added first theme progress and switched all files to use static typing

This commit is contained in:
Luca 2024-10-10 15:26:56 +02:00
parent c9458f3627
commit b5ace17da9
2665 changed files with 50249 additions and 476 deletions

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@ -2,13 +2,13 @@
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@ -1,93 +0,0 @@
Copyright 2020 The Aoboshi Font Project Authors (https://github.com/matsuba723/Aoboshi), all rights reserved.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -2,11 +2,12 @@ extends Node3D
## Emitted when Gobot's feet hit the ground will running. ## Emitted when Gobot's feet hit the ground will running.
@warning_ignore("unused_signal")
signal foot_step signal foot_step
## Gobot's MeshInstance3D model. ## Gobot's MeshInstance3D model.
@export var gobot_model: MeshInstance3D @export var gobot_model: MeshInstance3D
## Determines whether blinking is enabled or disabled. ## Determines whether blinking is enabled or disabled.
@export var blink = true : set = _set_blink @export var blink: bool = true : set = _set_blink
@export var _left_eye_mat_override: String @export var _left_eye_mat_override: String
@export var _right_eye_mat_override: String @export var _right_eye_mat_override: String
@export var _open_eye: CompressedTexture2D @export var _open_eye: CompressedTexture2D
@ -20,17 +21,17 @@ signal foot_step
@onready var _flip_shot_path: String = "parameters/FlipShot/request" @onready var _flip_shot_path: String = "parameters/FlipShot/request"
@onready var _hurt_shot_path: String = "parameters/HurtShot/request" @onready var _hurt_shot_path: String = "parameters/HurtShot/request"
@onready var _blink_timer = %BlinkTimer @onready var _blink_timer: Timer = %BlinkTimer
@onready var _closed_eyes_timer = %ClosedEyesTimer @onready var _closed_eyes_timer: Timer = %ClosedEyesTimer
@onready var _left_eye_mat: StandardMaterial3D = gobot_model.get(_left_eye_mat_override) @onready var _left_eye_mat: StandardMaterial3D = gobot_model.get(_left_eye_mat_override)
@onready var _right_eye_mat: StandardMaterial3D = gobot_model.get(_right_eye_mat_override) @onready var _right_eye_mat: StandardMaterial3D = gobot_model.get(_right_eye_mat_override)
func _ready(): func _ready() -> void:
_blink_timer.connect( _blink_timer.connect(
"timeout", "timeout",
func(): func() -> void:
_left_eye_mat.albedo_texture = _close_eye _left_eye_mat.albedo_texture = _close_eye
_right_eye_mat.albedo_texture = _close_eye _right_eye_mat.albedo_texture = _close_eye
_closed_eyes_timer.start(0.2) _closed_eyes_timer.start(0.2)
@ -38,14 +39,14 @@ func _ready():
_closed_eyes_timer.connect( _closed_eyes_timer.connect(
"timeout", "timeout",
func(): func() -> void:
_left_eye_mat.albedo_texture = _open_eye _left_eye_mat.albedo_texture = _open_eye
_right_eye_mat.albedo_texture = _open_eye _right_eye_mat.albedo_texture = _open_eye
_blink_timer.start(randf_range(1.0, 8.0)) _blink_timer.start(randf_range(1.0, 8.0))
) )
func _set_blink(state: bool): func _set_blink(state: bool) -> void:
if blink == state: if blink == state:
return return
blink = state blink = state
@ -56,42 +57,42 @@ func _set_blink(state: bool):
#_closed_eyes_timer.stop() #_closed_eyes_timer.stop()
## Sets the model to a neutral, action-free state. ## Sets the model to a neutral, action-free state.
func idle(): func idle() -> void:
_state_machine.travel("Idle") _state_machine.travel("Idle")
## Sets the model to a running animation or forward movement. ## Sets the model to a running animation or forward movement.
func run(): func run() -> void:
_state_machine.travel("Run") _state_machine.travel("Run")
## Sets the model to an upward-leaping animation, simulating a jump. ## Sets the model to an upward-leaping animation, simulating a jump.
func jump(): func jump() -> void:
_state_machine.travel("Jump") _state_machine.travel("Jump")
## Sets the model to a downward animation, imitating a fall. ## Sets the model to a downward animation, imitating a fall.
func fall(): func fall() -> void:
_state_machine.travel("Fall") _state_machine.travel("Fall")
## Sets the model to an edge-grabbing animation. ## Sets the model to an edge-grabbing animation.
func edge_grab(): func edge_grab() -> void:
_state_machine.travel("EdgeGrab") _state_machine.travel("EdgeGrab")
## Sets the model to a wall-sliding animation. ## Sets the model to a wall-sliding animation.
func wall_slide(): func wall_slide() -> void:
_state_machine.travel("WallSlide") _state_machine.travel("WallSlide")
## Plays a one-shot front-flip animation. ## Plays a one-shot front-flip animation.
## This animation does not play in parallel with other states. ## This animation does not play in parallel with other states.
func flip(): func flip() -> void:
_animation_tree.set(_flip_shot_path, true) _animation_tree.set(_flip_shot_path, true)
## Makes a victory sign. ## Makes a victory sign.
func victory_sign(): func victory_sign() -> void:
_state_machine.travel("VictorySign") _state_machine.travel("VictorySign")
## Plays a one-shot hurt animation. ## Plays a one-shot hurt animation.
## This animation plays in parallel with other states. ## This animation plays in parallel with other states.
func hurt(): func hurt() -> void:
_animation_tree.set(_hurt_shot_path, true) _animation_tree.set(_hurt_shot_path, true)
var tween := create_tween().set_ease(Tween.EASE_OUT) var tween: Tween = create_tween().set_ease(Tween.EASE_OUT)
tween.tween_property(self, "scale", Vector3(1.2, 0.8, 1.2), 0.1) tween.tween_property(self, "scale", Vector3(1.2, 0.8, 1.2), 0.1)
tween.tween_property(self, "scale", Vector3.ONE, 0.2) tween.tween_property(self, "scale", Vector3.ONE, 0.2)

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@ -0,0 +1,22 @@
UI Pack (2.0)
Created/distributed by Kenney (www.kenney.nl)
Creation date: 12-06-2024
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
This content is free to use in personal, educational and commercial projects.
Support us by crediting Kenney or www.kenney.nl (this is not mandatory)
------------------------------
Donate: http://support.kenney.nl
Patreon: http://patreon.com/kenney/
Follow on Twitter for updates:
http://twitter.com/KenneyNL

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