FPS)
var frame_time_gradient := Gradient.new()
func _init() -> void:
# This must be done here instead of `_ready()` to avoid having `visibility_changed` be emitted immediately.
visible = false
if not InputMap.has_action("cycle_debug_menu"):
# Create default input action if no user-defined override exists.
# We can't do it in the editor plugin's activation code as it doesn't seem to work there.
InputMap.add_action("cycle_debug_menu")
var event := InputEventKey.new()
event.keycode = KEY_F3
InputMap.action_add_event("cycle_debug_menu", event)
func _ready() -> void:
fps_graph.draw.connect(_fps_graph_draw)
total_graph.draw.connect(_total_graph_draw)
cpu_graph.draw.connect(_cpu_graph_draw)
gpu_graph.draw.connect(_gpu_graph_draw)
fps_history.resize(HISTORY_NUM_FRAMES)
frame_history_total.resize(HISTORY_NUM_FRAMES)
frame_history_cpu.resize(HISTORY_NUM_FRAMES)
frame_history_gpu.resize(HISTORY_NUM_FRAMES)
# NOTE: Both FPS and frametimes are colored following FPS logic
# (red = 10 FPS, yellow = 60 FPS, green = 110 FPS, cyan = 160 FPS).
# This makes the color gradient non-linear.
# Colors are taken from <https://tailwindcolor.com/>.
frame_time_gradient.set_color(0, Color8(239, 68, 68)) # red-500
frame_time_gradient.set_color(1, Color8(56, 189, 248)) # light-blue-400
frame_time_gradient.add_point(0.3333, Color8(250, 204, 21)) # yellow-400
frame_time_gradient.add_point(0.6667, Color8(128, 226, 95)) # 50-50 mix of lime-400 and green-400
get_viewport().size_changed.connect(update_settings_label)
# Display loading text while information is being queried,
# in case the user toggles the full debug menu just after starting the project.
information.text = "Loading hardware information...\n\n "
settings.text = "Loading project information..."
thread.start(
func():
# Disable thread safety checks as they interfere with this add-on.
# This only affects this particular thread, not other thread instances in the project.
# See <https://github.com/godotengine/godot/pull/78000> for details.
# Use a Callable so that this can be ignored on Godot 4.0 without causing a script error
# (thread safety checks were added in Godot 4.1).
if Engine.get_version_info()["hex"] >= 0x040100:
Callable(Thread, "set_thread_safety_checks_enabled").call(false)
# Enable required time measurements to display CPU/GPU frame time information.
# These lines are time-consuming operations, so run them in a separate thread.
RenderingServer.viewport_set_measure_render_time(get_viewport().get_viewport_rid(), true)
update_information_label()
update_settings_label()
)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("cycle_debug_menu"):
style = wrapi(style + 1, 0, Style.MAX) as Style
func _exit_tree() -> void:
thread.wait_to_finish()
## Update hardware information label (this can change at runtime based on window
## size and graphics settings). This is only called when the window is resized.
## To update when graphics settings are changed, the function must be called manually
## using `DebugMenu.update_settings_label()`.
func update_settings_label() -> void:
settings.text = ""
if ProjectSettings.has_setting("application/config/version"):
settings.text += "Project Version: %s\n" % ProjectSettings.get_setting("application/config/version")
var rendering_method := str(ProjectSettings.get_setting_with_override("rendering/renderer/rendering_method"))
var rendering_method_string := rendering_method
match rendering_method:
"forward_plus":
rendering_method_string = "Forward+"
"mobile":
rendering_method_string = "Forward Mobile"
"gl_compatibility":
rendering_method_string = "Compatibility"
settings.text += "Rendering Method: %s\n" % rendering_method_string
var viewport := get_viewport()
# The size of the viewport rendering, which determines which resolution 3D is rendered at.
var viewport_render_size := Vector2i()
if viewport.content_scale_mode == Window.CONTENT_SCALE_MODE_VIEWPORT:
viewport_render_size = viewport.get_visible_rect().size
settings.text += "Viewport: %d×%d, Window: %d×%d\n" % [viewport.get_visible_rect().size.x, viewport.get_visible_rect().size.y, viewport.size.x, viewport.size.y]
else:
# Window size matches viewport size.
viewport_render_size = viewport.size
settings.text += "Viewport: %d×%d\n" % [viewport.size.x, viewport.size.y]
# Display 3D settings only if relevant.
if viewport.get_camera_3d():
var scaling_3d_mode_string := "(unknown)"
match viewport.scaling_3d_mode:
Viewport.SCALING_3D_MODE_BILINEAR:
scaling_3d_mode_string = "Bilinear"
Viewport.SCALING_3D_MODE_FSR:
scaling_3d_mode_string = "FSR 1.0"
Viewport.SCALING_3D_MODE_FSR2:
scaling_3d_mode_string = "FSR 2.2"
var antialiasing_3d_string := ""
if viewport.scaling_3d_mode == Viewport.SCALING_3D_MODE_FSR2:
# The FSR2 scaling mode includes its own temporal antialiasing implementation.
antialiasing_3d_string += (" + " if not antialiasing_3d_string.is_empty() else "") + "FSR 2.2"
if viewport.scaling_3d_mode != Viewport.SCALING_3D_MODE_FSR2 and viewport.use_taa:
# Godot's own TAA is ignored when using FSR2 scaling mode, as FSR2 provides its own TAA implementation.
antialiasing_3d_string += (" + " if not antialiasing_3d_string.is_empty() else "") + "TAA"
if viewport.msaa_3d >= Viewport.MSAA_2X:
antialiasing_3d_string += (" + " if not antialiasing_3d_string.is_empty() else "") + "%d× MSAA" % pow(2, viewport.msaa_3d)
if viewport.screen_space_aa == Viewport.SCREEN_SPACE_AA_FXAA:
antialiasing_3d_string += (" + " if not antialiasing_3d_string.is_empty() else "") + "FXAA"
settings.text += "3D scale (%s): %d%% = %d×%d" % [
scaling_3d_mode_string,
viewport.scaling_3d_scale * 100,
viewport_render_size.x * viewport.scaling_3d_scale,
viewport_render_size.y * viewport.scaling_3d_scale,
]
if not antialiasing_3d_string.is_empty():
settings.text += "\n3D Antialiasing: %s" % antialiasing_3d_string
var environment := viewport.get_camera_3d().get_world_3d().environment
if environment:
if environment.ssr_enabled:
settings.text += "\nSSR: %d Steps" % environment.ssr_max_steps
if environment.ssao_enabled:
settings.text += "\nSSAO: On"
if environment.ssil_enabled:
settings.text += "\nSSIL: On"
if environment.sdfgi_enabled:
settings.text += "\nSDFGI: %d Cascades" % environment.sdfgi_cascades
if environment.glow_enabled:
settings.text += "\nGlow: On"
if environment.volumetric_fog_enabled:
settings.text += "\nVolumetric Fog: On"
var antialiasing_2d_string := ""
if viewport.msaa_2d >= Viewport.MSAA_2X:
antialiasing_2d_string = "%d× MSAA" % pow(2, viewport.msaa_2d)
if not antialiasing_2d_string.is_empty():
settings.text += "\n2D Antialiasing: %s" % antialiasing_2d_string
## Update hardware/software information label (this never changes at runtime).
func update_information_label() -> void:
var adapter_string := ""
# Make "NVIDIA Corporation" and "NVIDIA" be considered identical (required when using OpenGL to avoid redundancy).
if RenderingServer.get_video_adapter_vendor().trim_suffix(" Corporation") in RenderingServer.get_video_adapter_name():
# Avoid repeating vendor name before adapter name.
# Trim redundant suffix sometimes reported by NVIDIA graphics cards when using OpenGL.
adapter_string = RenderingServer.get_video_adapter_name().trim_suffix("/PCIe/SSE2")
else:
adapter_string = RenderingServer.get_video_adapter_vendor() + " - " + RenderingServer.get_video_adapter_name().trim_suffix("/PCIe/SSE2")
# Graphics driver version information isn't always availble.
var driver_info := OS.get_video_adapter_driver_info()
var driver_info_string := ""
if driver_info.size() >= 2:
driver_info_string = driver_info[1]
else:
driver_info_string = "(unknown)"
var release_string := ""
if OS.has_feature("editor"):
# Editor build (implies `debug`).
release_string = "editor"
elif OS.has_feature("debug"):
# Debug export template build.
release_string = "debug"
else:
# Release export template build.
release_string = "release"
var rendering_method := str(ProjectSettings.get_setting_with_override("rendering/renderer/rendering_method"))
var rendering_driver := str(ProjectSettings.get_setting_with_override("rendering/rendering_device/driver"))
var graphics_api_string := rendering_driver
if rendering_method != "gl_compatibility":
if rendering_driver == "d3d12":
graphics_api_string = "Direct3D 12"
elif rendering_driver == "metal":
graphics_api_string = "Metal"
elif rendering_driver == "vulkan":
if OS.has_feature("macos") or OS.has_feature("ios"):
graphics_api_string = "Vulkan via MoltenVK"
else:
graphics_api_string = "Vulkan"
else:
if rendering_driver == "opengl3_angle":
graphics_api_string = "OpenGL via ANGLE"
elif OS.has_feature("mobile") or rendering_driver == "opengl3_es":
graphics_api_string = "OpenGL ES"
elif OS.has_feature("web"):
graphics_api_string = "WebGL"
elif rendering_driver == "opengl3":
graphics_api_string = "OpenGL"
information.text = (
"%s, %d threads\n" % [OS.get_processor_name().replace("(R)", "").replace("(TM)", ""), OS.get_processor_count()]
+ "%s %s (%s %s), %s %s\n" % [OS.get_name(), "64-bit" if OS.has_feature("64") else "32-bit", release_string, "double" if OS.has_feature("double") else "single", graphics_api_string, RenderingServer.get_video_adapter_api_version()]
+ "%s, %s" % [adapter_string, driver_info_string]
)
func _fps_graph_draw() -> void:
var fps_polyline := PackedVector2Array()
fps_polyline.resize(HISTORY_NUM_FRAMES)
for fps_index in fps_history.size():
fps_polyline[fps_index] = Vector2(
remap(fps_index, 0, fps_history.size(), 0, GRAPH_SIZE.x),
remap(clampf(fps_history[fps_index], GRAPH_MIN_FPS, GRAPH_MAX_FPS), GRAPH_MIN_FPS, GRAPH_MAX_FPS, GRAPH_SIZE.y, 0.0)
)
# Don't use antialiasing to speed up line drawing, but use a width that scales with
# viewport scale to keep the line easily readable on hiDPI displays.
fps_graph.draw_polyline(fps_polyline, frame_time_gradient.sample(remap(frames_per_second, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0)), 1.0)
func _total_graph_draw() -> void:
var total_polyline := PackedVector2Array()
total_polyline.resize(HISTORY_NUM_FRAMES)
for total_index in frame_history_total.size():
total_polyline[total_index] = Vector2(
remap(total_index, 0, frame_history_total.size(), 0, GRAPH_SIZE.x),
remap(clampf(frame_history_total[total_index], GRAPH_MIN_FPS, GRAPH_MAX_FPS), GRAPH_MIN_FPS, GRAPH_MAX_FPS, GRAPH_SIZE.y, 0.0)
)
# Don't use antialiasing to speed up line drawing, but use a width that scales with
# viewport scale to keep the line easily readable on hiDPI displays.
total_graph.draw_polyline(total_polyline, frame_time_gradient.sample(remap(1000.0 / frametime_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0)), 1.0)
func _cpu_graph_draw() -> void:
var cpu_polyline := PackedVector2Array()
cpu_polyline.resize(HISTORY_NUM_FRAMES)
for cpu_index in frame_history_cpu.size():
cpu_polyline[cpu_index] = Vector2(
remap(cpu_index, 0, frame_history_cpu.size(), 0, GRAPH_SIZE.x),
remap(clampf(frame_history_cpu[cpu_index], GRAPH_MIN_FPS, GRAPH_MAX_FPS), GRAPH_MIN_FPS, GRAPH_MAX_FPS, GRAPH_SIZE.y, 0.0)
)
# Don't use antialiasing to speed up line drawing, but use a width that scales with
# viewport scale to keep the line easily readable on hiDPI displays.
cpu_graph.draw_polyline(cpu_polyline, frame_time_gradient.sample(remap(1000.0 / frametime_cpu_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0)), 1.0)
func _gpu_graph_draw() -> void:
var gpu_polyline := PackedVector2Array()
gpu_polyline.resize(HISTORY_NUM_FRAMES)
for gpu_index in frame_history_gpu.size():
gpu_polyline[gpu_index] = Vector2(
remap(gpu_index, 0, frame_history_gpu.size(), 0, GRAPH_SIZE.x),
remap(clampf(frame_history_gpu[gpu_index], GRAPH_MIN_FPS, GRAPH_MAX_FPS), GRAPH_MIN_FPS, GRAPH_MAX_FPS, GRAPH_SIZE.y, 0.0)
)
# Don't use antialiasing to speed up line drawing, but use a width that scales with
# viewport scale to keep the line easily readable on hiDPI displays.
gpu_graph.draw_polyline(gpu_polyline, frame_time_gradient.sample(remap(1000.0 / frametime_gpu_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0)), 1.0)
func _process(_delta: float) -> void:
if visible:
fps_graph.queue_redraw()
total_graph.queue_redraw()
cpu_graph.queue_redraw()
gpu_graph.queue_redraw()
# Difference between the last two rendered frames in milliseconds.
var frametime := (Time.get_ticks_usec() - last_tick) * 0.001
frame_history_total.push_back(frametime)
if frame_history_total.size() > HISTORY_NUM_FRAMES:
frame_history_total.pop_front()
# Frametimes are colored following FPS logic (red = 10 FPS, yellow = 60 FPS, green = 110 FPS, cyan = 160 FPS).
# This makes the color gradient non-linear.
frametime_avg = frame_history_total.reduce(sum_func) / frame_history_total.size()
frame_history_total_avg.text = str(frametime_avg).pad_decimals(2)
frame_history_total_avg.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
var frametime_min: float = frame_history_total.min()
frame_history_total_min.text = str(frametime_min).pad_decimals(2)
frame_history_total_min.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_min, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
var frametime_max: float = frame_history_total.max()
frame_history_total_max.text = str(frametime_max).pad_decimals(2)
frame_history_total_max.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_max, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
frame_history_total_last.text = str(frametime).pad_decimals(2)
frame_history_total_last.modulate = frame_time_gradient.sample(remap(1000.0 / frametime, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
var viewport_rid := get_viewport().get_viewport_rid()
var frametime_cpu := RenderingServer.viewport_get_measured_render_time_cpu(viewport_rid) + RenderingServer.get_frame_setup_time_cpu()
frame_history_cpu.push_back(frametime_cpu)
if frame_history_cpu.size() > HISTORY_NUM_FRAMES:
frame_history_cpu.pop_front()
frametime_cpu_avg = frame_history_cpu.reduce(sum_func) / frame_history_cpu.size()
frame_history_cpu_avg.text = str(frametime_cpu_avg).pad_decimals(2)
frame_history_cpu_avg.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_cpu_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
var frametime_cpu_min: float = frame_history_cpu.min()
frame_history_cpu_min.text = str(frametime_cpu_min).pad_decimals(2)
frame_history_cpu_min.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_cpu_min, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
var frametime_cpu_max: float = frame_history_cpu.max()
frame_history_cpu_max.text = str(frametime_cpu_max).pad_decimals(2)
frame_history_cpu_max.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_cpu_max, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
frame_history_cpu_last.text = str(frametime_cpu).pad_decimals(2)
frame_history_cpu_last.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_cpu, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
var frametime_gpu := RenderingServer.viewport_get_measured_render_time_gpu(viewport_rid)
frame_history_gpu.push_back(frametime_gpu)
if frame_history_gpu.size() > HISTORY_NUM_FRAMES:
frame_history_gpu.pop_front()
frametime_gpu_avg = frame_history_gpu.reduce(sum_func) / frame_history_gpu.size()
frame_history_gpu_avg.text = str(frametime_gpu_avg).pad_decimals(2)
frame_history_gpu_avg.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_gpu_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
var frametime_gpu_min: float = frame_history_gpu.min()
frame_history_gpu_min.text = str(frametime_gpu_min).pad_decimals(2)
frame_history_gpu_min.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_gpu_min, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
var frametime_gpu_max: float = frame_history_gpu.max()
frame_history_gpu_max.text = str(frametime_gpu_max).pad_decimals(2)
frame_history_gpu_max.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_gpu_max, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
frame_history_gpu_last.text = str(frametime_gpu).pad_decimals(2)
frame_history_gpu_last.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_gpu, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
frames_per_second = 1000.0 / frametime_avg
fps_history.push_back(frames_per_second)
if fps_history.size() > HISTORY_NUM_FRAMES:
fps_history.pop_front()
fps.text = str(floor(frames_per_second)) + " FPS"
var frame_time_color := frame_time_gradient.sample(remap(frames_per_second, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
fps.modulate = frame_time_color
frame_time.text = str(frametime).pad_decimals(2) + " mspf"
frame_time.modulate = frame_time_color
var vsync_string := ""
match DisplayServer.window_get_vsync_mode():
DisplayServer.VSYNC_ENABLED:
vsync_string = "V-Sync"
DisplayServer.VSYNC_ADAPTIVE:
vsync_string = "Adaptive V-Sync"
DisplayServer.VSYNC_MAILBOX:
vsync_string = "Mailbox V-Sync"
if Engine.max_fps > 0 or OS.low_processor_usage_mode:
# Display FPS cap determined by `Engine.max_fps` or low-processor usage mode sleep duration
# (the lowest FPS cap is used).
var low_processor_max_fps := roundi(1000000.0 / OS.low_processor_usage_mode_sleep_usec)
var fps_cap := low_processor_max_fps
if Engine.max_fps > 0:
fps_cap = mini(Engine.max_fps, low_processor_max_fps)
frame_time.text += " (cap: " + str(fps_cap) + " FPS"
if not vsync_string.is_empty():
frame_time.text += " + " + vsync_string
frame_time.text += ")"
else:
if not vsync_string.is_empty():
frame_time.text += " (" + vsync_string + ")"
frame_number.text = "Frame: " + str(Engine.get_frames_drawn())
last_tick = Time.get_ticks_usec()
func _on_visibility_changed() -> void:
if visible:
# Reset graphs to prevent them from looking strange before `HISTORY_NUM_FRAMES` frames
# have been drawn.
var frametime_last := (Time.get_ticks_usec() - last_tick) * 0.001
fps_history.resize(HISTORY_NUM_FRAMES)
fps_history.fill(1000.0 / frametime_last)
frame_history_total.resize(HISTORY_NUM_FRAMES)
frame_history_total.fill(frametime_last)
frame_history_cpu.resize(HISTORY_NUM_FRAMES)
var viewport_rid := get_viewport().get_viewport_rid()
frame_history_cpu.fill(RenderingServer.viewport_get_measured_render_time_cpu(viewport_rid) + RenderingServer.get_frame_setup_time_cpu())
frame_history_gpu.resize(HISTORY_NUM_FRAMES)
frame_history_gpu.fill(RenderingServer.viewport_get_measured_render_time_gpu(viewport_rid))

View file

@ -0,0 +1 @@
uid://bpsslluwe827a

View file

@ -0,0 +1,401 @@
[gd_scene load_steps=3 format=3 uid="uid://cggqb75a8w8r"]
[ext_resource type="Script" path="res://addons/debug_menu/debug_menu.gd" id="1_p440y"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ki0n8"]
bg_color = Color(0, 0, 0, 0.25098)
[node name="CanvasLayer" type="CanvasLayer" node_paths=PackedStringArray("fps", "frame_time", "frame_number", "frame_history_total_avg", "frame_history_total_min", "frame_history_total_max", "frame_history_total_last", "frame_history_cpu_avg", "frame_history_cpu_min", "frame_history_cpu_max", "frame_history_cpu_last", "frame_history_gpu_avg", "frame_history_gpu_min", "frame_history_gpu_max", "frame_history_gpu_last", "fps_graph", "total_graph", "cpu_graph", "gpu_graph", "information", "settings")]
layer = 128
script = ExtResource("1_p440y")
fps = NodePath("DebugMenu/VBoxContainer/FPS")
frame_time = NodePath("DebugMenu/VBoxContainer/FrameTime")
frame_number = NodePath("DebugMenu/VBoxContainer/FrameNumber")
frame_history_total_avg = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/TotalAvg")
frame_history_total_min = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/TotalMin")
frame_history_total_max = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/TotalMax")
frame_history_total_last = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/TotalLast")
frame_history_cpu_avg = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/CPUAvg")
frame_history_cpu_min = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/CPUMin")
frame_history_cpu_max = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/CPUMax")
frame_history_cpu_last = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/CPULast")
frame_history_gpu_avg = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/GPUAvg")
frame_history_gpu_min = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/GPUMin")
frame_history_gpu_max = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/GPUMax")
frame_history_gpu_last = NodePath("DebugMenu/VBoxContainer/FrameTimeHistory/GPULast")
fps_graph = NodePath("DebugMenu/VBoxContainer/FPSGraph/Graph")
total_graph = NodePath("DebugMenu/VBoxContainer/TotalGraph/Graph")
cpu_graph = NodePath("DebugMenu/VBoxContainer/CPUGraph/Graph")
gpu_graph = NodePath("DebugMenu/VBoxContainer/GPUGraph/Graph")
information = NodePath("DebugMenu/VBoxContainer/Information")
settings = NodePath("DebugMenu/VBoxContainer/Settings")
[node name="DebugMenu" type="Control" parent="."]
custom_minimum_size = Vector2(400, 400)
layout_mode = 3
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -416.0
offset_top = 8.0
offset_right = -16.0
offset_bottom = 408.0
grow_horizontal = 0
size_flags_horizontal = 8
size_flags_vertical = 4
mouse_filter = 2
[node name="VBoxContainer" type="VBoxContainer" parent="DebugMenu"]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -300.0
offset_bottom = 374.0
grow_horizontal = 0
mouse_filter = 2
theme_override_constants/separation = 0
[node name="FPS" type="Label" parent="DebugMenu/VBoxContainer"]
modulate = Color(0, 1, 0, 1)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 5
theme_override_constants/line_spacing = 0
theme_override_font_sizes/font_size = 18
text = "60 FPS"
horizontal_alignment = 2
[node name="FrameTime" type="Label" parent="DebugMenu/VBoxContainer"]
modulate = Color(0, 1, 0, 1)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "16.67 mspf (cap: 123 FPS + Adaptive V-Sync)"
horizontal_alignment = 2
[node name="FrameNumber" type="Label" parent="DebugMenu/VBoxContainer"]
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "Frame: 1234"
horizontal_alignment = 2
[node name="FrameTimeHistory" type="GridContainer" parent="DebugMenu/VBoxContainer"]
layout_mode = 2
size_flags_horizontal = 8
mouse_filter = 2
theme_override_constants/h_separation = 0
theme_override_constants/v_separation = 0
columns = 5
[node name="Spacer" type="Control" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
custom_minimum_size = Vector2(60, 0)
layout_mode = 2
mouse_filter = 2
[node name="AvgHeader" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "Average"
horizontal_alignment = 2
[node name="MinHeader" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "Best"
horizontal_alignment = 2
[node name="MaxHeader" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "Worst"
horizontal_alignment = 2
[node name="LastHeader" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "Last"
horizontal_alignment = 2
[node name="TotalHeader" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "Total:"
horizontal_alignment = 2
[node name="TotalAvg" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="TotalMin" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="TotalMax" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="TotalLast" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="CPUHeader" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "CPU:"
horizontal_alignment = 2
[node name="CPUAvg" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="CPUMin" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "12.34"
horizontal_alignment = 2
[node name="CPUMax" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="CPULast" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="GPUHeader" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "GPU:"
horizontal_alignment = 2
[node name="GPUAvg" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="GPUMin" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "1.23"
horizontal_alignment = 2
[node name="GPUMax" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="GPULast" type="Label" parent="DebugMenu/VBoxContainer/FrameTimeHistory"]
modulate = Color(0, 1, 0, 1)
custom_minimum_size = Vector2(50, 0)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "123.45"
horizontal_alignment = 2
[node name="FPSGraph" type="HBoxContainer" parent="DebugMenu/VBoxContainer"]
layout_mode = 2
mouse_filter = 2
alignment = 2
[node name="Title" type="Label" parent="DebugMenu/VBoxContainer/FPSGraph"]
custom_minimum_size = Vector2(0, 27)
layout_mode = 2
size_flags_horizontal = 8
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "FPS: ↑"
vertical_alignment = 1
[node name="Graph" type="Panel" parent="DebugMenu/VBoxContainer/FPSGraph"]
custom_minimum_size = Vector2(150, 25)
layout_mode = 2
size_flags_vertical = 0
mouse_filter = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_ki0n8")
[node name="TotalGraph" type="HBoxContainer" parent="DebugMenu/VBoxContainer"]
layout_mode = 2
mouse_filter = 2
alignment = 2
[node name="Title" type="Label" parent="DebugMenu/VBoxContainer/TotalGraph"]
custom_minimum_size = Vector2(0, 27)
layout_mode = 2
size_flags_horizontal = 8
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "Total: ↓"
vertical_alignment = 1
[node name="Graph" type="Panel" parent="DebugMenu/VBoxContainer/TotalGraph"]
custom_minimum_size = Vector2(150, 25)
layout_mode = 2
size_flags_vertical = 0
mouse_filter = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_ki0n8")
[node name="CPUGraph" type="HBoxContainer" parent="DebugMenu/VBoxContainer"]
layout_mode = 2
mouse_filter = 2
alignment = 2
[node name="Title" type="Label" parent="DebugMenu/VBoxContainer/CPUGraph"]
custom_minimum_size = Vector2(0, 27)
layout_mode = 2
size_flags_horizontal = 8
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "CPU: ↓"
vertical_alignment = 1
[node name="Graph" type="Panel" parent="DebugMenu/VBoxContainer/CPUGraph"]
custom_minimum_size = Vector2(150, 25)
layout_mode = 2
size_flags_vertical = 0
mouse_filter = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_ki0n8")
[node name="GPUGraph" type="HBoxContainer" parent="DebugMenu/VBoxContainer"]
layout_mode = 2
mouse_filter = 2
alignment = 2
[node name="Title" type="Label" parent="DebugMenu/VBoxContainer/GPUGraph"]
custom_minimum_size = Vector2(0, 27)
layout_mode = 2
size_flags_horizontal = 8
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "GPU: ↓"
vertical_alignment = 1
[node name="Graph" type="Panel" parent="DebugMenu/VBoxContainer/GPUGraph"]
custom_minimum_size = Vector2(150, 25)
layout_mode = 2
size_flags_vertical = 0
mouse_filter = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_ki0n8")
[node name="Information" type="Label" parent="DebugMenu/VBoxContainer"]
modulate = Color(1, 1, 1, 0.752941)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "12th Gen Intel(R) Core(TM) i0-1234K
Windows 12 64-bit (double precision), Vulkan 1.2.34
NVIDIA GeForce RTX 1234, 123.45.67"
horizontal_alignment = 2
[node name="Settings" type="Label" parent="DebugMenu/VBoxContainer"]
modulate = Color(0.8, 0.84, 1, 0.752941)
layout_mode = 2
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 3
theme_override_font_sizes/font_size = 12
text = "Project Version: 1.2.3
Rendering Method: Forward+
Window: 1234×567, Viewport: 1234×567
3D Scale (FSR 1.0): 100% = 1234×567
3D Antialiasing: TAA + 2× MSAA + FXAA
SSR: 123 Steps
SSAO: On
SSIL: On
SDFGI: 1 Cascades
Glow: On
Volumetric Fog: On
2D Antialiasing: 2× MSAA"
horizontal_alignment = 2
[connection signal="visibility_changed" from="." to="." method="_on_visibility_changed"]

View file

@ -0,0 +1,7 @@
[plugin]
name="Debug Menu"
description="In-game debug menu displaying performance metrics and hardware information"
author="Calinou"
version="1.2.0"
script="plugin.gd"

View file

@ -0,0 +1,29 @@
@tool
extends EditorPlugin
func _enter_tree() -> void:
add_autoload_singleton("DebugMenu", "res://addons/debug_menu/debug_menu.tscn")
# FIXME: This appears to do nothing.
# if not ProjectSettings.has_setting("application/config/version"):
# ProjectSettings.set_setting("application/config/version", "1.0.0")
#
# ProjectSettings.set_initial_value("application/config/version", "1.0.0")
# ProjectSettings.add_property_info({
# name = "application/config/version",
# type = TYPE_STRING,
# })
#
# if not InputMap.has_action("cycle_debug_menu"):
# InputMap.add_action("cycle_debug_menu")
# var event := InputEventKey.new()
# event.keycode = KEY_F3
# InputMap.action_add_event("cycle_debug_menu", event)
#
# ProjectSettings.save()
func _exit_tree() -> void:
remove_autoload_singleton("DebugMenu")
# Don't remove the project setting's value and input map action,
# as the plugin may be re-enabled in the future.

View file

@ -0,0 +1 @@
uid://bloj6h52fp002

View file

@ -0,0 +1,20 @@
[gd_scene load_steps=4 format=3 uid="uid://d2q0gh76v2wjm"]
[ext_resource type="Script" uid="uid://d5tiwy16ivu6" path="res://player/weapons/projectile.gd" id="1_4urkw"]
[ext_resource type="Texture2D" uid="uid://b82eovf1htp4i" path="res://assets/sprites/characters/pink/Rock1.png" id="2_5842l"]
[sub_resource type="CircleShape2D" id="CircleShape2D_o4f18"]
radius = 1.0
[node name="BasicProjectile" type="Area2D"]
collision_layer = 16
collision_mask = 8
script = ExtResource("1_4urkw")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_o4f18")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(5.96046e-08, 5.96046e-08)
scale = Vector2(0.3125, 0.3125)
texture = ExtResource("2_5842l")

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.5 KiB

View file

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://gan2vkax8nwy"
path="res://.godot/imported/slimes_blue.png-714717b05c2104cf50fc9fd6f4afe1c1.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/enemies/slimes_blue.png"
dest_files=["res://.godot/imported/slimes_blue.png-714717b05c2104cf50fc9fd6f4afe1c1.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.6 KiB

View file

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ievi6pon3ptw"
path="res://.godot/imported/slimes_dark.png-b89c4cb22ec4d8d8ca0b6255a8a99a81.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/enemies/slimes_dark.png"
dest_files=["res://.godot/imported/slimes_dark.png-b89c4cb22ec4d8d8ca0b6255a8a99a81.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.4 KiB

View file

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cqwmi3v81uhmf"
path="res://.godot/imported/slimes_green.png-08e345c322ad9d9ec7922af9737a7e3b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/enemies/slimes_green.png"
dest_files=["res://.godot/imported/slimes_green.png-08e345c322ad9d9ec7922af9737a7e3b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.5 KiB

View file

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://d1eqf5k6fywlu"
path="res://.godot/imported/slimes_pink.png-306435e1f9ca80f46b8658abf39a07a5.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/enemies/slimes_pink.png"
dest_files=["res://.godot/imported/slimes_pink.png-306435e1f9ca80f46b8658abf39a07a5.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.6 KiB

View file

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://badj3651o6jc8"
path="res://.godot/imported/slimes_white.png-fb1b6c0ee38065fb578a69501028a0b7.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/enemies/slimes_white.png"
dest_files=["res://.godot/imported/slimes_white.png-fb1b6c0ee38065fb578a69501028a0b7.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.6 KiB

View file

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cv7txwf7xhngf"
path="res://.godot/imported/slimes_yellow.png-7184a698ae163f66b11534f79ba701c9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/sprites/enemies/slimes_yellow.png"
dest_files=["res://.godot/imported/slimes_yellow.png-7184a698ae163f66b11534f79ba701c9.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View file

@ -1131,7 +1131,8 @@ texture_region_size = Vector2i(32, 32)
[resource] [resource]
tile_size = Vector2i(32, 32) tile_size = Vector2i(32, 32)
physics_layer_0/collision_layer = 4 physics_layer_0/collision_layer = 2
physics_layer_0/collision_mask = 9
terrain_set_0/mode = 0 terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "Floor" terrain_set_0/terrain_0/name = "Floor"
terrain_set_0/terrain_0/color = Color(0.5, 0.4375, 0.25, 1) terrain_set_0/terrain_0/color = Color(0.5, 0.4375, 0.25, 1)

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cgxn1f4p4vik6"]
[ext_resource type="Script" uid="uid://dcenqdci4hjes" path="res://player/weapons/ranged_weapon.gd" id="1_x1kyd"]
[node name="RangedWeapon" type="Node2D"]
script = ExtResource("1_x1kyd")

1
enemies/scripts/enemy.gd Normal file
View file

@ -0,0 +1 @@
extends Node

View file

@ -0,0 +1 @@
uid://btwllkb7meyrw

70
enemies/test_enemy.tscn Normal file
View file

@ -0,0 +1,70 @@
[gd_scene load_steps=10 format=3 uid="uid://cait7d0k1kmsq"]
[ext_resource type="Texture2D" uid="uid://gan2vkax8nwy" path="res://assets/sprites/enemies/slimes_blue.png" id="1_lcl3f"]
[sub_resource type="CircleShape2D" id="CircleShape2D_2bghh"]
radius = 14.0357
[sub_resource type="AtlasTexture" id="AtlasTexture_8ifd5"]
atlas = ExtResource("1_lcl3f")
region = Rect2(0, 0, 46, 33)
[sub_resource type="AtlasTexture" id="AtlasTexture_bkvxi"]
atlas = ExtResource("1_lcl3f")
region = Rect2(46, 0, 46, 33)
[sub_resource type="AtlasTexture" id="AtlasTexture_if8y3"]
atlas = ExtResource("1_lcl3f")
region = Rect2(92, 0, 46, 33)
[sub_resource type="AtlasTexture" id="AtlasTexture_evp1i"]
atlas = ExtResource("1_lcl3f")
region = Rect2(138, 0, 46, 33)
[sub_resource type="AtlasTexture" id="AtlasTexture_38q4i"]
atlas = ExtResource("1_lcl3f")
region = Rect2(184, 0, 46, 33)
[sub_resource type="AtlasTexture" id="AtlasTexture_8o875"]
atlas = ExtResource("1_lcl3f")
region = Rect2(230, 0, 46, 33)
[sub_resource type="SpriteFrames" id="SpriteFrames_ciurg"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_8ifd5")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_bkvxi")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_if8y3")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_evp1i")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_38q4i")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8o875")
}],
"loop": true,
"name": &"idle",
"speed": 5.0
}]
[node name="TestEnemy" type="CharacterBody2D" groups=["enemies"]]
collision_layer = 8
collision_mask = 7
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 1)
shape = SubResource("CircleShape2D_2bghh")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_ciurg")
animation = &"idle"
autoplay = "idle"
frame_progress = 0.531099

View file

@ -1,7 +1,8 @@
[gd_scene load_steps=4 format=3 uid="uid://cfkusqucsap26"] [gd_scene load_steps=5 format=3 uid="uid://cfkusqucsap26"]
[ext_resource type="Script" uid="uid://begwu0icmrxyw" path="res://map/map.gd" id="1_l804v"] [ext_resource type="Script" uid="uid://begwu0icmrxyw" path="res://map/map.gd" id="1_l804v"]
[ext_resource type="TileSet" uid="uid://c66l102pgntht" path="res://assets/sprites/tilesets/forest.tres" id="2_3nv2f"] [ext_resource type="TileSet" uid="uid://c66l102pgntht" path="res://assets/sprites/tilesets/forest.tres" id="2_3nv2f"]
[ext_resource type="PackedScene" uid="uid://cait7d0k1kmsq" path="res://enemies/test_enemy.tscn" id="4_raxr4"]
[ext_resource type="PackedScene" uid="uid://bo5aw2cad3akl" path="res://player/player.tscn" id="5_3nv2f"] [ext_resource type="PackedScene" uid="uid://bo5aw2cad3akl" path="res://player/player.tscn" id="5_3nv2f"]
[node name="Map" type="Node2D"] [node name="Map" type="Node2D"]
@ -17,3 +18,7 @@ tile_set = ExtResource("2_3nv2f")
tile_set = ExtResource("2_3nv2f") tile_set = ExtResource("2_3nv2f")
[node name="Player" parent="." instance=ExtResource("5_3nv2f")] [node name="Player" parent="." instance=ExtResource("5_3nv2f")]
position = Vector2(20, 20)
[node name="TestEnemy" parent="." instance=ExtResource("4_raxr4")]
position = Vector2(87, 72)

View file

@ -8,6 +8,6 @@ func _init():
description = "Increases fire rate by %0.1f shots per second" % fire_rate_bonus description = "Increases fire rate by %0.1f shots per second" % fire_rate_bonus
modifier_type = ModifierType.ADDITIVE modifier_type = ModifierType.ADDITIVE
func apply_stats_modification(final_stats: Dictionary, base_stats: Dictionary) -> void: func apply_stats_modification(final_stats: Dictionary, _base_stats: Dictionary) -> void:
if final_stats.has("fire_rate"): if final_stats.has("fire_rate"):
final_stats.fire_rate += fire_rate_bonus final_stats.fire_rate += fire_rate_bonus

View file

@ -8,6 +8,6 @@ func _init():
description = "Increases fire rate by %d%%" % ((fire_rate_multiplier - 1.0) * 100) description = "Increases fire rate by %d%%" % ((fire_rate_multiplier - 1.0) * 100)
modifier_type = ModifierType.MULTIPLICATIVE modifier_type = ModifierType.MULTIPLICATIVE
func apply_stats_modification(final_stats: Dictionary, base_stats: Dictionary) -> void: func apply_stats_modification(final_stats: Dictionary, _base_stats: Dictionary) -> void:
if final_stats.has("fire_rate"): if final_stats.has("fire_rate"):
final_stats.fire_rate *= fire_rate_multiplier final_stats.fire_rate *= fire_rate_multiplier

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=82 format=3 uid="uid://bo5aw2cad3akl"] [gd_scene load_steps=83 format=3 uid="uid://bo5aw2cad3akl"]
[ext_resource type="Script" uid="uid://bq038uo4cm6nv" path="res://player/scripts/player.gd" id="1_oul6g"] [ext_resource type="Script" uid="uid://bq038uo4cm6nv" path="res://player/scripts/player.gd" id="1_oul6g"]
[ext_resource type="Texture2D" uid="uid://dqgq2c1h6yk3k" path="res://assets/sprites/characters/pink/Pink_Monster_Attack1_4.png" id="2_yllr7"] [ext_resource type="Texture2D" uid="uid://dqgq2c1h6yk3k" path="res://assets/sprites/characters/pink/Pink_Monster_Attack1_4.png" id="2_yllr7"]
@ -13,6 +13,7 @@
[ext_resource type="Texture2D" uid="uid://538sc3bsdell" path="res://assets/sprites/characters/pink/Pink_Monster_Throw_4.png" id="11_bjvpn"] [ext_resource type="Texture2D" uid="uid://538sc3bsdell" path="res://assets/sprites/characters/pink/Pink_Monster_Throw_4.png" id="11_bjvpn"]
[ext_resource type="Texture2D" uid="uid://efnfh4mf0ia2" path="res://assets/sprites/characters/pink/Pink_Monster_Walk_6.png" id="12_s7qer"] [ext_resource type="Texture2D" uid="uid://efnfh4mf0ia2" path="res://assets/sprites/characters/pink/Pink_Monster_Walk_6.png" id="12_s7qer"]
[ext_resource type="Texture2D" uid="uid://cyfq0x0h2qeof" path="res://assets/sprites/characters/pink/Pink_Monster_Walk+Attack_6.png" id="13_g4c7l"] [ext_resource type="Texture2D" uid="uid://cyfq0x0h2qeof" path="res://assets/sprites/characters/pink/Pink_Monster_Walk+Attack_6.png" id="13_g4c7l"]
[ext_resource type="PackedScene" uid="uid://cgxn1f4p4vik6" path="res://assets/weapons/ranged_weapon.tscn" id="14_kb6p2"]
[sub_resource type="CircleShape2D" id="CircleShape2D_rkbax"] [sub_resource type="CircleShape2D" id="CircleShape2D_rkbax"]
@ -541,7 +542,7 @@ animations = [{
"speed": 5.0 "speed": 5.0
}] }]
[node name="Player" type="CharacterBody2D"] [node name="Player" type="CharacterBody2D" groups=["friendly"]]
collision_mask = 14 collision_mask = 14
script = ExtResource("1_oul6g") script = ExtResource("1_oul6g")
@ -551,8 +552,11 @@ shape = SubResource("CircleShape2D_rkbax")
[node name="PlayerSprite" type="AnimatedSprite2D" parent="."] [node name="PlayerSprite" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_qjt2w") sprite_frames = SubResource("SpriteFrames_qjt2w")
animation = &"attack_2" animation = &"idle"
frame_progress = 0.752485 autoplay = "idle"
frame_progress = 0.749332
[node name="Camera2D" type="Camera2D" parent="."] [node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(2, 2) zoom = Vector2(2, 2)
[node name="RangedWeapon" parent="." instance=ExtResource("14_kb6p2")]

View file

@ -1,9 +1,12 @@
extends CharacterBody2D extends CharacterBody2D
@export var speed = 200 @export var speed = 200
@export var weapon: RangedWeapon
@export var special_ability: Ability @export var special_ability: Ability
@export var movement: PlayerMovement
var weapon: RangedWeapon
var movement: PlayerMovement
var combat: PlayerCombat
# Last direction for idle state # Last direction for idle state
var last_direction = Vector2.DOWN var last_direction = Vector2.DOWN
@ -11,19 +14,16 @@ var last_direction = Vector2.DOWN
@onready var animated_sprite = $PlayerSprite @onready var animated_sprite = $PlayerSprite
func _ready(): func _ready():
weapon = RangedWeapon.new() weapon = $RangedWeapon
Log.pr("Weapon", weapon) combat = PlayerCombat.new()
# Initialize the movement resource with references movement = PlayerMovement.new()
if movement: movement.player = self
movement.player = self movement.animated_sprite = animated_sprite
movement.animated_sprite = animated_sprite movement.speed = speed
movement.last_direction = Vector2.DOWN # Default direction
else: combat.player = self
# Create a new resource instance if none was assigned in the editor combat.animated_sprite = animated_sprite
movement = PlayerMovement.new()
movement.player = self
movement.animated_sprite = animated_sprite
Log.pr("Adding projectile size additive modifier") Log.pr("Adding projectile size additive modifier")
weapon.add_modifier(ProjectileSizeAdditive.new()) weapon.add_modifier(ProjectileSizeAdditive.new())
@ -37,11 +37,15 @@ func _ready():
# Size is now 1.5 * 1.5 = 2.25 # Size is now 1.5 * 1.5 = 2.25
# Add another additive size modifier (+0.7 or 70% increase) # Add another additive size modifier (+0.7 or 70% increase)
Log.pr("Adding another projectile size additive modifier", 0.7) Log.pr("Adding another projectile size additive modifier", 2)
var another_size_mod = ProjectileSizeAdditive.new() var another_size_mod = ProjectileSizeAdditive.new()
another_size_mod.size_increase = 0.7 another_size_mod.size_increase = 0.7
weapon.add_modifier(another_size_mod) weapon.add_modifier(another_size_mod)
Log.pr(weapon.stats.get_stat("projectile_size")) Log.pr(weapon.stats.get_stat("projectile_size"))
weapon.add_modifier(FireRateAdditive.new())
func _physics_process(delta): func _physics_process(delta):
movement.process(delta) movement.process(delta)
combat.process(delta)

View file

@ -0,0 +1,30 @@
extends Resource
class_name PlayerCombat
var player: CharacterBody2D
var animated_sprite: AnimatedSprite2D
func process(_delta):
# Get mouse position in global coordinates
var mouse_position = player.get_global_mouse_position()
# Get player position (assuming this script is attached to the player)
var player_position = player.global_position
# Calculate direction vector from player to mouse
var direction = mouse_position - player_position
# You can normalize this vector if you want a unit vector (length of 1)
# This is useful if you only care about direction, not distance
var normalized_direction = direction.normalized()
if Input.is_action_pressed("fire"):
player.weapon.fire(normalized_direction)
# Update animation
#update_animation()
func update_animation():
Log.pr(animated_sprite.animation)
if animated_sprite.animation != "throw":
Log.pr('Throwing animation!')
animated_sprite.play("throw")

View file

@ -0,0 +1 @@
uid://cx4ugb3hbh8t1

View file

@ -4,7 +4,7 @@ class_name PlayerMovement
var player: CharacterBody2D var player: CharacterBody2D
var animated_sprite: AnimatedSprite2D var animated_sprite: AnimatedSprite2D
var speed: float = 300.0 var speed: float
var last_direction: Vector2 = Vector2.ZERO var last_direction: Vector2 = Vector2.ZERO
func process(_delta): func process(_delta):
@ -36,6 +36,9 @@ func process(_delta):
func update_animation(direction): func update_animation(direction):
var anim_name = "idle" # Default animation var anim_name = "idle" # Default animation
if animated_sprite.animation == "throw":
return # Don't change animation if throwing
if direction == Vector2.ZERO: if direction == Vector2.ZERO:
# Character is idle # Character is idle

View file

@ -0,0 +1,110 @@
class_name Projectile extends Area2D
signal on_hit(projectile, target)
signal on_spawned(projectile)
signal on_destroyed(projectile)
@export var speed: float = 500.0
@export var damage: float = 10.0
@export var lifetime: float = 5.0
@export var direction: Vector2 = Vector2.RIGHT
@export var is_friendly: bool = true
# Modifier-related properties
var pierce_count: int = 0
var has_explosive_impact: bool = true
var explosion_projectile_count: int = 2
var explosion_projectile_damage_mult: float = 0.5
var explosion_projectile_speed: float = 300.0
var explosion_spread_angle: float = 360.0 # Full circle by default
# References
var source_weapon: RangedWeapon # Reference to the weapon that fired this
var lifetime_timer: Timer
# Add a variable to track the entity that triggered the explosion
var ignore_target = null
func _ready():
lifetime_timer = Timer.new()
add_child(lifetime_timer)
lifetime_timer.one_shot = true
lifetime_timer.wait_time = lifetime
lifetime_timer.connect("timeout", _on_lifetime_timeout)
lifetime_timer.start()
emit_signal("on_spawned", self)
connect("body_entered", _on_body_entered)
func _physics_process(delta):
position += direction * speed * delta
func _on_body_entered(body):
# Check if this is a body we should ignore
if body == ignore_target:
return
if body.is_in_group("enemies") and is_friendly:
Log.pr("Hit enemy: ", body.name)
# Deal damage to enemy
if body.has_method("take_damage"):
body.take_damage(damage)
# Emit signal for modifiers to react to
emit_signal("on_hit", self, body)
# Handle piercing
if pierce_count > 0:
pierce_count -= 1
else:
# Handle explosive impact
if has_explosive_impact:
# Store the target that triggered the explosion
ignore_target = body
_trigger_explosion()
# Destroy the projectile
destroy()
func _trigger_explosion():
# Create the explosion VFX
# var explosion = preload("res://scenes/explosion_effect.tscn").instantiate()
# explosion.global_position = global_position
# get_tree().root.add_child(explosion)
# Spawn the additional projectiles
if explosion_projectile_count > 0:
_spawn_explosion_projectiles()
func _spawn_explosion_projectiles():
# Calculate even angle distribution
var angle_step = explosion_spread_angle / explosion_projectile_count
var start_angle = - explosion_spread_angle / 2
for i in range(explosion_projectile_count):
# Create a new projectile
var new_proj = duplicate()
new_proj.global_position = global_position
# Calculate new direction based on spread
var random_angle = randf_range(0, 2 * PI)
var new_dir = Vector2.RIGHT.rotated(random_angle)
# Set properties for the new projectile
new_proj.direction = new_dir
new_proj.damage = damage * explosion_projectile_damage_mult
new_proj.speed = explosion_projectile_speed
# Clear explosive properties so we don't get infinite loops
new_proj.has_explosive_impact = true
new_proj.explosion_projectile_count = 1
# Pass the ignore_target to the new projectiles
new_proj.ignore_target = ignore_target
# Add to scene tree
get_tree().root.add_child(new_proj)
func destroy():
emit_signal("on_destroyed", self)
queue_free()
func _on_lifetime_timeout():
destroy()

View file

@ -0,0 +1 @@
uid://d5tiwy16ivu6

View file

@ -7,10 +7,12 @@ signal projectile_spawned(projectile)
# Base stats - will be modified by modifiers # Base stats - will be modified by modifiers
var base_stats = { var base_stats = {
"damage": 10.0, "damage": 10.0,
"fire_rate": 2.0, # Shots per second "fire_rate": 2.0,
"projectile_speed": 500.0, "projectile_speed": 500.0,
"projectile_size": 1.0, "projectile_size": 1.0,
"projectile_lifetime": 5.0, "projectile_lifetime": 5.0,
"projectile_quantity": 1,
"projectile_spread": 33,
"max_pierce": 0 "max_pierce": 0
} }
@ -24,14 +26,15 @@ func _init() -> void:
Log.pr(stats) Log.pr(stats)
add_child(stats) add_child(stats)
func _ready():
# Connect to stats updated signal
stats.connect("stats_updated", _on_stats_updated)
# Setup fire timer # Setup fire timer
fire_timer = Timer.new() fire_timer = Timer.new()
add_child(fire_timer) add_child(fire_timer)
fire_timer.one_shot = true fire_timer.one_shot = true
projectile_scene = preload("res://assets/projectiles/basic_projectile.tscn")
func _ready():
stats.connect("stats_updated", _on_stats_updated)
fire_timer.connect("timeout", _on_fire_timer_timeout) fire_timer.connect("timeout", _on_fire_timer_timeout)
# Initial update # Initial update
@ -47,30 +50,55 @@ func fire(direction: Vector2):
fire_timer.start(1.0 / stats.get_stat("fire_rate")) fire_timer.start(1.0 / stats.get_stat("fire_rate"))
func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2): func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2):
var projectile = projectile_scene.instantiate() # Get projectile quantity and spread from stats
projectile.global_position = spawn_position var quantity = stats.get_stat("projectile_quantity")
projectile.direction = spawn_direction var spread_angle = stats.get_stat("projectile_spread")
# Apply stats to projectile # Calculate the angle between each projectile
projectile.speed = stats.get_stat("projectile_speed") var angle_step = 0.0
projectile.damage = stats.get_stat("damage") if quantity > 1 and spread_angle > 0:
projectile.lifetime = stats.get_stat("projectile_lifetime") angle_step = spread_angle / (quantity - 1)
projectile.pierce_count = stats.get_stat("max_pierce")
projectile.source_weapon = self
# Apply size (scale) # Calculate starting angle (to center the spread)
var size = stats.get_stat("projectile_size") var start_angle = - spread_angle / 2
projectile.scale = Vector2(size, size)
# Allow modifiers to directly modify the projectile # Spawn each projectile
for modifier in stats.modifiers: for i in range(quantity):
modifier.modify_projectile(projectile) var projectile = projectile_scene.instantiate()
projectile.global_position = spawn_position
get_tree().root.add_child(projectile)
projectile.emit_signal("on_spawned", projectile) # Calculate the direction with spread
emit_signal("projectile_spawned", projectile) var direction = spawn_direction
if quantity > 1:
var current_angle = start_angle + (i * angle_step)
direction = spawn_direction.rotated(deg_to_rad(current_angle))
projectile.direction = direction
# Apply stats to projectile
projectile.speed = stats.get_stat("projectile_speed")
projectile.damage = stats.get_stat("damage")
projectile.lifetime = stats.get_stat("projectile_lifetime")
projectile.source_weapon = self
# Set base size
var size = stats.get_stat("projectile_size")
projectile.scale = Vector2(size, size)
# Allow modifiers to directly modify the projectile
for modifier in stats.modifiers:
modifier.modify_projectile(projectile)
# Add to scene tree
if get_tree() and get_tree().get_root():
get_tree().get_root().add_child(projectile)
# Emit the spawn signal
if projectile.has_signal("on_spawned"):
projectile.emit_signal("on_spawned", projectile)
func add_modifier(modifier: Modifier): func add_modifier(modifier: Modifier):
Log.pr("Adding modifier: ", modifier)
stats.add_modifier(modifier) stats.add_modifier(modifier)
func remove_modifier(modifier_id: String): func remove_modifier(modifier_id: String):

View file

@ -21,6 +21,7 @@ RNG="*res://utility/RngUtility.gd"
Global="*res://utility/Globals.gd" Global="*res://utility/Globals.gd"
SceneSelector="*res://utility/SceneSelector.gd" SceneSelector="*res://utility/SceneSelector.gd"
MapBuilder="*res://utility/MapBuilder.gd" MapBuilder="*res://utility/MapBuilder.gd"
DebugMenu="*res://addons/debug_menu/debug_menu.tscn"
[display] [display]
@ -30,7 +31,7 @@ window/stretch/scale_mode="integer"
[editor_plugins] [editor_plugins]
enabled=PackedStringArray("res://addons/log/plugin.cfg") enabled=PackedStringArray("res://addons/debug_menu/plugin.cfg", "res://addons/log/plugin.cfg")
[input] [input]
@ -54,6 +55,11 @@ move_right={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
] ]
} }
fire={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(115, 24),"global_position":Vector2(129, 97),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
[layer_names] [layer_names]
@ -61,6 +67,7 @@ move_right={
2d_physics/layer_2="Water" 2d_physics/layer_2="Water"
2d_physics/layer_3="Objects" 2d_physics/layer_3="Objects"
2d_physics/layer_4="Enemies" 2d_physics/layer_4="Enemies"
2d_physics/layer_5="Projectiles"
[rendering] [rendering]