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Add 2.5D Demo Projects
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# Lines starting with '#' are comments. | ||
# Each line is a file pattern followed by one or more owners. | ||
# Owners can be @users, @org/teams or emails | ||
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/misc/2.5d @aaronfranke | ||
/mono/2.5d @aaronfranke |
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# 2.5D Demo Project (GDScript) | ||
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This demo project shows a way to create a 2.5D game in Godot by mixing 2D and 3D nodes. It also adds a 2.5D editor viewport for easily editing 2.5D levels. | ||
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Note: There is a Mono C# version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/2.5d). | ||
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## How does it work? | ||
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Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects. Its first child must be a 3D Spatial, which is used to calculate its position. Then, add a 2D Sprite (or similar) to display the object. | ||
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Inside of Node25D, a 2.5D transformation matrix made of three Vector2 is used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses KinematicBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math. | ||
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Several view modes are implemented, including top down, front side, 45 degree, isometric, and two oblique modes. To implement a different view angle, all you need to do is create a new set of basis vectors in Node25D, use it on all instances, and of course create sprites to display that object in 2D. | ||
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The plugin also adds YSort25D to sort Node25D nodes, and ShadowMath25D for calculating a shadow (a simple KinematicBody that tries to cast downward). | ||
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## Screenshots | ||
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![Forty Five Degrees](screenshots/forty_five.png) | ||
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![Isometric](screenshots/isometric.png) | ||
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![Oblique Z](screenshots/oblique_z.png) | ||
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![Oblique Y](screenshots/oblique_y.png) | ||
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![Front Side](screenshots/front_side.png) | ||
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![Cube](screenshots/cube.png) | ||
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![2.5D Editor Viewport](screenshots/editor.png) | ||
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## Music License | ||
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`assets/mr_mrs_robot.ogg` Copyright © circa 2008 Juan Linietsky, CC-BY: Attribution. |
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# Currently broken unless Godot makes this kind of thing possible: | ||
# https://github.com/godotengine/godot/issues/21461 | ||
# https://github.com/godotengine/godot-proposals/issues/279 | ||
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# Basis25D structure for performing 2.5D transform math. | ||
# Note: All code assumes that Y is UP in 3D, and DOWN in 2D. | ||
# Meaning, a top-down view has a Y axis component of (0, 0), with a Z axis component of (0, 1). | ||
# For a front side view, Y is (0, -1) and Z is (0, 0). | ||
# Remember that Godot's 2D mode has the Y axis pointing DOWN on the screen. | ||
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class_name Basis25D | ||
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var x: Vector2 = Vector2() | ||
var y: Vector2 = Vector2() | ||
var z: Vector2 = Vector2() | ||
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static func top_down(): | ||
return init(1, 0, 0, 0, 0, 1) | ||
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static func front_side(): | ||
return init(1, 0, 0, -1, 0, 0) | ||
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static func forty_five(): | ||
return init(1, 0, 0, -0.70710678118, 0, 0.70710678118) | ||
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static func isometric(): | ||
return init(0.86602540378, 0.5, 0, -1, -0.86602540378, 0.5) | ||
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static func oblique_y(): | ||
return init(1, 0, -1, -1, 0, 1) | ||
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static func oblique_z(): | ||
return init(1, 0, 0, -1, -1, 1) | ||
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# Creates a Dimetric Basis25D from the angle between the Y axis and the others. | ||
# Dimetric(2.09439510239) is the same as Isometric. | ||
# Try to keep this number away from a multiple of Tau/4 (or Pi/2) radians. | ||
static func dimetric(angle): | ||
var sine = sin(angle) | ||
var cosine = cos(angle) | ||
return init(sine, -cosine, 0, -1, -sine, -cosine) | ||
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static func init(xx, xy, yx, yy, zx, zy): | ||
var xv = Vector2(xx, xy) | ||
var yv = Vector2(yx, yy) | ||
var zv = Vector2(zx, zy) | ||
return Basis25D.new(xv, yv, zv) | ||
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func _init(xAxis: Vector2, yAxis: Vector2, zAxis: Vector2): | ||
x = xAxis | ||
y = yAxis | ||
z = zAxis |
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misc/2.5d/addons/node25d/.broken-gdscripts/Transform25D.gd
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# Currently broken unless Godot makes this kind of thing possible: | ||
# https://github.com/godotengine/godot/issues/21461 | ||
# https://github.com/godotengine/godot-proposals/issues/279 | ||
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# Calculates the 2D transformation from a 3D position and a Basis25D. | ||
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class_name Transform25D | ||
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var spatial_position: Vector3 = Vector3() | ||
var basis #: Basis25D | ||
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func flat_transform(): | ||
return Transform2D(0, flat_position()) | ||
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func flat_position(): | ||
var pos = spatial_position.x * basis.x | ||
pos += spatial_position.y * basis.y | ||
pos += spatial_position.z * basis.z | ||
return pos | ||
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func _init(basis25d): | ||
basis = basis25d |
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