This commit is contained in:
2026-05-13 18:52:00 +02:00
commit 2bb1acbece
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MIT License
Copyright (c) 2025 René van der Ark, Mark Hedberg 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
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# Scalable Vector Shapes 2D plugin for Godot 4
Ask questions on [discord](https://discord.gg/mNTdwgwBy)
Scalable Vector Shapes 2D lets you do 3 things:
1. Draw seamless vector shapes using a Path Editor inspired by the awesome [Inkscape](https://inkscape.org/) with a new node type: [`ScalableVectorShape2D`](./scalable_vector_shape_2d.gd)[^1]
2. Animate the shape of the curve using keyframes on a [property-track](https://docs.godotengine.org/en/stable/tutorials/animation/introduction.html#doc-introduction-animation) in an [`AnimationPlayer`](https://docs.godotengine.org/en/stable/classes/class_animationplayer.html#class-animationplayer)
3. Import [.svg](https://www.w3.org/TR/SVG/) files as seamless vector shapes in stead of as raster images[^2]
[^2]: __Important sidenote__: _This plugin only supports a small - yet relevant - subset of the huge [SVG Specification](https://www.w3.org/TR/SVG/struct.html)_
## Watch the A-Z explainer on Youtube
In this 10 minute video I explain how to use all the features of Scalable Vector Shapes 2D in short succession:
[![link to the explainer](./video_thumbnails/a_z_deep_dive.png)](https://youtu.be/z8Y1e-TehoE)
[^1]: Looking for EZ Curved Lines 2D? The renamed plugin deprecates the old [`DrawablePath2D`](./drawable_path_2d.gd) custom node in favor of `ScalableVectorShape2D`. A Conversion button is provided: [converter button](./screenshots/00-converter.png). The reason is that [`ScalableVectorShape2D`](./scalable_vector_shape_2d.gd) inherits directly from `Node2D` giving much more control to the plugin over how you can draw.
# Table of Contents
- [Scalable Vector Shapes 2D plugin for Godot 4](#scalable-vector-shapes-2d-plugin-for-godot-4)
- [Watch the A-Z explainer on Youtube](#watch-the-a-z-explainer-on-youtube)
- [Table of Contents](#table-of-contents)
- [Drawing Shapes in the Godot 2D Viewport](#drawing-shapes-in-the-godot-2d-viewport)
- [Basic Drawing Explainer on youtube](#basic-drawing-explainer-on-youtube)
- [Quick Start](#quick-start)
- [The Create Shapes Dock](#the-create-shapes-dock)
- [Creating Paths based on Bézier curves](#creating-paths-based-on-bézier-curves)
- [Creating 'primitive' shapes: Rectangle and Ellipse](#creating-primitive-shapes-rectangle-and-ellipse)
- [Draw Settings](#draw-settings)
- [Futher reading](#futher-reading)
- [The Import SVG File Dock](#the-import-svg-file-dock)
- [Watch an explainer on Youtube](#watch-an-explainer-on-youtube)
- [Using the Import SVG File Dock](#using-the-import-svg-file-dock)
- [`Line2D` Stroke versus `Polygon2D` Stroke](#line2d-stroke-versus-polygon2d-stroke)
- [The import log](#the-import-log)
- [The Project Settings Dock](#the-project-settings-dock)
- [Editor Settings (how the 2D Viewport should behave):](#editor-settings-how-the-2d-viewport-should-behave)
- [Curve Settings](#curve-settings)
- [Extra's: Line2D antialiasing for Compatibility Mode](#extras-line2d-antialiasing-for-compatibility-mode)
- [The Advanced Tab](#the-advanced-tab)
- [Basic export options](#basic-export-options)
- [Bake Animations](#bake-animations)
- [Moving, Rotating and Resizing the Points of a Shape](#moving-rotating-and-resizing-the-points-of-a-shape)
- [Moving (Translating) all the points](#moving-translating-all-the-points)
- [Translating Ellipses and Rectangles](#translating-ellipses-and-rectangles)
- [Translating Paths](#translating-paths)
- [Rotating all the Points](#rotating-all-the-points)
- [Rotating Ellipses and Rectangles](#rotating-ellipses-and-rectangles)
- [Rotating Paths](#rotating-paths)
- [Resizing all the Points](#resizing-all-the-points)
- [Resizing Ellipses and Rectangles](#resizing-ellipses-and-rectangles)
- [Resizing Paths](#resizing-paths)
- [Flipping your shapes](#flipping-your-shapes)
- [Flipping primitive shapes](#flipping-primitive-shapes)
- [Flipping paths](#flipping-paths)
- [Manipulating shapes](#manipulating-shapes)
- [Adding a point to a shape](#adding-a-point-to-a-shape)
- [Subdividing a shape](#subdividing-a-shape)
- [Bending a curve](#bending-a-curve)
- [Creating, mirroring and dragging control point handles](#creating-mirroring-and-dragging-control-point-handles)
- [Closing the loop and breaking the loop](#closing-the-loop-and-breaking-the-loop)
- [Deleting points and control points](#deleting-points-and-control-points)
- [Setting the global position of a point / curve handle manually](#setting-the-global-position-of-a-point--curve-handle-manually)
- [Create a cutout/clip/merge shape (a hole, a clipped frame, ...)](#create-a-cutoutclipmerge-shape-a-hole-a-clipped-frame-)
- [Cutting out an empty shape](#cutting-out-an-empty-shape)
- [Converting a line segment into an arc-segment](#converting-a-line-segment-into-an-arc-segment)
- [Editing arc properties](#editing-arc-properties)
- [Setting the pivot of your shape](#setting-the-pivot-of-your-shape)
- [Sticking two or more shapes together by vertex merge](#sticking-two-or-more-shapes-together-by-vertex-merge)
- [Manipulating 2D Shapes in the 3D export](#manipulating-2d-shapes-in-the-3d-export)
- [Animating 3D curves](#animating-3d-curves)
- [Manipulating gradients](#manipulating-gradients)
- [Changing the start- and endpoint of the gradient](#changing-the-start--and-endpoint-of-the-gradient)
- [Changing the color stop positions](#changing-the-color-stop-positions)
- [Add new color stops](#add-new-color-stops)
- [Ways to prevent 'over-selecting' `ScalableVectorShape2D` nodes](#ways-to-prevent-over-selecting-scalablevectorshape2d-nodes)
- [Using the Inspector Form for `ScalableVectorShape2D`](#using-the-inspector-form-for-scalablevectorshape2d)
- [Inspector Form](#inspector-form)
- [Convert to Path button](#convert-to-path-button)
- [The Fill inspector form](#the-fill-inspector-form)
- [The Stroke inspector form](#the-stroke-inspector-form)
- [Creating new Strokes](#creating-new-strokes)
- [The Collision inspector form](#the-collision-inspector-form)
- [The Navigation inspector form](#the-navigation-inspector-form)
- [The Curve settings inspector form](#the-curve-settings-inspector-form)
- [The Glue Map property](#the-glue-map-property)
- [The Masking Inspector form](#the-masking-inspector-form)
- [The Shape type inspector form](#the-shape-type-inspector-form)
- [The Editor settings inspector form](#the-editor-settings-inspector-form)
- [The Export Options inspector form](#the-export-options-inspector-form)
- [Export as PNG button](#export-as-png-button)
- [Export as 'baked' scene button](#export-as-baked-scene-button)
- [Caveats when 'Baking'](#caveats-when-baking)
- [More about assigned `Line2D`, `Polygon2D` and `CollisionObject2D`](#more-about-assigned-line2d-polygon2d-and-collisionobject2d)
- [Watch the chapter about working with collisions, paint order and the node hierarchy on youtube](#watch-the-chapter-about-working-with-collisions-paint-order-and-the-node-hierarchy-on-youtube)
- [Animating / Changing shapes at runtime](#animating--changing-shapes-at-runtime)
- [Youtube explainer on animating](#youtube-explainer-on-animating)
- [A note up front (this being said)](#a-note-up-front-this-being-said)
- [Animating the shape and gradients at Runtime](#animating-the-shape-and-gradients-at-runtime)
- [Add keyframes in an animation player](#add-keyframes-in-an-animation-player)
- [Don't duplicate `ScalableVectorShape2D`, use the `path_changed` signal in stead](#dont-duplicate-scalablevectorshape2d-use-the-path_changed-signal-in-stead)
- [Performance impact](#performance-impact)
- [Autoscaling SVG Textures for GUI Controls](#autoscaling-svg-textures-for-gui-controls)
- [Adding Autoscaling SVG Textures via the Inspector](#adding-autoscaling-svg-textures-via-the-inspector)
- [Example of Autoscaling GUI](#example-of-autoscaling-gui)
- [Removing an Automatically Scaled Texture](#removing-an-automatically-scaled-texture)
- [Advanced use of `SVGTextureHelper`](#advanced-use-of-svgtexturehelper)
- [FAQ's](#faqs)
- [The curve of my `ScalableVectorShape2D` won't animate at runtime, what do I do?](#the-curve-of-my-scalablevectorshape2d-wont-animate-at-runtime-what-do-i-do)
- [I want to change shapes while debugging my game. Is this even possible?](#i-want-to-change-shapes-while-debugging-my-game-is-this-even-possible)
- [When I animate the curve of an imported scene, it animates all the other curves as well](#when-i-animate-the-curve-of-an-imported-scene-it-animates-all-the-other-curves-as-well)
- [When I duplicate a `ScalableVectorShape2D` and change its shape, the original `ScalableVectorShape2D` shape also changes](#when-i-duplicate-a-scalablevectorshape2d-and-change-its-shape-the-original-scalablevectorshape2d-shape-also-changes)
- [Can I draw shapes programmatically?](#can-i-draw-shapes-programmatically)
- [Should I draw shapes programmatically?](#should-i-draw-shapes-programmatically)
- [When should I draw shapes programmatically?](#when-should-i-draw-shapes-programmatically)
- [Can I change shapes in the 2D editor while running the game?](#can-i-change-shapes-in-the-2d-editor-while-running-the-game)
- [Attributions](#attributions)
- [Lots of thanks go out to those who helped me out getting started:](#lots-of-thanks-go-out-to-those-who-helped-me-out-getting-started)
- [And a big thank you goes to to @MewPurPur](#and-a-big-thank-you-goes-to-to-mewpurpur)
- [Many thanks to @HannesParth/Permotion](#many-thanks-to-hannesparthpermotion)
- [And of course everyone who helped test and review the code thus far](#and-of-course-everyone-who-helped-test-and-review-the-code-thus-far)
- [Reaching out / Contributing](#reaching-out--contributing)
# Drawing Shapes in the Godot 2D Viewport
## Basic Drawing Explainer on youtube
[![Explainer basic drawing on youtube](./screenshots/basic-drawing-youtube-thumnail.png)](https://youtu.be/gaug5zv57IE)
## Quick Start
After activating this plugin a new bottom panel item appears, called "Scalable Vector Shapes 2D".
There are 2 recommended ways to start drawing:
1. [Creating a Circle/Ellipse, Rectangle or empty Path using the bottom panel item](#the-create-shapes-dock)
2. [Using the `.svg` importer](#using-the-import-svg-file-dock)
# The Create Shapes Dock
The `Create Shapes` tab gives you some basic choices:
![the bottom panel](./screenshots/06-scalable-vector-shapes-panel.png)
## Creating Paths based on Bézier curves
Pressing the `Create Empty Path` or one of the `Create Path` buttons will add a new shape to an open `2D Scene` in 'Path' mode, meaning all points in the 'Bézier' curve are editable.
![create ellipse as path](./screenshots/create-ellipse-as-path.png)
## Creating 'primitive' shapes: Rectangle and Ellipse
It's probably easier to start out with a basic primitive shape (like you would in Inkscape <3) using the `Create Rectangle` or `Create Ellipse` button. This will expose less features, but will make it a lot easier to manipulate shapes:
![create rect as rect](./screenshots/create-rect-as-rect.png)
Ellipses will only have one handle to change the `size` property with (representing the x and y diameter). This will set the `rx` and `ry` property indirectly.
Rectangles will have a handle for `size` and 2 handles for rounded corners `rx` and `ry` property.
## Draw Settings
- Enable/Disable Fill (when creating new shapes via this bottom panel)
- Fill color (when creating new shapes in this bottom panel)
- Enable/Disable Stroke (when creating new shapes this this bottom panel)
- Stroke color (when creating new shapes in this bottom panel)
- Choose a `CollisionObject2D` type (when creating new shapes in this bottom panel, default is no collision object assignment)
- Paint order: a toggle which represent what comes in front of what (when creating new shapes in the bottom panel)
- Stroke Settings:
- Stroke Width (when creating new shapes via this bottom panel)
- Use `Line2D`: when flagged off, a `Polygon2D` will be used to draw strokes with in stead (see also: [`Line2D Stroke` versus `Polygon2D Stroke`](#line2d-stroke-versus-polygon2d-stroke) )
- Begin- and End Cap modes
- Line Joint Mode
## Futher reading
Read more about [manipulating shapes](#manipulating-shapes)
# The Import SVG File Dock
![svg importer dock](./screenshots/svg_importer_dock.png)
## Watch an explainer on Youtube
[![watch explainer on youtube](./video_thumbnails/importing-svg-files-splash.png)](https://youtu.be/5PIVoQcm8QE)
## Using the Import SVG File Dock
On the left side of this panel is a form with a couple of options:
- Import as ScalableVectorShape2D: check this Off if you want to import the svg file with only built-in godot nodes, without being able to edit/animate the curves in the editor.
- Lock imported shapes in editor: this simply flags on the lock so that the `Polygon2D`, `Line2D`, etc are not selected on click, but the owning ScalableVectorShape2D is
- Flag on antialiased on Polygon2D and Line2D: flags on the `antialiased` property of either
- Use Line2D for Strokes: when flagged Off a `Polygon2D` is used for strokes in stead of a Line2D
- Pick a `CollisionObject2D` type to also generate collision polygons when importing the svg file
## `Line2D` Stroke versus `Polygon2D` Stroke
A tooltip highlights the costs and benefits when picking either of these to draw strokes with:
- A `Polygon2D` stroke can be more neatly clipped than a `Line2D`
- `CollisionPolygon2D`'s match `Polygon2D` Stroke better
- A `Polygon2D` stroke can be textured with gradients like fills are textured
- `Line2D` has sharper caps and line joints at high zoom
- `Line2D` can be textured directionally in stead of like a Fill texture
- `Line2D` can set different Begin and End Cap Modes where `Polygon2D` can only pick one
## The import log
On the right side is an import log, which will show warnings of known problems, usually unsupported stuff.
The link it shows is to the issues list on the github repository hosting this plugin. Here you can report any encountered bugs while importing SVG files using this plugin.
# The Project Settings Dock
![Project settings dock](./screenshots/project-settings.png)
## Editor Settings (how the 2D Viewport should behave):
- Enable/Disable ScalableVectorShape2D Editing (when checked off, you can edit nodes the normal, built-in, godot-way. You _are_ going to need this)
- Show/Hide Edit hints
- Show Point Details (which are the exact _indices_ of each point on the `Curve2D` of this shape, what is it's global position)
- Snap to Pixel (snaps points and curve handles to whole pixels on the global transform)
- Snap distance (the snap step / resolution)
## Curve Settings
These settings are applied to the `Curve Settings` of new shapes when added via the bottom panel docks (either SVG importer or via Create Shapes).
For more information on these settings, please refer to the section on [The Curve settings inspector form](#the-curve-settings-inspector-form)
## Extra's: Line2D antialiasing for Compatibility Mode
As of release `2.18.0` a new flag was added which causes any `Line2D` that you add as stroke to be antialiased via a repeating texture.
This approach follows exactly the [Antialiased Line2D plugin](https://github.com/godot-extended-libraries/godot-antialiased-line2d) by @Calinou.
To be more specific, I reused these bits:
- The tool script code for the `Line2D` creation is here: [addons/antialiased_line2d/antialiased_line2d.gd](https://github.com/godot-extended-libraries/godot-antialiased-line2d/blob/v1.2.0/addons/antialiased_line2d/antialiased_line2d.gd)
- And the [LumAlpha8.tex](./LumAlpha8.tex) texture resource it uses was generated by this script: [addons/antialiased_line2d/texture.gd](https://github.com/godot-extended-libraries/godot-antialiased-line2d/blob/v1.2.0/addons/antialiased_line2d/texture.gd)
Of course, once you assign this to the `Line2D.texture`, you cannot use another texture on that `Line2D` anymore.
# The Advanced Tab
Since release `2.13.0` a tab named 'Advanced' is added to the bottom dock.
![Advanced tab](./screenshots/advanced-tab.png)
## Basic export options
- PNG file (see [Export as PNG Button](#export-as-png-button) )
- A 'Baked' scene (see [Export as 'baked' scene button](#export-as-baked-scene-button))
- 3D scene: creates a new 3D scene, in which all the Fills and Strokes in the scene are turned into instances of `CSGPolygon3D`[^6]
[^6]: Coming soon: a 3D Node with an editable outline using a `ScalableVectorShape2D` node
## Bake Animations
Since `2.14.0` you can export your animated scene as sprite frames in one PNG spritesheet or separate PNG files.
# Moving, Rotating and Resizing the Points of a Shape
Release `2.16.0` adds the posibility to do uniform transforms on the points of a shape, as opposed to the entire node.
When a `ScalableVectorShape2D` is selected in `Select Mode (Q)`, the following command buttons are made available:
- `Move all the Points without moving the Node (Z)`
- `Rotate all the Points without rotating the Node (X)`
- `Resize all the Points without scaling the Node (C)`
- `Edit the points normally (Q)`
![uniform transform buttons](./screenshots/uniform_transforms.png)
## Moving (Translating) all the points
When moving all the points of a shape, the `Node2D.position` property does not change.
This operation responds to the snap-to-pixel mode of the `Project Settings` tab.
### Translating Ellipses and Rectangles
In the case of the 2 supported primitive shapes, the `offset` property is changed, to represent the translation.
The `offset` property can be used to set keyframes in an `AnimationPlayer` and is so easier to use than the `Batch Update` button for an entire curve.
### Translating Paths
When the `Shape Type Settings > Shape Type` is `Path`, all the points are simply moved, relative to the node position (translating their individual local position).
## Rotating all the Points
When rotating all the points of a shape, the `Node2D.rotation` property does not change.
Just like rotating `Node2D`, holding `Ctrl` allows you to rotate in steps of 5°.
### Rotating Ellipses and Rectangles
In the case of the 2 supported primitive shapes, the `spin` property is changed, to represent the rotation of all the points.
The `spin` property can be used to set keyframes in an `AnimationPlayer` and is so easier to use than the `Batch Update` button for an entire cruve.
### Rotating Paths
When the `Shape Type Settings > Shape Type` is `Path`, all the points can be rotated in 2 ways:
1. Around the `Node2D`'s pivot
2. Around their natural center (by holding the `Shift` button - this is not perfect, but comes close enough)
![Uniform Rotate a Path Hole](./screenshots/uniform_rotate_a_path_hole.png)
## Resizing all the Points
When resizing all the points of a shape, the `Node2D.scale` property does not change, this is especially useful when using strokes, because their width will remain the same this way.
This operation responds to the snap-to-pixel mode of the `Project Settings` tab.
### Resizing Ellipses and Rectangles
In the case of the 2 supported primitive shapes, the `size` property is changed, to represent the 'distance' of all the points away from their origin.
The `size` property can be used to set keyframes in an `AnimationPlayer` and is so easier to use than the `Batch Update` button for an entire cruve.
### Resizing Paths
When the `Shape Type Settings > Shape Type` is `Path`, all the points can be resized in 2 ways:
1. Away from / towards the `Node2D`'s pivot
2. Away from / towards their natural center (by holding Shift)
## Flipping your shapes
Release `2.17.0` adds vertical and horizontal flip buttons. This allows you to flip your shape without changing the `Node2D.scale` property of your `ScalableVectorShape2D`.
### Flipping primitive shapes
Flipping primitive shapes (shape type is ellipse, or rectangle) simply reverses the rotation of points around their pivot by negating the value of the `spin` property.
### Flipping paths
Flipping paths multiplies the position of each point by negative-x for horizontal flipping, or negative-y for vertical flipping. The in- and out- control points are also flipped, effectively flipping the bézier curves.
Arcs are flipped by toggling negating the `sweep` flag of each listed arc.
# Manipulating shapes
The hints in the 2D viewport should have you covered, but this section lists all the operations available to you. You can also watch the chapter on sculpting paths on youtube:
[![sculpting paths on youtube](./screenshots/sculpting-paths-on-youtube.png)](https://www.youtube.com/watch?v=z8Y1e-TehoE&t=710s)
## Adding a point to a shape
Using `Ctrl`[^5] + `Left Click` you can add a point anywhere in the 2D viewport, while your shape is selected.
[^5]: Use `Cmd` in stead of `Ctrl` on a mac
By double clicking on a line segment you can add a point _inbetween_ 2 existing points:
![add point to a line](./screenshots/18-add-point-to-line.png)
By holding alt and left-clicking while hovering over a line segment you add a point at the halfway-mark of a curve:
![add a point at the halfway mark of an edge](./screenshots/alt-click-subdivide.png)
## Subdividing a shape
Double click on a shape without hovering over an edge to subdivide all edges on the shape:
![subdivide shape](./screenshots/subdivide.gif)
## Bending a curve
Holding the mouse over line segment you can start dragging it to turn it into a curve.
![bend line](./screenshots/05-bend.png)
## Creating, mirroring and dragging control point handles
When you have new node you can drag out curve manipulation control points while holding the `Shift` button. The 2 control points will be mirrored for a symmetrical / round effect.
Dragging control point handles while holding `Shift` will keep them mirrored / round:
![mirrored handle manipulation](./screenshots/07-mirrored-handles.png)
Dragging them without holding shift will allow for unmirrored / shap corners:
![shar corner](./screenshots/08-sharp.png)
## Closing the loop and breaking the loop
Double clicking on the start node, or end node of an unclosed shape will close the loop.
Double clicking on the start-/endpoint again will break the loop back up:
![closed loop](./screenshots/09-loop.png)
You can recognise the start-/endpoint(s) by the infinity symbol: ∞
## Deleting points and control points
You can delete points and control points by using right click.
## Setting the global position of a point / curve handle manually
Using `Alt+Click` you can now open a form to set the global position of a point manually:
![global position popup dialog](./screenshots/global_position_popup.png)
## Create a cutout/clip/merge shape (a hole, a clipped frame, ...)
While holding `Ctrl+Shift`[^5] on a selected shape you can start adding cutouts to your selected shape:
- Use `mousewheel` to change shapes (rectangle, ellipse, or empty path)
- Use `right click` to change operation (cut out, clip, or merge)
- Use `left click` __on__ your selected shape to create _and_ select the new `ScalableVectorShape2D` which acta as a cutout, a frame clipping, or merged shape:
![add a hole](./screenshots/add_a_hole.png)
### Cutting out an empty shape
When cutting out an empty shapem, the created cutout will have only _one_ point, so to see the effect you'd need to add more points to using regular `Ctrl+Click`[^5]:
![a hole was added](./screenshots/hole_added.png)
## Converting a line segment into an arc-segment
Use `Right click` on a line segment to convert it into an arc[^3] (a an ellipse-shaped bend with an x- and y-radius).
![add an arc](./screenshots/add-arc.png)
Use `Right click` on an arc again to convert it back into a normal line segment.
![remove an arc](./screenshots/remove-arc.png)
## Editing arc properties
Using `Left click` on an arc segment opens a popup form to edit the properties of the arc:
- radius (`rx` / `ry`)
- rotation (rotates the arc around its elliptical center; is only noticable when radius is non-uniform)
- large arc (when the arc's radius is greater than distance between its start- and endpoint it can be drawn the short and the long way 'round)
- sweep (determines the direction the arc points are drawn: clockwise / counter-clockwise; this effectively flips the arc)
![open arc settings](./screenshots/arc-settings.png)
[^3]: Arcs are implemented the same way as specified by the [w3c for scalable vecor graphics](https://www.w3.org/TR/SVG/paths.html#PathDataEllipticalArcCommands).
## Setting the pivot of your shape
You can use the `Change pivot` mode to change the origin of your shape, just like you would a `Sprite2D`. In this case, the 'pivot' will actually be the `position` property of you `ScalableVectorShape2D` node.
This rat will want to rotate it's head elsewhere:
![set origin](./screenshots/16-set-origin.png)
Like this:
![set origin 2](./screenshots/16a-set_origin.png)
## Sticking two or more shapes together by vertex merge
Press 'M' while editing, or by pressing the chainlink button to 'Merge Vertices'.
![merge mode button](./screenshots/merge_mode_button.png)
This allows you to link one point of 2 or more shapes together, so they will now always have the same global position.
![merge 2 points](./screenshots/merge_2_points.png)
This action create a new instance of the `SVSVertexMerge2D` node. Delete this node to break the link between points.
![merge 2 points](./screenshots/svs_vertex_merge_2d_node.png)
# Manipulating 2D Shapes in the 3D export
Using the new `Export to 3D Scene` in the [Advanced Editing Tab](#the-advanced-tab) produces the new `AdaptableVectorShape3D` node, which holds instances of `CSGPolygon3D` with:
![AdaptableVectorShape3D inspector](./screenshots/adaptable-vector-shape-3d.png)
Pressing the button `Add 2D Shape Editor` will instantiate a new `ScalableVectorShape2D` that can be used to edit with. For now I will suffice with a screenshot. I'm hope to record a long explainer about this soon.
This screenshot was made using the [DualEditor](https://github.com/Meta-Ben/DualEditor) plugin by @Meta-Ben, which is _very_ useful for this purpose:
![editing 3d shapes](./screenshots/dualview-preview.png)
## Animating 3D curves
You can also use the `Batch insert` button for curve key frames to animate the 3D shape's curve. Of course the [performace impact](#performance-impact) for this is not negligable.
# Manipulating gradients
Once a gradient is assigned to the 'Fill' of your shape via the inspector, its properties can be changed using the same controls as will the other handles.
## Changing the start- and endpoint of the gradient
Drag the outer orbit of the start- and endpoint of a the gradient line using the left mouse button to move them:
![drag gradient start- and end-position](./screenshots/drag_gradient_start.png)
## Changing the color stop positions
Drag the color stops along the gradient line to change their position.
Right click to remove a color stop.
![changing color stops](./screenshots/drag_remove_color_stops.png)
## Add new color stops
Double clicking on the gradient line will add a new color stop (the assigned color will be sampled from the existing color at that point)
![adding a color stop](./screenshots/add_color_stop.png)
# Ways to prevent 'over-selecting' `ScalableVectorShape2D` nodes
This plugin can sometimes get in the way of the default 2D viewport behavior. Sometimes it is hard _not_ to select a `ScalableVectorShape2D`.
There are 4 ways to get around this:
1. Locking the `ScalableVectorShape2D` using the lock toggle ![lock toggle](./LockViewport.svg) button above the 2D viewport
2. Hiding the `ScalableVectorShape2D` via the scene tree
3. Saving the branch containing the `ScalableVectorShape2D` as a new scene via the scene tree and importing it will also prevent selection
4. Toggling off Enable/Disable ScalableVectorShape2D Editing altogether in the bottom panel
# Using the Inspector Form for `ScalableVectorShape2D`
The following custom forms were added, with extensive tooltips to help explain the actual functions they provide:
- [Fill](#the-fill-inspector-form) (actually the assigned `Polygon2D`)
- [Stroke](#the-stroke-inspector-form) (actually the assigned `Line2D` or `Polygon2D`)
- [Collision](#the-collision-inspector-form) (manages an assigned `CollisionObject2D`)
- [Navigation](#the-navigation-inspector-form) (manages an assigned `NavigationRegion2D`)
- [Curve Settings](#the-curve-settings-inspector-form)
- [Masking](#the-masking-inspector-form)
- [Shape Type Settings](#the-shape-type-inspector-form)
- [Editor Settings](#the-editor-settings-inspector-form)
- [Export Options](#the-export-options-inspector-form)
![screenshot of the inspector](./screenshots/inspector-in-2.6.png)
## Inspector Form
### Convert to Path button
When a primitive shape (basic rectangle or ellipse) is selected, a `Convert to Path`-button is available at the top of the inspector.
## The Fill inspector form
When the selected shape has no fill, an `Add Fill` button is provided. Clicking that will create and assign a new `Polygon2D` to the selected `ScalableVectorShape2D`:
![screenshot of fill form without fill](./screenshots/fill-form-no-fill.png)
Once assigned, the following options are available:
- Fill color, changes the `color` property of the assigned `Polygon2D`
- Gradient, will assign or remove a `GradientTexture2D` to the `Polygon2D`
- Stop colors (if a gradient is set), one color button per color
- A `Edit Polygon2D` button, which will make the editor select the assigned `Polygon2D`
Below that, a standard godot `Assign ...`-field is also available to set the `polygon`-property directly with and to enable unassignment.
## The Stroke inspector form
![screenshot of stroke formm](./screenshots/stroke_inspector.png)
With this form the following `ScalableVectorShape2D` properties can be edited:
- `stroke_color`
- `stroke_width`
- `begin_cap_mode` (in case of a `Polygon2D`-based stroke, this will also set the end cap)
- `end_cap_mode`
- `line_joint_mode`
When a `Line2D` is assigned to draw the stroke with, these properties will be kept synchronized with the `ScalableVectorShape2D` properties.
In case of a `Polygon2D` based stroke, the `stroke_color` will be kept synchronized with the `Polygon2D` color.
### Creating new Strokes
When the selected shape has no stroke, an extra set of buttons is provided:
- `Add Line2D Stroke`
- `Add Polygon2D Stroke`
Clicking either will create and assign a new `Line2D` or `Polygon2D` to the selected `ScalableVectorShape2D`:
Below that, a standard godot `Assign ...`-field is also available to set these properties:
- `line`: a `Line2D` assignment
- `poly_stroke`: a `Polygon2D` assignment
## The Collision inspector form
This works the same as the Fill- and Stroke forms, but in this case a descendant of a `CollisionObject2D` is assigned to the `collision_object`-property[^4]:
[^4]: Note that the `collision_polygon` property of `ScalableVectorShape2D` remains supported for backward compatibility, even though the inspector form will now show a deprecation warning and suggest replacing it by assigning a `CollisionObject2D` to the `collision_object` property.
![the collision inspector form](./screenshots/collision-inspector-form.png)
Every time the shape is changed, one or more `Polygon2D` nodes will be added/updated as direct children of this `collision_object`. The descendants of `CollisionObject2D` are:
- `StaticBody2D`
- `Area2D`
- `AnimatableBody2D`
- `RigidBody2D`
- `CharacterBody2D`
- `PhysicalBone2D`
## The Navigation inspector form
This form can hold a reference to an assigned `NavigationRegion2D`. When the shape changes, a new navigation polygon is calculated.
## The Curve settings inspector form
![A screenshot of the Curve settings inspector form as per release 2.9](./screenshots/curve_settings_inspector_form.png)
The curve settings inspector form provides the following options
- A `Batch insert` keyframes button for all the `Curve2D`'s control points (the whole shape). This will be active when a valid track is being edited in a `AnimationPlayer` via the bottom panel
- The standard godot built-in editor for `Curve2D` resources, assigned to the `curve` property of the selected `ScalableVectorShape2D`
- The `update_curve_at_runtime` checkbox, which enables animating the entire shape
- The `max_stages` property which influences smoothness (and performance!) of curve drawing; a higher value means smoother lines
- The `tolerance_degrees` property, which also influences smoothness (and performance) of curve drawing: a lower value adds a smoother curve, especially for very subtle bends
- The `arc_list` property: a container for the metadata-objects describing elliptical arc segments of the curve (implemented via `ScalableArc2D` and `ScalableArcList` resource-classes).
- The `glue_map` property: with this dictionary you can control the position of any `Node2D` in the scene with the a point position in the `curve`.
### The Glue Map property
With the property `glue_map : Dictionary[int, Node2D]` you can control the position of any `Node2D` in the scene with the a point position in the `curve`.
![The new glue map](./screenshots/glue_map.png)
## The Masking Inspector form
These properties are used for clipping this shape and cutting out of this shape.
- The `clip_paths` property: an array of assigned `ScalableVectorShape2D`-nodes, which describe the shapes to cut out of this shape
- When the `use_interect_when_clipping` property is checked on and this `ScalableVectorShape2D` is used in another's clip_paths array, the `Geometry2D.intersect_polygons(...)` operation is used in stead of the `Geometry2D.clip_polygons(...) operation`
- When the `use_union_in_stead_of_clipping` property is check on and this `ScalableVectorShape2D` is used in another's clip_paths array, the `Geometry2D.merge_polygons(...)` operation is used in stead of the `Geometry2D.clip_polygons(...) operation`[^8]
[^8]: see also: the [cloud example](./examples/cloud.tscn)
## The Shape type inspector form
This form allows manipulation of the properties of primitive shape types (rectangle, ellipsis):
- Shape type, here you can selected the type of the shape: Path, Rect and Ellipse. (Be warned: changing a shape from a path to a primitive shape is a destructive action and cannot be undone)
- Offset: this represents the position of the pivot relative to the shape's natural center.
- Size: the box size of the entire shape (stroke thickness excluded)
- Rx: the x-radius of the shape
- Ry: the y-radius of the shape
It is best to change these properties via the handles in the 2D editor. They are, however, quite useful for animating key frames.
## The Editor settings inspector form
This form exposes 2 settings:
- Shape Hint Color: the color of the line with which this shape is drawn, when selected
- Lock Assigned Shapes: when this is checked, added strokes, fills and collision polygons will be locked in the editor, once created.
## The Export Options inspector form
### Export as PNG button
With the `Export as PNG`-button you can save any `ScalableVectorShape2D` and its children as a new `.png`-file. Note that nodes which are assigned as Fill or Stroke that are higher up in the hierarchy will be excluded from the exported file.
You _can_ however change the type of any `Node2D` to `ScalableVectorShape2D` temporarily in order to export group of shapes as a PNG file.
### Export as 'baked' scene button
With the `Export as baked scene` button you can generate a new scene (like `Save branch as scene`), with all the `ScalableVectorShape2D`-nodes converted to basic `Node2D`-nodes.
Use this when you are done drawing entirely and do not want to update curves at runtime, or when you want to keep the shapes but drop the dependency of this plugin from your project.
#### Caveats when 'Baking'
An exported AnimationPlayer will not support animated curves, track references will, however, remain.
# More about assigned `Line2D`, `Polygon2D` and `CollisionObject2D`
Using the `Add ...` buttons in the inspector simply adds a new node as a child to `ScalableVectorShape2D` but it does __not need to be__ a child. The important bit is that the new node is _assigned_ to it via its properties: `polygon`, `line` and `collision_object`.
## Watch the chapter about working with collisions, paint order and the node hierarchy on youtube
This video gives more context on how `Line2D`, `Polygon2D` and `CollisionPolygon2D` are _assigned_ to the `ScalableVectorShape2D`:
[![working with collisions, paint order and the node hierarchy on youtube](./screenshots/more-on-node-hierarchy.png)](https://www.youtube.com/watch?v=z8Y1e-TehoE&t=1453s)
# Animating / Changing shapes at runtime
## Youtube explainer on animating
Watch this explainer on youtube on animating:
[![link to Youtube explainer about animating](./screenshots/animating-youtube-thumbnail.png)](https://youtu.be/IwS2Rf65i18?feature=shared)
## A note up front (this being said)
The shapes you create will work fine with basic key-frame operations.
You can even detach the Line2D, Polygon2D and CollisionObject2D from `ScalableVectorShape2D` entirely, once you're done drawing and aligning, and change the `ScalableVectorShape2D` to a simple `Node2D` if necessary.
## Animating the shape and gradients at Runtime
Sometimes, however, you want your shape to change at runtime (or even your collision shape!)
You can use the `Update Curve at Runtime` checkbox in the inspector to enable dynamic changing of your curved shapes at runtime.
![update curve at runtime](./screenshots/update-curve-at-runtime-in-2.4.0.png)
## Add keyframes in an animation player
You can then add an `AnimationPlayer` node to your scene, create a new animation and (batch) insert key frames for the following:
- The entire shape of your `ScalableVectorShape2D`, which are:
- `curve:point_*/position`
- `curve:point_*/in`
- `curve:point_*/out`
- `arc_list:arc_*/radius`
- `arc_list:arc_*/rotation_deg`
- `arc_list:arc_*/large_arc_flag`
- `arc_list:arc_*/sweep_flag`
- All the gradient properties of your fill (`Polygon2D` assigned to `ScalableVectorShape2D`), which are:
- `texture:gradient:colors` (the entire `PackedColorArray`)
- `texture:gradient:offsets` (the entire `PackedFloat32Array`)
- `texture:fill_from`
- `texture:fill_to`
- Fill color, i.e.: the `color` of the assigned `Polygon2D`
__* Note: the keyframes of stroke properties are set directly on `ScalableVectorShape2D` as of release 2.12__
![the new key frame buttons in the inspector](./screenshots/animating-in-2.4.0.png)
## Don't duplicate `ScalableVectorShape2D`, use the `path_changed` signal in stead
When the `update_curve_at_runtime` property is checked, every time the curve changes in your game the `path_changed` signal is emitted.
Duplicating a `ScalableVectorShape2D` will __not__ make a new `Curve2D`, but use a reference. This means line-segments will be calculated multiple times on one and the same curve! Very wasteful.
If however you want to, for instance, animate 100 blades of grass, just use __one__ `ScalableVectorShape2D` and have the 100 `Line2D` node listen to the `path_changed` signal and overwrite their `points` property with the `PackedVector2Array` argument of your listener `func`:
![path_changed signal](./screenshots/10-path_changed-signal.png)
This very short section of the youtube video illustrates how to do this: https://youtu.be/IwS2Rf65i18?feature=shared&t=55
## Performance impact
Animating curve points at runtime does, however, impact performance of your game, because calculating segments is an expensive operation.
Under `Tesselation settings` you can lower `Max Stages` or bump up `Tolerance Degrees` to reduce curve smoothness and increase performance (and vice-versa)
# Autoscaling SVG Textures for GUI Controls
Release `2.15` makes it easy to add crisp, autoscaling images for your GUI Control nodes using two new classes:
- `SVGTextureHelper`: a `Node` that manages an SVG image resource when it's a direct child of a `TextureRect`, `Button`, or `TextureButton`
- `SVGTextureResource`: a `Resource` that holds a reference to the svg file and a base64 encoded string of the file's contents, as well as a baseline scale factor (so you can even keep the image crips and sharp at higher zoom levels)
## Adding Autoscaling SVG Textures via the Inspector
These 3 control nodes now have an extra button `Set Scalable SVG Texture` in the inspector to set their texture with:
- `TextureRect`
- `Button`
- `TextureButton`
![setting autoscaling svg textures](./screenshots/scaling_textures.png)
Once an SVG file has been chosen as a texture, a `SVGTextureHelper` node is automatically added to manage the automatically scaled image via a `SVGTextureResource`.
A button with the name of the texture property and an icon-preview will then be presented with which you can pick another SVG file source.
### Example of Autoscaling GUI
There is an example scene in the plugin directory: `addons/curved_lines_2d/examples/gui.tscn`.
## Removing an Automatically Scaled Texture
To remove this type of texture again, the `SVGTextureHelper` node needs to be deleted via the scene tree:
![SVGTextureHelper in the scene tree](./screenshots/svg_texture_helper_in_scene_tree.png)
## Advanced use of `SVGTextureHelper`
Any `Control` node's `Texture2D` properties can be managed by a manually added `SVGTextureHelper`. For this you will need to set the `target_property`-field of the `SVGTextureHelper` manually.
# FAQ's
## The curve of my `ScalableVectorShape2D` won't animate at runtime, what do I do?
Check the box:
![update curve at runtime](./screenshots/update-curve-at-runtime-in-2.4.0.png)
## I want to change shapes while debugging my game. Is this even possible?
Yes, when you check the box `Update Curve at Runtime` box.
## When I animate the curve of an imported scene, it animates all the other curves as well
This is a common issue: there is _one_ `Curve2D` instance being referenced by all scenes. You fix this by checking On "Local To Scene" for the `Curve2D`:
![local to scene](./screenshots/local_to_scene.png)
## When I duplicate a `ScalableVectorShape2D` and change its shape, the original `ScalableVectorShape2D` shape also changes
This is a common issue: there is _one_ `Curve2D` instance being referenced by both nodes.
You can work around this by using 'Make unique' by right-clicking `Curve settings > Curve > Curve2D` in the Inspector of your duplicated shape:
![make unique in inspector](./screenshots/make-unique.png)
When using [arcs](#editing-arc-properties) in a shape the `Arc List` property must also be 'made unique'
Overriding the default duplication behavior of godot can lead to more unforeseen problems. So [a good solution must be well thought through](https://github.com/Teaching-myself-Godot/ez-curved-lines-2d/issues/200#issuecomment-3318594193).
Search reddit on the trials and tribulations of 'Make Unique':
- https://www.reddit.com/r/godot/search/?q=make+unique
## Can I draw shapes programmatically?
Yes you can. There are a couple of small things to be aware of:
1. You need to set `my_shape.up_date_curve_at_runtime = true`
2. To draw anything, your shape needs a Stroke, Fill, or Collision Object:
1. Setting a stroke: `my_shape.line = Line2D.new()`
2. Setting a fill: `my_shape.polygon = Polygon2D.new()`
3. Setting a collision object: `my_shape.collision_object = StaticBody2D.new()`
3. The Stroke, Fill, Collision Object need to be inside the scene tree, i.e.: `my_shape.add_child(my_shape.line)`
I added a [small example](./examples/add_shapes_programmatically/click_ellipse.gd) based on [this question](https://github.com/Teaching-myself-Godot/ez-curved-lines-2d/issues/111)
## Should I draw shapes programmatically?
This depends on the complexity of what you want to achieve.
In many cases just drawing something in the editor and saving it as a scene to import elsewhere (or `instantiate()` via preloading) is a better option, adhering to the _Keep it Simple_ principle.
But that's just my personal opinion.
## When should I draw shapes programmatically?
There are very many situations left where you might want to do exactly this, but that is up to your own creativity.
One powerful feature I can think of is 'mining': use `ScalableVectorShape2D`-nodes to make cuts in collision shapes and navigation areas.
Playing [Rat's Return](./examples/rat/rats_return.tscn) will give a first impression how this might work:
![Rat's return](./screenshots/rats-return.png)
`ScalableVectorShape2D` already ships quite some convenience methods like:
- `clipped_polygon_has_point(global_pos : Vector2) -> bool` and
- `add_clip_path(other_shape : ScalableVectorShape2D)`
But I have not come around to documenting yet.
## Can I change shapes in the 2D editor while running the game?
When the `Update Curve At Runtime` checkbox is checked, the shape will also sync up with a scene running in debug mode.
Once you're done drawing and do not need the shape to change anymore at runtime you can turn this checkbox off again.
# Attributions
## Lots of thanks go out to those who helped me out getting started:
- This plugin was first inspired by [Mark Hedberg's blog on rendering curves in Godot](https://www.hedberggames.com/blog/rendering-curves-in-godot).
- The suggestion to support both `Polygon2D` and collisions was done by [GeminiSquishGames](https://github.com/GeminiSquishGames), who's pointers inspired me to go further, like implementing uniform transform tools.
- The SVG Importer code was adapted from the script hosted on github in the [pixelriot/SVG2Godot](https://github.com/pixelriot/SVG2Godot) repository
- The code for making cutout shapes was adapted from the great [knife tool plugin](https://github.com/mrkdji/knife-tool/) by @mrkdji
- The inspiration for using [Geometry2D.offset_polyline](https://docs.godotengine.org/en/stable/classes/class_geometry2d.html#class-geometry2d-method-offset-polyline) for strokes came from @theshaggydev, who recorded [this video](https://www.youtube.com/watch?v=5TW7H7aXhxQ) about it.
- Lot's of gratitude to [@kcfresh53](https://github.com/kcfresh) for architecting the auto-scaling control image textures via the `SVGTextureHelper` node and the `SVGTextureResource`
## And a big thank you goes to to [@MewPurPur](https://github.com/MewPurPur)
The author of GodSVG for writing a great [SVG Arc command implementation](https://github.com/MewPurPur/GodSVG/blob/v1.0-alpha10/src/data_classes/ElementPath.gd#L117) I could reuse here:
- Download from the [GodSVG website](https://www.godsvg.com/)
- Or try out the [web version](https://www.godsvg.com/editor/)
- Also on [itch.io](https://mewpurpur.itch.io/godsvg)
## Many thanks to @HannesParth/Permotion
As an early adopter Hannes was quick to point out good quality of life improvements like snap to pixel, setting global position exactly and exporting as PNG.
Make sure to try out ["Spring Ball" on Itch](https://permotion.itch.io/spring-ball), a 48h game jam solo project that used ScalableVectorShape2D for all level objects, including a wrapper script to change the block that makes up the majority of the level between cube and triangle shapes:
[![spring ball](./screenshots/spring-ball.png)](https://permotion.itch.io/spring-ball)
## And of course everyone who helped test and review the code thus far
- @hedberg-games
- @thiagola92
- @HannesParth
# Reaching out / Contributing
If you have feedback on this project, feel free to post an [issue](https://github.com/Teaching-myself-Godot/ez-curved-lines-2d/issues) on github, or to:
- Follow my channel on youtube: [@scalablev2d](https://www.youtube.com/@scalablev2d)
If you'd like to improve on the code yourself, ideally use a fork and make a pull request.
This stuff makes me zero money, so you can always branch off in your own direction if you're in a hurry.

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compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
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
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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@tool
extends Node3D
class_name AdaptableVectorShape3D
const STORED_CURVE_META_NAME := "_stored_curve_data_"
const STORED_ARC_LIST_META_NAME := "_stored_arc_list_data_"
const STORED_SHAPE_TYPE_META_NAME := "_stored_shape_type_"
const STORED_SIZE_META_NAME := "_stored_shape_size_"
const STORED_RX_META_NAME := "_stored_shape_rx_"
const STORED_RY_META_NAME := "_stored_shape_ry_"
const STORED_OFFSET_META_NAME := "_stored_shape_offset_"
const STORED_STROKE_WIDTH_META_NAME := "_stored_stroke_width_"
const STORED_JOINT_MODE_META_NAME := "_stored_joint_mode_"
const STORED_LINE_CAP_META_NAME := "_stored_line_cap_"
@export var guide_svs : ScalableVectorShape2D:
set(svs):
if is_instance_valid(guide_svs) and guide_svs != svs:
if guide_svs.polygons_updated.is_connected(_on_guide_svs_polygons_updated):
guide_svs.polygons_updated.disconnect(_on_guide_svs_polygons_updated)
guide_svs = svs
if is_instance_valid(guide_svs):
_on_guide_svs_assigned()
@export var fill_polygons : Array[CSGPolygon3D] = []
@export var stroke_polygons : Array[CSGPolygon3D] = []
var _update_locked := false
func _on_guide_svs_assigned():
guide_svs.update_curve_at_runtime = true
guide_svs.polygons_updated.connect(_on_guide_svs_polygons_updated)
guide_svs.curve_changed()
func _on_guide_svs_polygons_updated(polygons : Array[PackedVector2Array],
poly_strokes : Array[PackedVector2Array], _svs : ScalableVectorShape2D):
if _update_locked:
return
_update_locked = true
for p in fill_polygons + stroke_polygons:
p.hide()
for i in polygons.size():
if i < fill_polygons.size():
fill_polygons[i].show()
fill_polygons[i].polygon = polygons[i]
else:
var extra_fp := fill_polygons[i - 1].duplicate()
extra_fp.polygon = polygons[i]
fill_polygons.append(extra_fp)
add_child(extra_fp, true)
extra_fp.owner = owner
for i in poly_strokes.size():
if i < stroke_polygons.size():
stroke_polygons[i].show()
stroke_polygons[i].polygon = poly_strokes[i]
else:
var extra_sp := stroke_polygons[i - 1].duplicate()
extra_sp.polygon = poly_strokes[i]
stroke_polygons.append(extra_sp)
add_child(extra_sp, true)
extra_sp.owner = owner
_update_locked = false
static func is_stroke_in_front_of_fill(svs : ScalableVectorShape2D) -> bool:
var stroke_node : Node2D = (svs.line if is_instance_valid(svs.line) else svs.poly_stroke)
if not is_instance_valid(stroke_node):
return false
if not is_instance_valid(svs.polygon):
return true
var fill_found := false
for ch in svs.get_children():
if ch == svs.polygon:
fill_found = true
if ch == stroke_node and fill_found:
return true
return false
static func extract_csg_polygons_from_scalable_vector_shapes(svs : ScalableVectorShape2D,
is_strokes := false, is_line_2d_strokes := false, z_index := 0.0) -> Array[CSGPolygon3D]:
var result : Array[CSGPolygon3D] = []
var polygons = (
svs.cached_poly_strokes
if is_strokes else
([svs.cached_outline] if svs.clip_paths.is_empty() else svs.cached_clipped_polygons)
)
for poly : PackedVector2Array in polygons:
var csg_polygon := CSGPolygon3D.new()
csg_polygon.depth = 0.01
csg_polygon.position.z = 0.01 * z_index
csg_polygon.polygon = poly
csg_polygon.material = StandardMaterial3D.new()
csg_polygon.material.shading_mode = BaseMaterial3D.SHADING_MODE_PER_PIXEL
csg_polygon.material.transparency = BaseMaterial3D.TRANSPARENCY_DISABLED
if is_strokes:
csg_polygon.material.albedo_color = svs.stroke_color
if is_line_2d_strokes:
csg_polygon.name = svs.line.name
else:
csg_polygon.name = svs.poly_stroke.name
csg_polygon.material.albedo_texture = svs.poly_stroke.texture
else:
csg_polygon.name = svs.polygon.name
csg_polygon.material.albedo_color = svs.polygon.color
csg_polygon.material.albedo_texture = svs.polygon.texture
result.append(csg_polygon)
return result

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uid://cx1no66jo1sdd

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@tool
extends Control
var _init_hint_label_text := ""
var _selected_animation_player : AnimationPlayer
var fps_number_input : EditorSpinSlider
func _enter_tree() -> void:
_init_hint_label_text = $%HintLabel.text
fps_number_input = _make_number_input("FPS", 60.0, 5.0, 120.0, "fps", 1.0)
%FpsInputContainer.add_child(fps_number_input)
func _on_export_as_png_button_pressed() -> void:
var selected_node := EditorInterface.get_selection().get_selected_nodes().pop_back()
Line2DGeneratorInspectorPlugin._on_export_png_button_pressed(selected_node)
func _on_export_as_baked_scene_button_pressed() -> void:
var selected_node := EditorInterface.get_selection().get_selected_nodes().pop_back()
Line2DGeneratorInspectorPlugin._show_exported_scene_dialog(
selected_node, Line2DGeneratorInspectorPlugin._export_baked_scene
)
func _on_export_as_3d_scene_button_pressed() -> void:
var selected_node := EditorInterface.get_selection().get_selected_nodes().pop_back()
Line2DGeneratorInspectorPlugin._show_exported_scene_dialog(
selected_node, Line2DGeneratorInspectorPlugin._export_3d_scene
)
func set_animation_player(animation_player : AnimationPlayer) -> void:
if not animation_player is AnimationPlayer:
%HintLabel.text = _init_hint_label_text
%HintLabel.show()
%SelectAnimationOptionButton.hide()
%CreateSpriteSheetButton.hide()
%FpsInputContainer.hide()
%ExportAsSpritesheetCheckButton.hide()
%StatusLabel.hide()
return
_selected_animation_player = animation_player
%HintLabel.hide()
%StatusLabel.text = ""
%SelectAnimationOptionButton.clear()
%SelectAnimationOptionButton.add_item(" - select animation -")
%SelectAnimationOptionButton.select(0)
%SelectAnimationOptionButton.set_item_disabled(0, true)
for anim_name in animation_player.get_animation_list():
if anim_name == "RESET":
continue
%SelectAnimationOptionButton.add_item(anim_name)
%SelectAnimationOptionButton.show()
%CreateSpriteSheetButton.show()
%FpsInputContainer.show()
%ExportAsSpritesheetCheckButton.show()
func _on_create_sprite_sheet_button_pressed() -> void:
if not _selected_animation_player is AnimationPlayer:
return
var dialog := EditorFileDialog.new()
var anim_name : String = %SelectAnimationOptionButton.get_item_text(%SelectAnimationOptionButton.get_selected_id())
dialog.add_filter("*.png", "PNG")
dialog.current_file = ("%s_%s" % [
EditorInterface.get_edited_scene_root().name,
anim_name
]).to_snake_case()
dialog.file_mode = EditorFileDialog.FILE_MODE_SAVE_FILE
dialog.file_selected.connect(func(path): _on_animation_file_name_chosen(path, anim_name, dialog))
EditorInterface.get_base_control().add_child(dialog)
dialog.popup_centered(Vector2i(800, 400))
func _on_animation_file_name_chosen(file_path : String, anim_name : String, dialog : EditorFileDialog):
dialog.queue_free()
var fps := fps_number_input.value
%StatusLabel.show()
%CreateSpriteSheetButton.disabled = true
%CreateSpriteSheetButton.text = "Creating..."
var sprite_frames := await SVSSceneExporter.export_sprite_frames(
EditorInterface.get_edited_scene_root(), _selected_animation_player, anim_name, fps,
EditorInterface.get_base_control(), func(status_msg : String): %StatusLabel.text = status_msg
)
if %ExportAsSpritesheetCheckButton.button_pressed:
var im : Image = Image.create_empty(
sprite_frames[0].get_size().x * sprite_frames.size(),
sprite_frames[0].get_size().y, false, sprite_frames[0].get_format())
for idx in sprite_frames.size():
im.blit_rect(sprite_frames[idx],
Rect2i(Vector2i.ZERO, sprite_frames[idx].get_size()),
Vector2i(sprite_frames[0].get_size().x * idx, 0)
)
im.save_png(file_path)
else:
for idx in sprite_frames.size():
sprite_frames[idx].save_png(file_path.replacen(".png", "_%d.png" % idx))
%StatusLabel.text = "Exported %d frames" % sprite_frames.size()
%CreateSpriteSheetButton.disabled = false
%CreateSpriteSheetButton.text = "Create"
EditorInterface.get_resource_filesystem().scan()
func _make_number_input(lbl : String, value : float, min_value : float, max_value : float, suffix : String, step := 1.0) -> EditorSpinSlider:
var x_slider := EditorSpinSlider.new()
x_slider.value = value
x_slider.min_value = min_value
x_slider.max_value = max_value
x_slider.suffix = suffix
x_slider.label = lbl
x_slider.step = step
return x_slider

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uid://duyq57sg3jn7q

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[gd_scene load_steps=3 format=3 uid="uid://3r7rlhrwfmfe"]
[ext_resource type="Script" uid="uid://duyq57sg3jn7q" path="res://addons/curved_lines_2d/advanced_tab.gd" id="1_h55kp"]
[sub_resource type="LabelSettings" id="LabelSettings_h55kp"]
line_spacing = 0.0
font_size = 14
font_color = Color(0.73, 0.73, 0.73, 1)
[node name="AdvancedTab" type="VBoxContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 8
script = ExtResource("1_h55kp")
metadata/_tab_index = 2
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label" type="Label" parent="HBoxContainer"]
custom_minimum_size = Vector2(170, 0)
layout_mode = 2
tooltip_text = "Exports the entire scene as a PNG spritesheet, or separate PNG files using the selected animation."
mouse_filter = 0
text = "Export Options*"
[node name="ExportAsPNGButton" type="Button" parent="HBoxContainer"]
layout_mode = 2
text = "PNG Image"
[node name="ExportAsBakedSceneButton" type="Button" parent="HBoxContainer"]
layout_mode = 2
text = "'Baked' Scene
"
[node name="ExportAs3DSceneButton" type="Button" parent="HBoxContainer"]
layout_mode = 2
text = "3D Scene"
[node name="HSeparator" type="HSeparator" parent="."]
layout_mode = 2
[node name="HBoxContainer2" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label" type="Label" parent="HBoxContainer2"]
custom_minimum_size = Vector2(170, 0)
layout_mode = 2
tooltip_text = "Exports the entire scene as a PNG spritesheet, or separate PNG files using the selected animation."
mouse_filter = 0
text = "Bake Sprite Frames*"
[node name="HintLabel" type="Label" parent="HBoxContainer2"]
unique_name_in_owner = true
layout_mode = 2
text = "- Select a 2D scene with at least an AnimationPlayer and one ScalableVectorShape2D -"
label_settings = SubResource("LabelSettings_h55kp")
[node name="SelectAnimationOptionButton" type="OptionButton" parent="HBoxContainer2"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(120, 0)
layout_mode = 2
[node name="FpsInputContainer" type="PanelContainer" parent="HBoxContainer2"]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_horizontal = 3
[node name="ExportAsSpritesheetCheckButton" type="CheckButton" parent="HBoxContainer2"]
unique_name_in_owner = true
visible = false
layout_mode = 2
text = "Export as Spritesheet"
[node name="StatusLabel" type="Label" parent="HBoxContainer2"]
unique_name_in_owner = true
visible = false
layout_mode = 2
[node name="CreateSpriteSheetButton" type="Button" parent="HBoxContainer2"]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_horizontal = 8
text = "Create"
[node name="HSeparator2" type="HSeparator" parent="."]
layout_mode = 2
[connection signal="pressed" from="HBoxContainer/ExportAsPNGButton" to="." method="_on_export_as_png_button_pressed"]
[connection signal="pressed" from="HBoxContainer/ExportAsBakedSceneButton" to="." method="_on_export_as_baked_scene_button_pressed"]
[connection signal="pressed" from="HBoxContainer/ExportAs3DSceneButton" to="." method="_on_export_as_3d_scene_button_pressed"]
[connection signal="pressed" from="HBoxContainer2/CreateSpriteSheetButton" to="." method="_on_create_sprite_sheet_button_pressed"]

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@tool
extends PopupPanel
var rx_input : EditorSpinSlider
var ry_input : EditorSpinSlider
var rotation_input : EditorSpinSlider
var _arc_under_edit : ScalableArc
var _dragging := false
var _drag_start := Vector2.ZERO
func _enter_tree() -> void:
visible = false
rx_input = _mk_input()
ry_input = _mk_input()
rotation_input = _mk_input(1.0)
%RxInputContainer.add_child(rx_input)
%RyInputContainer.add_child(ry_input)
%RotationInputContainer.add_child(rotation_input)
if not rx_input.value_changed.is_connected(_on_radius_changed):
rx_input.value_changed.connect(_on_radius_changed)
if not ry_input.value_changed.is_connected(_on_radius_changed):
ry_input.value_changed.connect(_on_radius_changed)
if not rotation_input.value_changed.is_connected(_on_rotation_changed):
rotation_input.value_changed.connect(_on_rotation_changed)
func _on_button_pressed() -> void:
hide()
func _on_rotation_changed(new_rot : float) -> void:
var undo_redo := EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Update arc rotation")
undo_redo.add_do_property(_arc_under_edit, 'rotation_deg', new_rot)
undo_redo.add_undo_property(_arc_under_edit, 'rotation_deg', _arc_under_edit.rotation_deg)
undo_redo.commit_action()
func _on_radius_changed(_v : float) -> void:
var undo_redo := EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Update arc radius")
undo_redo.add_do_property(_arc_under_edit, 'radius', Vector2(rx_input.value, ry_input.value))
undo_redo.add_undo_property(_arc_under_edit, 'radius', _arc_under_edit.radius)
undo_redo.commit_action()
func _on_sweep_check_box_toggled(toggled_on: bool) -> void:
var undo_redo := EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Update arc sweep flag")
undo_redo.add_do_property(_arc_under_edit, 'sweep_flag', toggled_on)
undo_redo.add_undo_property(_arc_under_edit, 'sweep_flag', _arc_under_edit.sweep_flag)
undo_redo.commit_action()
func _on_large_arc_check_box_toggled(toggled_on: bool) -> void:
var undo_redo := EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Update arc large arc flag")
undo_redo.add_do_property(_arc_under_edit, 'large_arc_flag', toggled_on)
undo_redo.add_undo_property(_arc_under_edit, 'large_arc_flag', _arc_under_edit.large_arc_flag)
undo_redo.commit_action()
func popup_with_value(arc : ScalableArc):
_arc_under_edit = arc
rx_input.set_value_no_signal(arc.radius.x)
ry_input.set_value_no_signal(arc.radius.y)
rotation_input.set_value_no_signal(arc.rotation_deg)
%LargeArcCheckBox.set_pressed_no_signal(arc.large_arc_flag)
%SweepCheckBox.set_pressed_no_signal(arc.sweep_flag)
popup_centered()
func _mk_input(step := 0.001) -> EditorSpinSlider:
var num_input := EditorSpinSlider.new()
num_input.suffix = "px"
num_input.hide_slider = true
num_input.value = 0.0
num_input.editing_integer = false
num_input.allow_lesser = true
num_input.allow_greater = true
num_input.step = 0.001
return num_input
func _on_label_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
if not _dragging:
_dragging = true
_drag_start = EditorInterface.get_base_control().get_local_mouse_position()
else:
_dragging = false
if event is InputEventMouseMotion and _dragging:
position += Vector2i(EditorInterface.get_base_control().get_local_mouse_position() - _drag_start)
_drag_start = EditorInterface.get_base_control().get_local_mouse_position()

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uid://mk3r6d801wbn

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[gd_scene load_steps=8 format=3 uid="uid://c2vk4emclmyfd"]
[ext_resource type="Script" uid="uid://mk3r6d801wbn" path="res://addons/curved_lines_2d/arc_settings_popup_panel.gd" id="1_3bjn8"]
[sub_resource type="LabelSettings" id="LabelSettings_3bjn8"]
font_color = Color(0.552956, 0.552956, 0.552956, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_3bjn8"]
bg_color = Color(0, 0, 0, 1)
corner_radius_top_left = 2
corner_radius_bottom_left = 2
[sub_resource type="LabelSettings" id="LabelSettings_kcp7s"]
line_spacing = 0.0
font_color = Color(0.54, 0.33696, 0.2808, 1)
[sub_resource type="LabelSettings" id="LabelSettings_2efm4"]
font_color = Color(0.345098, 0.47451, 0.396078, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_kcp7s"]
bg_color = Color(0.0588235, 0.0588235, 0.0588235, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_1vtg0"]
bg_color = Color(0.0588235, 0.0588235, 0.0588235, 1)
[node name="ArcSettingsPopupPanel" type="PopupPanel"]
size = Vector2i(250, 251)
script = ExtResource("1_3bjn8")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 4.0
offset_top = 4.0
offset_right = -4.0
offset_bottom = -4.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 0
size_flags_vertical = 0
theme_override_constants/separation = 5
[node name="Label" type="Label" parent="VBoxContainer"]
layout_mode = 2
mouse_filter = 0
text = "Arc settings"
horizontal_alignment = 1
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer"]
custom_minimum_size = Vector2(90, 0)
layout_mode = 2
size_flags_horizontal = 0
size_flags_vertical = 1
text = "Radius"
label_settings = SubResource("LabelSettings_3bjn8")
[node name="VBoxContainer" type="VBoxContainer" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 1.25
[node name="PanelContainer" type="PanelContainer" parent="VBoxContainer/HBoxContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 32)
layout_mode = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_3bjn8")
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/HBoxContainer/VBoxContainer/PanelContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer/VBoxContainer/PanelContainer/HBoxContainer"]
custom_minimum_size = Vector2(20, 0)
layout_mode = 2
size_flags_horizontal = 0
size_flags_vertical = 1
text = "x"
label_settings = SubResource("LabelSettings_kcp7s")
horizontal_alignment = 1
vertical_alignment = 1
[node name="RxInputContainer" type="PanelContainer" parent="VBoxContainer/HBoxContainer/VBoxContainer/PanelContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
[node name="PanelContainer2" type="PanelContainer" parent="VBoxContainer/HBoxContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 32)
layout_mode = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_3bjn8")
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/HBoxContainer/VBoxContainer/PanelContainer2"]
layout_mode = 2
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer/VBoxContainer/PanelContainer2/HBoxContainer"]
custom_minimum_size = Vector2(20, 0)
layout_mode = 2
size_flags_horizontal = 0
size_flags_vertical = 1
text = "y"
label_settings = SubResource("LabelSettings_2efm4")
horizontal_alignment = 1
vertical_alignment = 1
[node name="RyInputContainer" type="PanelContainer" parent="VBoxContainer/HBoxContainer/VBoxContainer/PanelContainer2/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
[node name="HBoxContainer2" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer2"]
custom_minimum_size = Vector2(90, 0)
layout_mode = 2
size_flags_horizontal = 0
size_flags_vertical = 1
text = "Rotation"
label_settings = SubResource("LabelSettings_3bjn8")
[node name="RotationInputContainer" type="PanelContainer" parent="VBoxContainer/HBoxContainer2"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 32)
layout_mode = 2
size_flags_horizontal = 3
theme_override_styles/panel = SubResource("StyleBoxFlat_kcp7s")
[node name="HBoxContainer3" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer3"]
custom_minimum_size = Vector2(90, 0)
layout_mode = 2
size_flags_horizontal = 0
size_flags_vertical = 1
text = "Large Arc"
label_settings = SubResource("LabelSettings_3bjn8")
[node name="Container" type="PanelContainer" parent="VBoxContainer/HBoxContainer3"]
custom_minimum_size = Vector2(0, 32)
layout_mode = 2
size_flags_horizontal = 3
theme_override_styles/panel = SubResource("StyleBoxFlat_1vtg0")
[node name="LargeArcCheckBox" type="CheckBox" parent="VBoxContainer/HBoxContainer3/Container"]
unique_name_in_owner = true
layout_mode = 2
text = "On"
[node name="HBoxContainer4" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer4"]
custom_minimum_size = Vector2(90, 0)
layout_mode = 2
size_flags_horizontal = 0
size_flags_vertical = 1
text = "Sweep"
label_settings = SubResource("LabelSettings_3bjn8")
[node name="Container" type="PanelContainer" parent="VBoxContainer/HBoxContainer4"]
custom_minimum_size = Vector2(0, 32)
layout_mode = 2
size_flags_horizontal = 3
theme_override_styles/panel = SubResource("StyleBoxFlat_1vtg0")
[node name="SweepCheckBox" type="CheckBox" parent="VBoxContainer/HBoxContainer4/Container"]
unique_name_in_owner = true
layout_mode = 2
text = "On"
[node name="Button" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Ok"
[connection signal="gui_input" from="VBoxContainer/Label" to="." method="_on_label_gui_input"]
[connection signal="toggled" from="VBoxContainer/HBoxContainer3/Container/LargeArcCheckBox" to="." method="_on_large_arc_check_box_toggled"]
[connection signal="toggled" from="VBoxContainer/HBoxContainer4/Container/SweepCheckBox" to="." method="_on_sweep_check_box_toggled"]
[connection signal="pressed" from="VBoxContainer/Button" to="." method="_on_button_pressed"]

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@tool
extends Control
var scalable_vector_shape_2d : ScalableVectorShape2D
func _enter_tree() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if 'assigned_node_changed' in scalable_vector_shape_2d:
scalable_vector_shape_2d.assigned_node_changed.connect(_on_svs_assignment_changed)
_on_svs_assignment_changed()
func _on_svs_assignment_changed() -> void:
if is_instance_valid(scalable_vector_shape_2d.collision_polygon):
%GotoCollisionButton.show()
%GotoCollisionButton.disabled = false
%CreateCollisionButton.hide()
%CreateCollisionButton.disabled = true
else:
%GotoCollisionButton.hide()
%GotoCollisionButton.disabled = true
%CreateCollisionButton.show()
%CreateCollisionButton.disabled = false
func _on_goto_collision_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.collision_polygon):
return
EditorInterface.call_deferred('edit_node', scalable_vector_shape_2d.collision_polygon)
func _on_create_collision_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
var undo_redo := EditorInterface.get_editor_undo_redo()
var new_poly := CollisionPolygon2D.new()
undo_redo.create_action("Add CollisionPolygon2D to %s " % str(scalable_vector_shape_2d))
undo_redo.add_do_method(scalable_vector_shape_2d, 'add_child', new_poly, true)
if scalable_vector_shape_2d == EditorInterface.get_edited_scene_root():
undo_redo.add_do_method(new_poly, 'set_owner', scalable_vector_shape_2d)
else:
undo_redo.add_do_method(new_poly, 'set_owner', scalable_vector_shape_2d.owner)
undo_redo.add_do_reference(new_poly)
undo_redo.add_do_property(scalable_vector_shape_2d, 'collision_polygon', new_poly)
undo_redo.add_undo_method(scalable_vector_shape_2d, 'remove_child', new_poly)
undo_redo.add_undo_property(scalable_vector_shape_2d, 'collision_polygon', null)
undo_redo.commit_action()

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uid://1a3nrkdo50tg

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[gd_scene load_steps=2 format=3 uid="uid://bqudr864ptf7r"]
[ext_resource type="Script" uid="uid://1a3nrkdo50tg" path="res://addons/curved_lines_2d/assign_collision_inspector_form.gd" id="1_wi77q"]
[node name="AssignCollisionInspectorForm" type="VBoxContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_wi77q")
[node name="ButtonContainer2" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label2" type="Label" parent="ButtonContainer2"]
clip_contents = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "⚠️ Assigning a CollisionPolygon2D directly will at some point be deprecated in favour of assigning a CollisionObject2D: a clipped ScalableVectorShape2D can result in multiple CollisionPolygon2D"
mouse_filter = 0
text = "⚠️ CollisionPolygon2D*"
[node name="GotoCollisionButton" type="Button" parent="ButtonContainer2"]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_horizontal = 2
tooltip_text = "Click on this button to select the CollisionPolygon2D node that is assigned to this shape in the Scene Tree.
Use this for advanced features which are already built-in into godot."
text = "Go To Node"
[node name="CreateCollisionButton" type="Button" parent="ButtonContainer2"]
unique_name_in_owner = true
layout_mode = 2
text = "Create CollisionPolygon2D"
[connection signal="pressed" from="ButtonContainer2/GotoCollisionButton" to="." method="_on_goto_collision_button_pressed"]
[connection signal="pressed" from="ButtonContainer2/CreateCollisionButton" to="." method="_on_create_collision_button_pressed"]

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@tool
extends Control
var scalable_vector_shape_2d : ScalableVectorShape2D
func _enter_tree() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if 'assigned_node_changed' in scalable_vector_shape_2d:
scalable_vector_shape_2d.assigned_node_changed.connect(_on_svs_assignment_changed)
_on_svs_assignment_changed()
func _on_svs_assignment_changed() -> void:
if is_instance_valid(scalable_vector_shape_2d.collision_object):
%GoToCollisionObjectButton.show()
%CollisionObjectTypeOptionButton.hide()
else:
%GoToCollisionObjectButton.hide()
%CollisionObjectTypeOptionButton.show()
%CollisionObjectTypeOptionButton.select(0)
func _on_collision_object_type_option_button_type_selected(obj_type: ScalableVectorShape2D.CollisionObjectType) -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
match obj_type:
ScalableVectorShape2D.CollisionObjectType.STATIC_BODY_2D:
_assign_collision_object(StaticBody2D.new())
ScalableVectorShape2D.CollisionObjectType.AREA_2D:
_assign_collision_object(Area2D.new())
ScalableVectorShape2D.CollisionObjectType.ANIMATABLE_BODY_2D:
_assign_collision_object(AnimatableBody2D.new())
ScalableVectorShape2D.CollisionObjectType.RIGID_BODY_2D:
_assign_collision_object(RigidBody2D.new())
ScalableVectorShape2D.CollisionObjectType.CHARACTER_BODY_2D:
_assign_collision_object(CharacterBody2D.new())
ScalableVectorShape2D.CollisionObjectType.PHYSICAL_BONE_2D:
_assign_collision_object(PhysicalBone2D.new())
_, ScalableVectorShape2D.CollisionObjectType.NONE:
scalable_vector_shape_2d.collision_object = null
func _assign_collision_object(new_obj : CollisionObject2D) -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
var undo_redo := EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Add %s to %s " % [str(new_obj.name), str(scalable_vector_shape_2d)])
undo_redo.add_do_method(scalable_vector_shape_2d, 'add_child', new_obj, true)
if scalable_vector_shape_2d == EditorInterface.get_edited_scene_root():
undo_redo.add_do_method(new_obj, 'set_owner', scalable_vector_shape_2d)
else:
undo_redo.add_do_method(new_obj, 'set_owner', scalable_vector_shape_2d.owner)
undo_redo.add_do_reference(new_obj)
undo_redo.add_do_property(scalable_vector_shape_2d, 'collision_object', new_obj)
undo_redo.add_undo_method(scalable_vector_shape_2d, 'remove_child', new_obj)
undo_redo.add_undo_property(scalable_vector_shape_2d, 'collision_object', null)
undo_redo.commit_action()
func _on_go_to_collision_object_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.collision_object):
return
EditorInterface.call_deferred('edit_node', scalable_vector_shape_2d.collision_object)

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uid://ci3o0cnwiet6

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[gd_scene load_steps=3 format=3 uid="uid://dar1y7o5qcxic"]
[ext_resource type="Script" uid="uid://ci3o0cnwiet6" path="res://addons/curved_lines_2d/assign_collision_object_inspector_form.gd" id="1_csmls"]
[ext_resource type="PackedScene" uid="uid://cjbkvx1pj7gq2" path="res://addons/curved_lines_2d/collision_object_type_option_button.tscn" id="2_ks3po"]
[node name="AssignCollisionObjectInspectorForm" type="VBoxContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 4
script = ExtResource("1_csmls")
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label" type="Label" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "Assign a new CollisionObject2D to this shape.
This will hold any generated CollisionPolygon2D nodes.
Selecting 'none' will unassign any existing node, but will not delete the node."
mouse_filter = 0
text = "Collision Object* "
[node name="CollisionObjectTypeOptionButton" parent="HBoxContainer" instance=ExtResource("2_ks3po")]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
[node name="GoToCollisionObjectButton" type="Button" parent="HBoxContainer"]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_horizontal = 3
text = "Go To Node"
[connection signal="type_selected" from="HBoxContainer/CollisionObjectTypeOptionButton" to="." method="_on_collision_object_type_option_button_type_selected"]
[connection signal="pressed" from="HBoxContainer/GoToCollisionObjectButton" to="." method="_on_go_to_collision_object_button_pressed"]

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@tool
extends KeyframeButtonCapableInspectorFormBase
var scalable_vector_shape_2d : ScalableVectorShape2D
func _enter_tree() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if 'assigned_node_changed' in scalable_vector_shape_2d:
scalable_vector_shape_2d.assigned_node_changed.connect(_on_svs_assignment_changed)
_on_svs_assignment_changed()
_initialize_keyframe_capabilities()
func _on_key_frame_capabilities_changed():
%AddFillKeyFrameButton.visible = _is_key_frame_capable()
%BatchInsertGradientKeyFrameButton.visible = _is_key_frame_capable()
func _on_svs_assignment_changed() -> void:
if is_instance_valid(scalable_vector_shape_2d.polygon):
%CreateFillButton.get_parent().hide()
%GotoPolygon2DButton.get_parent().show()
%GradientFieldContainer.show()
%GradientStopColorButtonContainer.show()
%CreateFillButton.disabled = true
%GotoPolygon2DButton.disabled = false
%ColorPickerButton.color = scalable_vector_shape_2d.polygon.color
%RadialGradientToggleButton.disabled = false
%LinearGradientToggleButton.disabled = false
%RemoveGradientToggleButton.disabled = false
if scalable_vector_shape_2d.polygon.texture is GradientTexture2D:
if scalable_vector_shape_2d.polygon.texture.fill == GradientTexture2D.FILL_RADIAL:
%RadialGradientToggleButton.button_pressed = true
else:
%LinearGradientToggleButton.button_pressed = true
_set_gradient_stop_color_buttons()
elif scalable_vector_shape_2d.polygon.texture:
%OtherTextureToggleButton.button_pressed = true
%GradientStopColorButtonContainer.hide()
else:
%RemoveGradientToggleButton.button_pressed = true
%GradientStopColorButtonContainer.hide()
else:
%CreateFillButton.get_parent().show()
%GotoPolygon2DButton.get_parent().hide()
%GradientFieldContainer.hide()
%GradientStopColorButtonContainer.hide()
%CreateFillButton.disabled = false
%GotoPolygon2DButton.disabled = true
%ColorPickerButton.color = CurvedLines2D._get_default_fill_color()
%RadialGradientToggleButton.disabled = true
%LinearGradientToggleButton.disabled = true
%RemoveGradientToggleButton.disabled = true
%RemoveGradientToggleButton.button_pressed = true
func _on_color_picker_button_color_changed(color: Color) -> void:
if not is_instance_valid(scalable_vector_shape_2d.polygon):
return
scalable_vector_shape_2d.polygon.color = color
func _on_goto_polygon_2d_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.polygon):
return
EditorInterface.call_deferred('edit_node', scalable_vector_shape_2d.polygon)
func _on_create_fill_button_pressed():
if not is_instance_valid(scalable_vector_shape_2d):
return
if is_instance_valid(scalable_vector_shape_2d.polygon):
return
var polygon_2d := Polygon2D.new()
var root := EditorInterface.get_edited_scene_root()
var undo_redo = EditorInterface.get_editor_undo_redo()
polygon_2d.color = %ColorPickerButton.color
undo_redo.create_action("Add Polygon2D to %s " % str(scalable_vector_shape_2d))
undo_redo.add_do_method(scalable_vector_shape_2d, 'add_child', polygon_2d, true)
undo_redo.add_do_method(polygon_2d, 'set_owner', root)
undo_redo.add_do_reference(polygon_2d)
undo_redo.add_do_property(scalable_vector_shape_2d, 'polygon', polygon_2d)
undo_redo.add_undo_method(scalable_vector_shape_2d, 'remove_child', polygon_2d)
undo_redo.add_undo_property(scalable_vector_shape_2d, 'polygon', null)
undo_redo.commit_action()
func _set_texture(texture : Texture2D, texture_offset := Vector2.ZERO) -> void:
var undo_redo = EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Set texture for %s" % str(scalable_vector_shape_2d))
undo_redo.add_do_property(scalable_vector_shape_2d.polygon, 'texture', texture)
undo_redo.add_do_property(scalable_vector_shape_2d.polygon, 'texture_offset', texture_offset)
undo_redo.add_do_method(self, '_on_svs_assignment_changed')
undo_redo.add_undo_property(scalable_vector_shape_2d.polygon, 'texture', scalable_vector_shape_2d.polygon.texture)
undo_redo.add_undo_property(scalable_vector_shape_2d.polygon, 'texture_offset', scalable_vector_shape_2d.polygon.texture_offset)
undo_redo.add_undo_method(self, '_on_svs_assignment_changed')
undo_redo.commit_action()
func _update_stop_color(idx : int, color : Color) -> void:
scalable_vector_shape_2d.polygon.texture.gradient.colors[idx] = color
func _handle_stop_color_undo_redo_action(idx : int, btn : ColorPickerButton, toggled_on : bool) -> void:
var undo_redo = EditorInterface.get_editor_undo_redo()
if toggled_on:
undo_redo.create_action("Set stop color for %s" % str(scalable_vector_shape_2d))
undo_redo.add_undo_property(scalable_vector_shape_2d.polygon.texture.gradient, 'colors',
scalable_vector_shape_2d.polygon.texture.gradient.colors)
undo_redo.add_undo_property(btn, 'color',
scalable_vector_shape_2d.polygon.texture.gradient.colors[idx])
else:
var new_colors = scalable_vector_shape_2d.polygon.texture.gradient.colors.duplicate()
new_colors[idx] = btn.color
undo_redo.add_do_property(scalable_vector_shape_2d.polygon.texture.gradient, 'colors', new_colors)
undo_redo.add_do_property(btn, 'color', btn.color)
undo_redo.commit_action()
func _on_remove_gradient_toggle_button_button_down() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.polygon):
return
_set_texture(null)
func _set_gradient_stop_color_buttons() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.polygon):
return
if not scalable_vector_shape_2d.polygon.texture is GradientTexture2D:
return
for b in %StopColorButtonsContainer.get_children():
b.queue_free()
for idx in range(scalable_vector_shape_2d.polygon.texture.gradient.colors.size()):
var color : Color = scalable_vector_shape_2d.polygon.texture.gradient.colors[idx]
var new_button := ColorPickerButton.new()
new_button.color = color
new_button.color_changed.connect(func(c): _update_stop_color(idx, c))
new_button.toggled.connect(func(toggled_on): _handle_stop_color_undo_redo_action(idx, new_button, toggled_on))
new_button.custom_minimum_size = Vector2(40, 40)
%StopColorButtonsContainer.add_child(new_button)
func _on_linear_gradient_toggle_button_button_down() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.polygon):
return
if (scalable_vector_shape_2d.polygon.texture is GradientTexture2D and
scalable_vector_shape_2d.polygon.texture.fill == GradientTexture2D.FILL_LINEAR):
return
var box := scalable_vector_shape_2d.get_bounding_rect()
var texture := _initialize_gradient(box)
texture.fill = GradientTexture2D.FILL_LINEAR
texture.fill_from = Vector2(0.0, 0.5)
texture.fill_to = Vector2(1.0, 0.5)
_set_texture(texture, -box.position)
func _on_radial_gradient_toggle_button_button_down() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.polygon):
return
if (scalable_vector_shape_2d.polygon.texture is GradientTexture2D and
scalable_vector_shape_2d.polygon.texture.fill == GradientTexture2D.FILL_RADIAL):
return
var box := scalable_vector_shape_2d.get_bounding_rect()
var texture := _initialize_gradient(box)
texture.fill = GradientTexture2D.FILL_RADIAL
texture.fill_from = -box.position / box.size
texture.fill_to = (scalable_vector_shape_2d.get_farthest_point() - box.position) / box.size
_set_texture(texture, -box.position)
static func _initialize_gradient(box : Rect2) -> GradientTexture2D:
var texture := GradientTexture2D.new()
texture.width = ceil(box.size.x)
texture.height = ceil(box.size.y)
texture.gradient = Gradient.new()
texture.gradient.colors = [Color.WHITE, Color.BLACK]
texture.gradient.offsets = [0.0, 1.0]
return texture
func _on_add_fill_key_frame_button_pressed() -> void:
if is_instance_valid(scalable_vector_shape_2d.polygon):
add_key_frame(
scalable_vector_shape_2d.polygon, "color", %ColorPickerButton.color
)
func _on_batch_insert_gradient_key_frame_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d.polygon):
return
if not scalable_vector_shape_2d.polygon.texture is GradientTexture2D:
return
var p2d := scalable_vector_shape_2d.polygon
var animation_name := animation_under_edit_button.get_item_text(animation_under_edit_button.get_selected_id())
var animation_player := _find_animation_player(animation_name)
var track_position := _guarded_get_track_position()
var animation := _guarded_get_animation(animation_player)
var path_to_node := _guarded_get_path_to_node(animation_player, p2d)
if not animation:
return
if path_to_node.is_empty():
return
var undo_redo := EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Batch all gradient keyframes for %s on animation %s" % [str(p2d), str(animation)])
_add_key_frame(undo_redo, animation, NodePath("%s:texture:gradient:colors" % path_to_node),
track_position, p2d.texture.gradient.colors)
_add_key_frame(undo_redo, animation, NodePath("%s:texture:gradient:offsets" % path_to_node),
track_position, p2d.texture.gradient.offsets)
_add_key_frame(undo_redo, animation, NodePath("%s:texture:fill_from" % path_to_node),
track_position, p2d.texture.fill_from)
_add_key_frame(undo_redo, animation, NodePath("%s:texture:fill_to" % path_to_node),
track_position, p2d.texture.fill_to)
undo_redo.commit_action()
func _on_color_picker_button_toggled(toggled_on: bool) -> void:
if not is_instance_valid(scalable_vector_shape_2d.polygon):
return
var undo_redo = EditorInterface.get_editor_undo_redo()
if toggled_on:
undo_redo.create_action("Adjust Polygon2D color for %s" % str(scalable_vector_shape_2d))
undo_redo.add_undo_property(scalable_vector_shape_2d.polygon, 'color', scalable_vector_shape_2d.polygon.color)
else:
undo_redo.add_do_property(scalable_vector_shape_2d.polygon, 'color', %ColorPickerButton.color)
undo_redo.commit_action(false)

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uid://b1ii4843yuwkw

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[gd_scene load_steps=11 format=3 uid="uid://53oqf8j7uyuu"]
[ext_resource type="Script" uid="uid://b1ii4843yuwkw" path="res://addons/curved_lines_2d/assign_fill_inspector_form.gd" id="1_ogtsd"]
[ext_resource type="StyleBox" uid="uid://v0ueesjbdyrk" path="res://addons/curved_lines_2d/snazzy_toggle_button.stylebox" id="3_alhox"]
[ext_resource type="Texture2D" uid="uid://31qakec1dm6y" path="res://addons/curved_lines_2d/Key.svg" id="3_d26vq"]
[ext_resource type="Texture2D" uid="uid://caqsvv6rdxkm4" path="res://addons/curved_lines_2d/Gradients.svg" id="4_d26vq"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ogtsd"]
content_margin_left = 4.0
content_margin_top = 4.0
content_margin_right = 4.0
content_margin_bottom = 4.0
bg_color = Color(0.0823529, 0.0941176, 0.117647, 1)
[sub_resource type="ButtonGroup" id="ButtonGroup_6uned"]
[sub_resource type="AtlasTexture" id="AtlasTexture_7smxo"]
atlas = ExtResource("4_d26vq")
region = Rect2(0, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_j40rh"]
atlas = ExtResource("4_d26vq")
region = Rect2(32, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_7rdpo"]
atlas = ExtResource("4_d26vq")
region = Rect2(65, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_alhox"]
atlas = ExtResource("4_d26vq")
region = Rect2(96, 0, 32, 32)
[node name="AssignFillInspectorForm" type="VBoxContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_ogtsd")
[node name="FillColorFieldContainer" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label" type="Label" parent="FillColorFieldContainer"]
clip_contents = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "This will set the color of the assigned Polygon2D."
mouse_filter = 0
text = "Fill Color*"
[node name="HBoxContainer" type="HBoxContainer" parent="FillColorFieldContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="ColorPickerButton" type="ColorPickerButton" parent="FillColorFieldContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "This will set the color of the assigned Polygon2D."
theme_override_styles/normal = SubResource("StyleBoxFlat_ogtsd")
text = "Fill"
color = Color(1, 1, 1, 1)
[node name="AddFillKeyFrameButton" type="Button" parent="FillColorFieldContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
tooltip_text = "Add key frame for Polygon2D's color property"
icon = ExtResource("3_d26vq")
[node name="GradientFieldContainer" type="HBoxContainer" parent="."]
unique_name_in_owner = true
layout_mode = 2
[node name="Label" type="Label" parent="GradientFieldContainer"]
clip_contents = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "- This will change set the texture of the Polygon2D to a GradientTexture2D.
- If the Polygon2D already has an active texture, it will be replaced."
mouse_filter = 0
text = "Gradient*"
[node name="HBoxContainer" type="HBoxContainer" parent="GradientFieldContainer"]
clip_contents = true
layout_mode = 2
size_flags_horizontal = 3
[node name="RemoveGradientToggleButton" type="Button" parent="GradientFieldContainer/HBoxContainer"]
unique_name_in_owner = true
clip_contents = true
layout_mode = 2
size_flags_horizontal = 0
tooltip_text = "Remove texture of the Polygon2D"
theme_override_colors/icon_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/icon_hover_color = Color(1, 1, 1, 1)
theme_override_colors/icon_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/icon_focus_color = Color(1, 1, 1, 1)
theme_override_colors/icon_normal_color = Color(1, 1, 1, 1)
theme_override_styles/pressed = ExtResource("3_alhox")
toggle_mode = true
button_pressed = true
keep_pressed_outside = true
button_group = SubResource("ButtonGroup_6uned")
icon = SubResource("AtlasTexture_7smxo")
[node name="LinearGradientToggleButton" type="Button" parent="GradientFieldContainer/HBoxContainer"]
unique_name_in_owner = true
clip_contents = true
layout_mode = 2
size_flags_horizontal = 0
tooltip_text = "Set the texture of the Polygon2D to a Linear Gradient"
theme_override_colors/icon_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/icon_hover_color = Color(1, 1, 1, 1)
theme_override_colors/icon_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/icon_focus_color = Color(1, 1, 1, 1)
theme_override_colors/icon_normal_color = Color(1, 1, 1, 1)
theme_override_styles/pressed = ExtResource("3_alhox")
toggle_mode = true
keep_pressed_outside = true
button_group = SubResource("ButtonGroup_6uned")
icon = SubResource("AtlasTexture_j40rh")
[node name="RadialGradientToggleButton" type="Button" parent="GradientFieldContainer/HBoxContainer"]
unique_name_in_owner = true
clip_contents = true
layout_mode = 2
size_flags_horizontal = 0
tooltip_text = "Set the texture of the Polygon2D to a Radial Gradient"
theme_override_colors/icon_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/icon_hover_color = Color(1, 1, 1, 1)
theme_override_colors/icon_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/icon_focus_color = Color(1, 1, 1, 1)
theme_override_colors/icon_normal_color = Color(1, 1, 1, 1)
theme_override_styles/pressed = ExtResource("3_alhox")
toggle_mode = true
keep_pressed_outside = true
button_group = SubResource("ButtonGroup_6uned")
icon = SubResource("AtlasTexture_7rdpo")
[node name="OtherTextureToggleButton" type="Button" parent="GradientFieldContainer/HBoxContainer"]
unique_name_in_owner = true
clip_contents = true
layout_mode = 2
size_flags_horizontal = 0
tooltip_text = "This disabled toggle is active if another type of texture is applied to the Polygon2D"
theme_override_colors/icon_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/icon_hover_color = Color(1, 1, 1, 1)
theme_override_colors/icon_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/icon_focus_color = Color(1, 1, 1, 1)
theme_override_colors/icon_normal_color = Color(1, 1, 1, 1)
theme_override_styles/pressed = ExtResource("3_alhox")
disabled = true
toggle_mode = true
keep_pressed_outside = true
button_group = SubResource("ButtonGroup_6uned")
icon = SubResource("AtlasTexture_alhox")
[node name="GradientStopColorButtonContainer" type="HBoxContainer" parent="."]
unique_name_in_owner = true
layout_mode = 2
[node name="Label" type="Label" parent="GradientStopColorButtonContainer"]
clip_contents = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 0
tooltip_text = "- Change the stop colors of the gradient
- To add or remove color-stops, use the guide and handles in the 2D Viewport
- Or click the `Edit Polgyon2D` button below and use the built-in texture editor"
mouse_filter = 0
text = "Stop Colors*"
[node name="HBoxContainer" type="HBoxContainer" parent="GradientStopColorButtonContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="StopColorButtonsContainer" type="HFlowContainer" parent="GradientStopColorButtonContainer/HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
size_flags_horizontal = 3
[node name="BatchInsertGradientKeyFrameButton" type="Button" parent="GradientStopColorButtonContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 8
size_flags_vertical = 4
tooltip_text = "Pressing this button will add key frames for all aspects* of the GradientTexture2D on the Polygon2D:
- The start- and end position
- The stop colors
- The stop positions of the colors
* For more refined control, use the inspector foe the assigned Polygon2D node"
icon = ExtResource("3_d26vq")
[node name="ButtonContainer" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label2" type="Label" parent="ButtonContainer"]
clip_contents = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "This will create a new Polygon2D node and assign it to the polygon property of this ScalableVectorScape2D."
mouse_filter = 0
text = "Add Fill*"
[node name="CreateFillButton" type="Button" parent="ButtonContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 2
tooltip_text = "This will create a new Polygon2D node and assign it to the polygon property of this ScalableVectorScape2D."
text = "Add Fill"
[node name="HSeparator" type="HSeparator" parent="."]
layout_mode = 2
[node name="ButtonContainer2" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label2" type="Label" parent="ButtonContainer2"]
clip_contents = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "Click on this button to select the Polygon2D node that is assigned to this shape in the Scene Tree.
Use this for advanced features which are already built-in into godot, like gradients and repeating textures."
mouse_filter = 0
text = "Edit Polygon2D *"
[node name="GotoPolygon2DButton" type="Button" parent="ButtonContainer2"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 2
tooltip_text = "Click on this button to select the Polygon2D node that is assigned to this shape in the Scene Tree.
Use this for advanced features which are already built-in into godot, like gradients and repeating textures."
text = "Edit Polygon2D"
[connection signal="color_changed" from="FillColorFieldContainer/HBoxContainer/ColorPickerButton" to="." method="_on_color_picker_button_color_changed"]
[connection signal="toggled" from="FillColorFieldContainer/HBoxContainer/ColorPickerButton" to="." method="_on_color_picker_button_toggled"]
[connection signal="pressed" from="FillColorFieldContainer/HBoxContainer/AddFillKeyFrameButton" to="." method="_on_add_fill_key_frame_button_pressed"]
[connection signal="button_down" from="GradientFieldContainer/HBoxContainer/RemoveGradientToggleButton" to="." method="_on_remove_gradient_toggle_button_button_down"]
[connection signal="button_down" from="GradientFieldContainer/HBoxContainer/LinearGradientToggleButton" to="." method="_on_linear_gradient_toggle_button_button_down"]
[connection signal="button_down" from="GradientFieldContainer/HBoxContainer/RadialGradientToggleButton" to="." method="_on_radial_gradient_toggle_button_button_down"]
[connection signal="pressed" from="GradientStopColorButtonContainer/HBoxContainer/BatchInsertGradientKeyFrameButton" to="." method="_on_batch_insert_gradient_key_frame_button_pressed"]
[connection signal="pressed" from="ButtonContainer/CreateFillButton" to="." method="_on_create_fill_button_pressed"]
[connection signal="pressed" from="ButtonContainer2/GotoPolygon2DButton" to="." method="_on_goto_polygon_2d_button_pressed"]

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@tool
extends Control
var scalable_vector_shape_2d : ScalableVectorShape2D
func _enter_tree() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if 'assigned_node_changed' in scalable_vector_shape_2d:
scalable_vector_shape_2d.assigned_node_changed.connect(_on_svs_assignment_changed)
_on_svs_assignment_changed()
func _on_svs_assignment_changed() -> void:
if is_instance_valid(scalable_vector_shape_2d.navigation_region):
%GoToNavigationRegionButton.show()
%AddNavigationRegionButton.hide()
else:
%GoToNavigationRegionButton.hide()
%AddNavigationRegionButton.show()
func _on_add_navigation_region_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
var new_obj := NavigationRegion2D.new()
var undo_redo := EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Add NavigationRegion2D to %s " % str(scalable_vector_shape_2d))
undo_redo.add_do_method(scalable_vector_shape_2d, 'add_child', new_obj, true)
if scalable_vector_shape_2d == EditorInterface.get_edited_scene_root():
undo_redo.add_do_method(new_obj, 'set_owner', scalable_vector_shape_2d)
else:
undo_redo.add_do_method(new_obj, 'set_owner', scalable_vector_shape_2d.owner)
undo_redo.add_do_reference(new_obj)
undo_redo.add_do_property(scalable_vector_shape_2d, 'navigation_region', new_obj)
undo_redo.add_undo_method(scalable_vector_shape_2d, 'remove_child', new_obj)
undo_redo.add_undo_property(scalable_vector_shape_2d, 'navigation_region', null)
undo_redo.commit_action()
func _on_go_to_navigation_region_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.navigation_region):
return
EditorInterface.call_deferred('edit_node', scalable_vector_shape_2d.navigation_region)

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uid://dsfcnewvnijjx

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[gd_scene load_steps=2 format=3 uid="uid://eo53xo3ylo1a"]
[ext_resource type="Script" uid="uid://dsfcnewvnijjx" path="res://addons/curved_lines_2d/assign_navigation_region_inspector_form.gd" id="1_opyos"]
[node name="AssignNavigationRegionInspectorForm" type="VBoxContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_opyos")
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label" type="Label" parent="HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "Creates and assigns a NavigationRegion2D to this shape."
mouse_filter = 0
text = "Navigation Region *"
[node name="AddNavigationRegionButton" type="Button" parent="HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
text = "Add"
[node name="GoToNavigationRegionButton" type="Button" parent="HBoxContainer"]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_horizontal = 3
text = "Go To Node"
[connection signal="pressed" from="HBoxContainer/AddNavigationRegionButton" to="." method="_on_add_navigation_region_button_pressed"]
[connection signal="pressed" from="HBoxContainer/GoToNavigationRegionButton" to="." method="_on_go_to_navigation_region_button_pressed"]

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@tool
extends Control
var scalable_vector_shape_2d : ScalableVectorShape2D
func _enter_tree() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if 'assigned_node_changed' in scalable_vector_shape_2d:
scalable_vector_shape_2d.assigned_node_changed.connect(_on_svs_assignment_changed)
_on_svs_assignment_changed()
func _on_svs_assignment_changed() -> void:
if is_instance_valid(scalable_vector_shape_2d.line):
%CreateStrokeButton.get_parent().hide()
%GotoLine2DButton.get_parent().show()
%CreateStrokeButton.disabled = true
%GotoLine2DButton.disabled = false
else:
%CreateStrokeButton.get_parent().show()
%GotoLine2DButton.get_parent().hide()
%CreateStrokeButton.disabled = false
%GotoLine2DButton.disabled = true
if is_instance_valid(scalable_vector_shape_2d.poly_stroke):
%CreatePolyStrokeButton.get_parent().hide()
%GotoPolygon2DButton.get_parent().show()
%CreatePolyStrokeButton.disabled = true
%GotoPolygon2DButton.disabled = false
else:
%CreatePolyStrokeButton.get_parent().show()
%GotoPolygon2DButton.get_parent().hide()
%CreatePolyStrokeButton.disabled = false
%GotoPolygon2DButton.disabled = true
func _on_goto_line_2d_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.line):
return
EditorInterface.call_deferred('edit_node', scalable_vector_shape_2d.line)
func _on_goto_polygon_2d_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if not is_instance_valid(scalable_vector_shape_2d.poly_stroke):
return
EditorInterface.call_deferred('edit_node', scalable_vector_shape_2d.poly_stroke)
func _on_create_stroke_button_pressed():
if not is_instance_valid(scalable_vector_shape_2d):
return
if is_instance_valid(scalable_vector_shape_2d.line):
return
var line_2d := Line2D.new()
var root := EditorInterface.get_edited_scene_root()
var undo_redo = EditorInterface.get_editor_undo_redo()
line_2d.name = "Stroke"
line_2d.default_color = scalable_vector_shape_2d.stroke_color
line_2d.width = scalable_vector_shape_2d.stroke_width
line_2d.begin_cap_mode = scalable_vector_shape_2d.begin_cap_mode
line_2d.end_cap_mode = scalable_vector_shape_2d.end_cap_mode
line_2d.joint_mode = scalable_vector_shape_2d.line_joint_mode
line_2d.sharp_limit = 90.0
if CurvedLines2D._use_antialiased_line_2d():
line_2d.texture = load("res://addons/curved_lines_2d/LumAlpha8.tex")
line_2d.texture_mode = Line2D.LINE_TEXTURE_TILE
line_2d.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
undo_redo.create_action("Add Line2D to %s " % str(scalable_vector_shape_2d))
undo_redo.add_do_method(scalable_vector_shape_2d, 'add_child', line_2d, true)
undo_redo.add_do_method(line_2d, 'set_owner', root)
undo_redo.add_do_reference(line_2d)
undo_redo.add_do_property(scalable_vector_shape_2d, 'line', line_2d)
undo_redo.add_undo_method(scalable_vector_shape_2d, 'remove_child', line_2d)
undo_redo.add_undo_property(scalable_vector_shape_2d, 'line', null)
undo_redo.commit_action()
func _on_create_poly_stroke_button_pressed() -> void:
if not is_instance_valid(scalable_vector_shape_2d):
return
if is_instance_valid(scalable_vector_shape_2d.poly_stroke):
return
var poly_stroke := Polygon2D.new()
var root := EditorInterface.get_edited_scene_root()
var undo_redo = EditorInterface.get_editor_undo_redo()
poly_stroke.name = "PolyStroke"
poly_stroke.color = scalable_vector_shape_2d.stroke_color
undo_redo.create_action("Add Polygon2D for Stroke to %s " % str(scalable_vector_shape_2d))
undo_redo.add_do_method(scalable_vector_shape_2d, 'add_child', poly_stroke, true)
undo_redo.add_do_method(poly_stroke, 'set_owner', root)
undo_redo.add_do_reference(poly_stroke)
undo_redo.add_do_property(scalable_vector_shape_2d, 'poly_stroke', poly_stroke)
undo_redo.add_undo_method(scalable_vector_shape_2d, 'remove_child', poly_stroke)
undo_redo.add_undo_property(scalable_vector_shape_2d, 'poly_stroke', null)
undo_redo.commit_action()

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uid://bv0hffvudv51d

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[gd_scene load_steps=2 format=3 uid="uid://bm31gemem22uc"]
[ext_resource type="Script" uid="uid://bv0hffvudv51d" path="res://addons/curved_lines_2d/assign_stroke_inspector_form.gd" id="1_j8wjx"]
[node name="AssignStrokeInspectorForm" type="VBoxContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_j8wjx")
[node name="ButtonContainer" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label2" type="Label" parent="ButtonContainer"]
clip_contents = true
custom_minimum_size = Vector2(140, 0)
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "This will create a new Line2D node and assign it to the line property of this ScalableVectorScape2D."
mouse_filter = 0
text = "Add Line2D Stroke *"
[node name="CreateStrokeButton" type="Button" parent="ButtonContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 2
tooltip_text = "This will create a new Line2D node and assign it to the line property of this ScalableVectorScape2D."
text = "Add Line2D Stroke"
[node name="HBoxContainer" type="HBoxContainer" parent="ButtonContainer"]
layout_mode = 2
[node name="ButtonContainer3" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label2" type="Label" parent="ButtonContainer3"]
clip_contents = true
custom_minimum_size = Vector2(140, 0)
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "This will create a new Polygon2D node and assign it to the poly_stroke property of this ScalableVectorScape2D."
mouse_filter = 0
text = "Add Polygon2D Stroke *"
[node name="CreatePolyStrokeButton" type="Button" parent="ButtonContainer3"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 2
tooltip_text = "This will create a new Polygon2D node and assign it to the poly_stroke property of this ScalableVectorScape2D."
text = "Add Polygon2D Stroke"
[node name="HBoxContainer" type="HBoxContainer" parent="ButtonContainer3"]
layout_mode = 2
[node name="HSeparator" type="HSeparator" parent="."]
layout_mode = 2
[node name="ButtonContainer2" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label2" type="Label" parent="ButtonContainer2"]
clip_contents = true
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "Click on this button to select the Line2D node that is assigned to this shape in the Scene Tree.
Use this for advanced features which are already built-in into godot, like gradients, width curvature, and repeating textures."
mouse_filter = 0
text = "Edit Line2D *"
[node name="GotoLine2DButton" type="Button" parent="ButtonContainer2"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 2
tooltip_text = "Click on this button to select the Line2D node that is assigned to this shape in the Scene Tree.
Use this for advanced features which are already built-in into godot, like gradients, width curvature, and repeating textures."
text = "Edit Line2D"
[node name="ButtonContainer4" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label2" type="Label" parent="ButtonContainer4"]
clip_contents = true
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "Click on this button to select the Polygon2D node that is assigned to this shape in the Scene Tree.
Use this for advanced features which are already built-in into godot, like image textures."
mouse_filter = 0
text = "Edit Polygon2D *"
[node name="GotoPolygon2DButton" type="Button" parent="ButtonContainer4"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 2
tooltip_text = "Click on this button to select the Polygon2D node that is assigned to this shape in the Scene Tree.
Use this for advanced features which are already built-in into godot, like image textures."
text = "Edit Polygon2D"
[connection signal="pressed" from="ButtonContainer/CreateStrokeButton" to="." method="_on_create_stroke_button_pressed"]
[connection signal="pressed" from="ButtonContainer3/CreatePolyStrokeButton" to="." method="_on_create_poly_stroke_button_pressed"]
[connection signal="pressed" from="ButtonContainer2/GotoLine2DButton" to="." method="_on_goto_line_2d_button_pressed"]
[connection signal="pressed" from="ButtonContainer4/GotoPolygon2DButton" to="." method="_on_goto_polygon_2d_button_pressed"]

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@tool
extends KeyframeButtonCapableInspectorFormBase
var scalable_vector_shape_2d : ScalableVectorShape2D
func _enter_tree() -> void:
_initialize_keyframe_capabilities()
func _on_key_frame_capabilities_changed() -> void:
if _is_key_frame_capable():
%BatchInsertButton.disabled = false
else:
%BatchInsertButton.disabled = true
func _on_batch_insert_button_pressed() -> void:
var animation_name := animation_under_edit_button.get_item_text(animation_under_edit_button.get_selected_id())
var animation_player := _find_animation_player(animation_name)
var animation := _guarded_get_animation(animation_player)
var path_to_node := _guarded_get_path_to_node(animation_player, scalable_vector_shape_2d)
var track_position := _guarded_get_track_position()
if not animation:
return
if path_to_node.is_empty():
return
var undo_redo := EditorInterface.get_editor_undo_redo()
undo_redo.create_action("Batch insert curve keyframes for %s on animation %s" % [str(scalable_vector_shape_2d), str(animation)])
for p_idx in range(scalable_vector_shape_2d.curve.point_count):
_add_key_frame(undo_redo, animation, NodePath("%s:curve:point_%d/position" % [path_to_node, p_idx]),
track_position, scalable_vector_shape_2d.curve.get_point_position(p_idx))
if p_idx > 0:
_add_key_frame(undo_redo, animation, NodePath("%s:curve:point_%d/in" % [path_to_node, p_idx]),
track_position, scalable_vector_shape_2d.curve.get_point_in(p_idx))
if p_idx < scalable_vector_shape_2d.curve.point_count - 1:
_add_key_frame(undo_redo, animation, NodePath("%s:curve:point_%d/out" % [path_to_node, p_idx]),
track_position, scalable_vector_shape_2d.curve.get_point_out(p_idx))
for a_idx in scalable_vector_shape_2d.arc_list.arcs.size():
_add_key_frame(undo_redo, animation, NodePath("%s:arc_list:arc_%d/radius" % [path_to_node, a_idx]),
track_position, scalable_vector_shape_2d.arc_list.arcs[a_idx].radius)
_add_key_frame(undo_redo, animation, NodePath("%s:arc_list:arc_%d/rotation_deg" % [path_to_node, a_idx]),
track_position, scalable_vector_shape_2d.arc_list.arcs[a_idx].rotation_deg)
_add_key_frame(undo_redo, animation, NodePath("%s:arc_list:arc_%d/large_arc_flag" % [path_to_node, a_idx]),
track_position, scalable_vector_shape_2d.arc_list.arcs[a_idx].large_arc_flag)
_add_key_frame(undo_redo, animation, NodePath("%s:arc_list:arc_%d/sweep_flag" % [path_to_node, a_idx]),
track_position, scalable_vector_shape_2d.arc_list.arcs[a_idx].sweep_flag)
undo_redo.commit_action()

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uid://cm4sio0ryplts

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[gd_scene load_steps=3 format=3 uid="uid://cb72od43gg2ew"]
[ext_resource type="Script" uid="uid://cm4sio0ryplts" path="res://addons/curved_lines_2d/batch_insert_curve_point_key_frames_inspector_form.gd" id="1_65iy1"]
[ext_resource type="Texture2D" uid="uid://31qakec1dm6y" path="res://addons/curved_lines_2d/Key.svg" id="2_2yrvp"]
[node name="BatchInsertCurvePointKeyFramesInspectorForm" type="VBoxContainer"]
anchors_preset = 14
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_top = -15.5
offset_bottom = 42.5
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_65iy1")
[node name="HSeparator2" type="HSeparator" parent="."]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 2
[node name="Label" type="Label" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "- Clicking this button will insert key frames for all the curve points and control points at the current animation postion for all their property tracks
- When a track for a certain point, or control point is not found based on its relative it will newly be created
- Be aware that removing points or control points that are referenced in an animation track will cause warnings"
mouse_filter = 0
text = "Insert key frames*"
[node name="BatchInsertButton" type="Button" parent="HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
tooltip_text = "- Clicking this button will insert key frames for all the curve points and control points at the current animation postion for all their property tracks
- When a track for a certain point, or control point is not found based on its relative it will newly be created
- Be aware that removing points or control points that are referenced in an animation track will cause warnings"
disabled = true
text = "Batch insert"
icon = ExtResource("2_2yrvp")
[node name="HSeparator" type="HSeparator" parent="."]
layout_mode = 2
[connection signal="pressed" from="HBoxContainer/BatchInsertButton" to="." method="_on_batch_insert_button_pressed"]

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@tool
extends Object
class_name ClosestPointOnCurveMeta
var before_segment : int
var point_position : Vector2
var local_point_position : Vector2
func _init(bs : int = 0, pp := Vector2.ZERO , lpp := Vector2.ZERO):
before_segment = bs
point_position = pp
local_point_position = lpp
func _to_string() -> String:
return (
"ClosestPointOnCurveMeta(before_segment: " + str(before_segment) +
", point_position: " + str(point_position) +
", local_point_position: " + str(local_point_position) +
")"
)

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uid://b5xapyc6rm4ew

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@tool
extends OptionButton
signal type_selected(obj_type : ScalableVectorShape2D.CollisionObjectType)
func _on_item_selected(index: int) -> void:
type_selected.emit(index)

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uid://ppu1camg8q83

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[gd_scene load_steps=2 format=3 uid="uid://cjbkvx1pj7gq2"]
[ext_resource type="Script" uid="uid://ppu1camg8q83" path="res://addons/curved_lines_2d/collision_object_type_option_button.gd" id="1_cky2p"]
[node name="CollisionObjectTypeOptionButton" type="OptionButton"]
selected = 0
item_count = 7
popup/item_0/text = "- No Collision -"
popup/item_0/id = 0
popup/item_1/text = "StaticBody2D"
popup/item_1/id = 1
popup/item_2/text = "Area2D"
popup/item_2/id = 2
popup/item_3/text = "AnimatableBody2D"
popup/item_3/id = 3
popup/item_4/text = "RigidBody2D"
popup/item_4/id = 4
popup/item_5/text = "CharacterBody2D"
popup/item_5/id = 5
popup/item_6/text = "PhysicalBone2D"
popup/item_6/id = 6
script = ExtResource("1_cky2p")
[connection signal="item_selected" from="." to="." method="_on_item_selected"]

File diff suppressed because it is too large Load Diff

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uid://jf8a2a3dnwk0

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[gd_resource type="LabelSettings" format=3 uid="uid://cfn4nq1j1xxok"]
[resource]
font_color = Color(0.52549, 0.533333, 0.552941, 1)

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@tool
extends Path2D
## A custom node that extends Path2D so it can be drawn as a Line2D
## Original adapted code: https://www.hedberggames.com/blog/rendering-curves-in-godot
## @deprecated: Use [ScalableVectorShape2D] instead.
class_name DrawablePath2D
## Emitted when a new set of points was calculated for a connected Line2D, Polygon2D, or CollisionPolygon2D
signal path_changed(new_points : PackedVector2Array)
## This signal is used internally in editor-mode to tell the DrawablePath2D tool that
## the instance of assigned Line2D, Polygon2D, or CollisionPolygon2D has changed
signal assigned_node_changed()
## The Polygon2D controlled by this Path2D
@export var polygon: Polygon2D:
set(_poly):
polygon = _poly
assigned_node_changed.emit()
## The Line2D controlled by this Path2D
@export var line: Line2D:
set(_line):
line = _line
assigned_node_changed.emit()
## The CollisionPolygon2D controlled by this Path2D
@export var collision_polygon: CollisionPolygon2D:
set(_poly):
collision_polygon = _poly
assigned_node_changed.emit()
## Controls whether the path is treated as static (only update in editor) or dynamic (can be updated during runtime)
## If you set this to true, be alert for potential performance issues
@export var update_curve_at_runtime: bool = false
## Controls the paramaters used to divide up the line in segments.
## These settings are prefilled with the default values.
@export_group("Tesselation settings")
## Controls how many subdivisions a curve segment may face before it is considered approximate enough.
## Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions
## per curve segment. Increase with care!
@export_range(1, 10) var max_stages : int = 5:
set(_max_stages):
max_stages = _max_stages
assigned_node_changed.emit()
## Controls how many degrees the midpoint of a segment may deviate from the real curve, before the
## segment has to be subdivided.
@export_range(0.0, 180.0) var tolerance_degrees := 4.0:
set(_tolerance_degrees):
tolerance_degrees = _tolerance_degrees
assigned_node_changed.emit()
var lock_assigned_shapes := true
# Wire up signals at runtime
func _ready():
if update_curve_at_runtime:
if not curve.changed.is_connected(curve_changed):
curve.changed.connect(curve_changed)
# Wire up signals on enter tree for the editor
func _enter_tree():
if Engine.is_editor_hint():
if not curve.changed.is_connected(curve_changed):
curve.changed.connect(curve_changed)
if not assigned_node_changed.is_connected(_on_assigned_node_changed):
assigned_node_changed.connect(_on_assigned_node_changed)
# handles update when reparenting
if update_curve_at_runtime:
if not curve.changed.is_connected(curve_changed):
curve.changed.connect(curve_changed)
# Clean up signals (ie. when closing scene) to prevent error messages in the editor
func _exit_tree():
if curve.changed.is_connected(curve_changed):
curve.changed.disconnect(curve_changed)
func _on_assigned_node_changed():
if is_instance_valid(line):
if lock_assigned_shapes:
line.set_meta("_edit_lock_", true)
curve_changed()
if is_instance_valid(polygon):
if lock_assigned_shapes:
polygon.set_meta("_edit_lock_", true)
curve_changed()
if is_instance_valid(collision_polygon):
if lock_assigned_shapes:
collision_polygon.set_meta("_edit_lock_", true)
curve_changed()
# Redraw the line based on the new curve, using its tesselate method
func curve_changed():
if (not is_instance_valid(line) and not is_instance_valid(polygon)
and not is_instance_valid(collision_polygon)
and not path_changed.has_connections()):
# guard against needlessly invoking expensive tesselate operation
return
var new_points := curve.tessellate(max_stages, tolerance_degrees)
# Fixes cases start- and end-node are so close to each other that
# polygons won't fill and closed lines won't cap nicely
if new_points[0].distance_to(new_points[new_points.size()-1]) < 0.001:
new_points.remove_at(new_points.size() - 1)
if is_instance_valid(line):
line.points = new_points
if is_instance_valid(polygon):
polygon.polygon = new_points
if is_instance_valid(collision_polygon):
collision_polygon.polygon = new_points
path_changed.emit(new_points)
func get_bounding_rect() -> Rect2:
var points := curve.tessellate(max_stages, tolerance_degrees)
if points.size() < 1:
# Cannot calculate a center for 0 points
return Rect2(Vector2.ZERO, Vector2.ZERO)
var minx := INF
var miny := INF
var maxx := -INF
var maxy := -INF
for p : Vector2 in points:
minx = p.x if p.x < minx else minx
miny = p.y if p.y < miny else miny
maxx = p.x if p.x > maxx else maxx
maxy = p.y if p.y > maxy else maxy
return Rect2(minx, miny, maxx - minx, maxy - miny)
func set_position_to_center() -> void:
var c = get_bounding_rect().get_center()
position += c
for i in range(curve.get_point_count()):
curve.set_point_position(i, curve.get_point_position(i) - c)

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uid://brqrlfnreboqp

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[gd_resource type="LabelSettings" format=3 uid="uid://c77jfonujet7g"]
[resource]
font_color = Color(1, 0, 0, 1)

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extends Node2D
## Only drawing polygons is fastest
@export var draw_fills := true
## Drawing strokes with cutouts requires extra compute, but still ok
@export var draw_strokes := true
## Redrawing navigation is fast, but would slow down agents
@export var draw_navigation := false
## Redrawing collision polygons is heavy
@export var draw_collision := false
var foobar := false
func _input(event):
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
add_ellipse(event.position)
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
add_clip_to_ellipses(event.position)
func add_clip_to_ellipses(at_pos: Vector2):
var ellipse : ScalableVectorShape2D = null
for ch in get_children():
if ch is ScalableVectorShape2D and ch.shape_type == ScalableVectorShape2D.ShapeType.ELLIPSE and ch.clipped_polygon_has_point(at_pos):
ellipse = ch
if not ellipse:
return
foobar = not foobar
var rect = ScalableVectorShape2D.new()
rect.name = "ClipRect"
rect.update_curve_at_runtime = true
rect.shape_type = ScalableVectorShape2D.ShapeType.RECT
rect.position = at_pos - ellipse.position
rect.size = Vector2(200, 40) if foobar else Vector2(40, 200)
rect.rx = 20
rect.ry = 20
ellipse.add_child(rect, true)
ellipse.add_clip_path(rect)
func add_ellipse(at_pos: Vector2):
var ellipse = ScalableVectorShape2D.new()
# make sure it will rerender in game
ellipse.name = "Ellipse"
ellipse.update_curve_at_runtime = true
ellipse.shape_type = ScalableVectorShape2D.ShapeType.ELLIPSE
ellipse.position = at_pos
ellipse.size = Vector2(500, 250)
if draw_fills:
# assign a Polygon2D as fill
ellipse.polygon = Polygon2D.new()
ellipse.polygon.color = Color.WHITE
ellipse.add_child(ellipse.polygon)
if draw_strokes:
# assign a Line2D as stroke
ellipse.line = Line2D.new()
ellipse.stroke_color = Color.BLACK
ellipse.add_child(ellipse.line)
if draw_collision:
# assign a collision object to hold new collision polygons
ellipse.collision_object = StaticBody2D.new()
ellipse.add_child(ellipse.collision_object)
if draw_navigation:
ellipse.navigation_region = NavigationRegion2D.new()
ellipse.add_child(ellipse.navigation_region)
add_child(ellipse, true)

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uid://c8rves0r1i4up

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[gd_scene load_steps=4 format=3 uid="uid://c2k8nyelxdgi3"]
[ext_resource type="Script" uid="uid://c8rves0r1i4up" path="res://addons/curved_lines_2d/examples/add_shapes_programmatically/click_ellipse.gd" id="1_1ehuy"]
[ext_resource type="Script" uid="uid://dr5dl1my0r0rl" path="res://addons/curved_lines_2d/examples/add_shapes_programmatically/label.gd" id="2_a3wah"]
[sub_resource type="LabelSettings" id="LabelSettings_1ehuy"]
font_size = 32
outline_size = 4
outline_color = Color(0, 0, 0, 1)
[node name="Control" type="Control"]
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
[node name="ClickEllipse" type="Node2D" parent="."]
script = ExtResource("1_1ehuy")
[node name="Label" type="Label" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -217.0
offset_top = -22.5
offset_right = 217.0
offset_bottom = 22.5
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
text = "- Left click to add an ellipse -
- Right click to cut a hole in the ellipse -"
label_settings = SubResource("LabelSettings_1ehuy")
horizontal_alignment = 1
script = ExtResource("2_a3wah")

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extends Label
func _process(delta: float) -> void:
if modulate.a > 0.0:
modulate.a -= delta * 0.25
else:
queue_free()

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uid://dr5dl1my0r0rl

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@@ -0,0 +1,4 @@
extends Node2D
func _ready() -> void:
$AnimationPlayer.play("cloud_doing_cloud_stuff")

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uid://376ru33navgn

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@@ -0,0 +1,450 @@
[gd_scene load_steps=32 format=3 uid="uid://dqxb6wxwmw6r0"]
[ext_resource type="Script" uid="uid://de3jpss66xjfh" path="res://addons/curved_lines_2d/scalable_vector_shape_2d.gd" id="1_8gu3s"]
[ext_resource type="Script" uid="uid://376ru33navgn" path="res://addons/curved_lines_2d/examples/cloud.gd" id="1_nwkfo"]
[ext_resource type="Script" uid="uid://dlbv4pit17dnu" path="res://addons/curved_lines_2d/scalable_arc.gd" id="2_nwkfo"]
[ext_resource type="Script" uid="uid://dl1t88tthmwts" path="res://addons/curved_lines_2d/scalable_arc_list.gd" id="3_oar4j"]
[sub_resource type="Curve2D" id="Curve2D_m6x0f"]
_data = {
"points": PackedVector2Array(0, 0, 0, 0, 20.1859, -18.275, 0, 0, 0, 0, -1.25378, -25.1621, 0, 0, 0, 0, -7.76143, -26.8937, 0, 0, 0, 0, -18.1859, -21.571, 0, 0, 0, 0, -22.2008, -22.2011, 0, 0, 0, 0, -34.6552, -10.4688, 0, 0, 0, 0, -26.6916, 0.443052, 0, 0, 0, 0, -26.713, 0.72216, 0, 0, 0, 0, -16.9296, 12.1506, 0, 0, 0, 0, -16.9664, 12.6348, 0, 0, 0, 0, -4.51253, 24.367, 0, 0, 0, 0, 3.18721, 21.8227, 0, 0, 0, 0, 13.8984, 27.6159, 0, 0, 0, 0, 26.3522, 15.8836, 0, 0, 0, 0, 25.8708, 12.6639, 0, 0, 0, 0, 29.6017, 4.33186, 0, 0, 0, 0, 29.277, 1.68612, 0, 0, 0, 0, 34.6552, -7.94157, 0, 0, 0, 0, 20.1859, -18.275, 0, 0, 0, 0, 20.1859, -18.275)
}
point_count = 20
[sub_resource type="Resource" id="Resource_q0tfb"]
script = ExtResource("2_nwkfo")
start_point = 0
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_m08lf"]
script = ExtResource("2_nwkfo")
start_point = 1
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_h7xxh"]
script = ExtResource("2_nwkfo")
start_point = 2
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_2y863"]
script = ExtResource("2_nwkfo")
start_point = 3
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_el6ml"]
script = ExtResource("2_nwkfo")
start_point = 4
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_pfoxu"]
script = ExtResource("2_nwkfo")
start_point = 5
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_3ghir"]
script = ExtResource("2_nwkfo")
start_point = 6
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_xvmfk"]
script = ExtResource("2_nwkfo")
start_point = 7
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_t7p2c"]
script = ExtResource("2_nwkfo")
start_point = 8
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_upm0f"]
script = ExtResource("2_nwkfo")
start_point = 9
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_jnmgg"]
script = ExtResource("2_nwkfo")
start_point = 10
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_0ig0s"]
script = ExtResource("2_nwkfo")
start_point = 11
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_gou68"]
script = ExtResource("2_nwkfo")
start_point = 12
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_42033"]
script = ExtResource("2_nwkfo")
start_point = 13
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_h1yoj"]
script = ExtResource("2_nwkfo")
start_point = 14
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_8u3ec"]
script = ExtResource("2_nwkfo")
start_point = 15
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_50naw"]
script = ExtResource("2_nwkfo")
start_point = 16
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_a83h2"]
script = ExtResource("2_nwkfo")
start_point = 17
radius = Vector2(11.7371, 11.0567)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_61vjn"]
script = ExtResource("3_oar4j")
arcs = Array[ExtResource("2_nwkfo")]([SubResource("Resource_q0tfb"), SubResource("Resource_m08lf"), SubResource("Resource_h7xxh"), SubResource("Resource_2y863"), SubResource("Resource_el6ml"), SubResource("Resource_pfoxu"), SubResource("Resource_3ghir"), SubResource("Resource_xvmfk"), SubResource("Resource_t7p2c"), SubResource("Resource_upm0f"), SubResource("Resource_jnmgg"), SubResource("Resource_0ig0s"), SubResource("Resource_gou68"), SubResource("Resource_42033"), SubResource("Resource_h1yoj"), SubResource("Resource_8u3ec"), SubResource("Resource_50naw"), SubResource("Resource_a83h2")])
[sub_resource type="Gradient" id="Gradient_nwkfo"]
offsets = PackedFloat32Array(0, 0.283143, 1)
colors = PackedColorArray(1, 1, 1, 1, 0.988493, 0.967342, 0.967342, 0.928441, 0.859375, 0.600891, 0.600891, 0.12549)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_oar4j"]
gradient = SubResource("Gradient_nwkfo")
width = 69
height = 57
fill_from = Vector2(0.482854, 0.914123)
fill_to = Vector2(0.633236, -0.0185821)
[sub_resource type="Curve2D" id="Curve2D_a6hwq"]
_data = {
"points": PackedVector2Array(0, 0, 0, 5.523, 10, 0, 5.523, 0, -5.523, 0, 0, 10, 0, 5.523, 0, -5.523, -10, 0, -5.523, 0, 5.523, 0, 0, -10, 0, -5.523, 0, 0, 10, 0)
}
point_count = 5
[sub_resource type="Resource" id="Resource_kh3t1"]
script = ExtResource("3_oar4j")
arcs = Array[ExtResource("2_nwkfo")]([])
[sub_resource type="Animation" id="Animation_m6x0f"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("CloudPath:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.816665]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("CloudPath/BubbleCutout:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(31.2104, -35.3104)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("CloudPath:curve:point_19/position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(20.1859, -18.275)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("CloudPath:curve:point_18/position")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(20.1859, -18.275)]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("CloudPath:curve:point_0/position")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(20.1859, -18.275)]
}
[sub_resource type="Animation" id="Animation_oar4j"]
resource_name = "cloud_doing_cloud_stuff"
length = 3.0
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("CloudPath:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 1.5, 3),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [0.0, -0.425622, 0.0]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("CloudPath:visible")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(1.5),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [true]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("CloudPath/BubbleCutout:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 1.5, 3),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector2(19.1408, -16.6223), Vector2(29.3202, -54.9174), Vector2(29.3828, -66.8249)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("CloudPath:curve:point_0/position")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 1.5, 3),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 0,
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tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("CloudPath:curve:point_18/position")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
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tracks/5/type = "value"
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/path = NodePath("CloudPath:curve:point_19/position")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/keys = {
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tracks/6/type = "value"
tracks/6/imported = false
tracks/6/enabled = true
tracks/6/path = NodePath("CloudPath/Fill:texture:gradient:colors")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/keys = {
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tracks/7/type = "value"
tracks/7/imported = false
tracks/7/enabled = true
tracks/7/path = NodePath("CloudPath/Fill:texture:gradient:offsets")
tracks/7/interp = 1
tracks/7/loop_wrap = true
tracks/7/keys = {
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tracks/8/type = "value"
tracks/8/imported = false
tracks/8/enabled = true
tracks/8/path = NodePath("CloudPath/Fill:texture:fill_from")
tracks/8/interp = 1
tracks/8/loop_wrap = true
tracks/8/keys = {
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tracks/9/type = "value"
tracks/9/imported = false
tracks/9/enabled = true
tracks/9/path = NodePath("CloudPath/Fill:texture:fill_to")
tracks/9/interp = 1
tracks/9/loop_wrap = true
tracks/9/keys = {
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&"cloud_doing_cloud_stuff": SubResource("Animation_oar4j")
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metadata/svg_root = true
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line = NodePath("Stroke")
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tolerance_degrees = 15.0
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default_color = Color(0, 0, 0, 1)
sharp_limit = 80.0
metadata/_edit_lock_ = true
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width = 2.64583
default_color = Color(0, 0, 0, 1)
metadata/_edit_lock_ = true
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visible = false
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closed = true
width = 2.64583
default_color = Color(0, 0, 0, 1)
metadata/_edit_lock_ = true
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visible = false
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width = 2.64583
default_color = Color(0, 0, 0, 1)
metadata/_edit_lock_ = true
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metadata/_edit_lock_ = true
[node name="BubbleCutout" type="Node2D" parent="CloudPath"]
position = Vector2(31.2104, -35.3104)
script = ExtResource("1_8gu3s")
curve = SubResource("Curve2D_a6hwq")
update_curve_at_runtime = true
arc_list = SubResource("Resource_kh3t1")
use_union_in_stead_of_clipping = true
shape_type = 2
size = Vector2(20, 20)
rx = 10.0
ry = 10.0
metadata/_custom_type_script = "uid://de3jpss66xjfh"
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_q0tfb")
}

View File

@@ -0,0 +1,22 @@
extends Node2D
@export var is_open := true:
set(flag):
if flag != is_open:
if flag:
$AnimationPlayer.play("open")
else:
$AnimationPlayer.play("close")
is_open = flag
@onready var _initial_iris_position : Vector2 = $Outline/Iris.position
func _ready() -> void:
$AnimationPlayer.play("RESET")
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
$Outline/Iris.position = _initial_iris_position + (
position.direction_to(get_local_mouse_position()) * 1.5
)

View File

@@ -0,0 +1 @@
uid://bjguk7v0cas38

View File

@@ -0,0 +1,197 @@
[gd_scene load_steps=19 format=3 uid="uid://b7d7mk2ioy617"]
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[ext_resource type="Script" uid="uid://dlbv4pit17dnu" path="res://addons/curved_lines_2d/scalable_arc.gd" id="2_x8diq"]
[ext_resource type="Script" uid="uid://dl1t88tthmwts" path="res://addons/curved_lines_2d/scalable_arc_list.gd" id="3_kjel7"]
[sub_resource type="Curve2D" id="Curve2D_ng2ve"]
resource_local_to_scene = true
_data = {
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}
point_count = 5
[sub_resource type="Resource" id="Resource_popqj"]
resource_local_to_scene = true
script = ExtResource("3_kjel7")
arcs = Array[ExtResource("2_x8diq")]([])
[sub_resource type="Curve2D" id="Curve2D_uahbu"]
resource_local_to_scene = true
_data = {
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}
point_count = 5
[sub_resource type="Resource" id="Resource_lovsl"]
script = ExtResource("2_x8diq")
start_point = 0
radius = Vector2(5.12221, 10.7101)
rotation_deg = 0.0
sweep_flag = true
large_arc_flag = false
[sub_resource type="Resource" id="Resource_shxx8"]
script = ExtResource("2_x8diq")
start_point = 1
radius = Vector2(5.12221, 10.7101)
rotation_deg = 0.0
sweep_flag = true
large_arc_flag = false
[sub_resource type="Resource" id="Resource_jon1a"]
script = ExtResource("2_x8diq")
start_point = 2
radius = Vector2(5.12221, 10.7101)
rotation_deg = 0.0
sweep_flag = true
large_arc_flag = false
[sub_resource type="Resource" id="Resource_sm24i"]
script = ExtResource("2_x8diq")
start_point = 3
radius = Vector2(5.12221, 10.7101)
rotation_deg = 0.0
sweep_flag = true
large_arc_flag = false
[sub_resource type="Resource" id="Resource_kdkpg"]
resource_local_to_scene = true
script = ExtResource("3_kjel7")
arcs = Array[ExtResource("2_x8diq")]([SubResource("Resource_lovsl"), SubResource("Resource_shxx8"), SubResource("Resource_jon1a"), SubResource("Resource_sm24i")])
[sub_resource type="Curve2D" id="Curve2D_4mfx8"]
resource_local_to_scene = true
_data = {
"points": PackedVector2Array(0, 0, 0, 1.92886, 1.62979, 0, 0.900136, 0, -0.900136, 0, 0, 3.49241, 0, 1.92886, 0, -1.92886, -1.62979, 0, -0.900136, 0, 0.900136, 0, 0, -3.49241, 0, -1.92886, 0, 0, 1.62979, 0)
}
point_count = 5
[sub_resource type="Resource" id="Resource_hq7x2"]
resource_local_to_scene = true
script = ExtResource("3_kjel7")
arcs = Array[ExtResource("2_x8diq")]([])
[sub_resource type="Animation" id="Animation_kjel7"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Outline:size")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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&"": SubResource("AnimationLibrary_ppl4k")
}

View File

@@ -0,0 +1,19 @@
extends Node2D
func _ready() -> void:
$AnimationPlayer.play("dance")
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if (event as InputEventMouseButton).pressed:
if (event as InputEventMouseButton).button_index == MOUSE_BUTTON_LEFT:
%RightEye.is_open = false
else:
%LeftEye.is_open = false
else:
if (event as InputEventMouseButton).button_index == MOUSE_BUTTON_LEFT:
%RightEye.is_open = true
else:
%LeftEye.is_open = true

View File

@@ -0,0 +1 @@
uid://cgl7svglo3dea

View File

@@ -0,0 +1,712 @@
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[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(23, 31.6667)
zoom = Vector2(7, 7)

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@@ -0,0 +1,4 @@
extends Node2D
func _ready() -> void:
$AnimationPlayer.play("heart_beat")

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@@ -0,0 +1 @@
uid://bq71tj10w4224

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@@ -0,0 +1,725 @@
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polygon = PackedVector2Array(0.973248, -28.9963, 3.81036, -33.352, 6.82277, -37.059, 9.97457, -40.1395, 13.2299, -42.6159, 16.5527, -44.5104, 18.2283, -45.2463, 19.9073, -45.8452, 21.5852, -46.3097, 23.2576, -46.6426, 24.9199, -46.8468, 26.5677, -46.925, 28.1966, -46.88, 29.8019, -46.7145, 31.3792, -46.4315, 32.9241, -46.0335, 34.4319, -45.5235, 35.8984, -44.9043, 37.3189, -44.1785, 38.689, -43.349, 40.0041, -42.4185, 41.2599, -41.3899, 43.5752, -39.0494, 45.5991, -36.3498, 47.2956, -33.3131, 48.6288, -29.9619, 49.5629, -26.3183, 50.0618, -22.4045, 50.0898, -18.243, 49.6108, -13.8558, 48.5891, -9.26542, 46.9886, -4.49398, 44.7735, 0.436201, 41.9079, 5.50286, 38.3559, 10.6837, 34.0815, 15.9565, 29.0489, 21.299, 16.5653, 32.1038, 0.617999, 42.92, -14.482, 34.1835, -26.6175, 24.8304, -31.6371, 20.0018, -35.9917, 15.1141, -39.7068, 10.1988, -42.8077, 5.28776, -45.32, 0.412537, -47.2688, -4.39518, -48.6798, -9.10373, -49.5782, -13.6814, -49.9895, -18.0967, -49.939, -22.3177, -49.4521, -26.3129, -48.5544, -30.0507, -47.2711, -33.4992, -45.6276, -36.6269, -44.6787, -38.0606, -43.6494, -39.4022, -42.5427, -40.6478, -41.3618, -41.7933, -40.11, -42.8349, -38.7903, -43.7686, -37.406, -44.5904, -35.9602, -45.2964, -34.4562, -45.8825, -32.897, -46.345, -31.2859, -46.6797, -29.626, -46.8828, -27.9205, -46.9503, -26.1727, -46.8782, -24.3855, -46.6625, -22.5624, -46.2994, -20.7063, -45.7848, -18.8205, -45.1148, -14.9725, -43.2927, -11.0437, -40.8015, -7.05955, -37.6094, -3.04543, -33.6849)
metadata/_edit_lock_ = true
[node name="Stroke" type="Line2D" parent="Rectangle/Heart"]
show_behind_parent = true
points = PackedVector2Array(0.973248, -28.9963, 3.81036, -33.352, 6.82277, -37.059, 9.97457, -40.1395, 13.2299, -42.6159, 16.5527, -44.5104, 18.2283, -45.2463, 19.9073, -45.8452, 21.5852, -46.3097, 23.2576, -46.6426, 24.9199, -46.8468, 26.5677, -46.925, 28.1966, -46.88, 29.8019, -46.7145, 31.3792, -46.4315, 32.9241, -46.0335, 34.4319, -45.5235, 35.8984, -44.9043, 37.3189, -44.1785, 38.689, -43.349, 40.0041, -42.4185, 41.2599, -41.3899, 43.5752, -39.0494, 45.5991, -36.3498, 47.2956, -33.3131, 48.6288, -29.9619, 49.5629, -26.3183, 50.0618, -22.4045, 50.0898, -18.243, 49.6108, -13.8558, 48.5891, -9.26542, 46.9886, -4.49398, 44.7735, 0.436201, 41.9079, 5.50286, 38.3559, 10.6837, 34.0815, 15.9565, 29.0489, 21.299, 16.5653, 32.1038, 0.617999, 42.92, -14.482, 34.1835, -26.6175, 24.8304, -31.6371, 20.0018, -35.9917, 15.1141, -39.7068, 10.1988, -42.8077, 5.28776, -45.32, 0.412537, -47.2688, -4.39518, -48.6798, -9.10373, -49.5782, -13.6814, -49.9895, -18.0967, -49.939, -22.3177, -49.4521, -26.3129, -48.5544, -30.0507, -47.2711, -33.4992, -45.6276, -36.6269, -44.6787, -38.0606, -43.6494, -39.4022, -42.5427, -40.6478, -41.3618, -41.7933, -40.11, -42.8349, -38.7903, -43.7686, -37.406, -44.5904, -35.9602, -45.2964, -34.4562, -45.8825, -32.897, -46.345, -31.2859, -46.6797, -29.626, -46.8828, -27.9205, -46.9503, -26.1727, -46.8782, -24.3855, -46.6625, -22.5624, -46.2994, -20.7063, -45.7848, -18.8205, -45.1148, -14.9725, -43.2927, -11.0437, -40.8015, -7.05955, -37.6094, -3.04543, -33.6849)
closed = true
width = 6.0
default_color = Color(0.129412, 0.145098, 0.196078, 1)
joint_mode = 2
begin_cap_mode = 2
end_cap_mode = 2
metadata/_edit_lock_ = true
[node name="ScalableVectorShape2D" type="Node2D" parent="Rectangle/Heart" node_paths=PackedStringArray("polygon")]
position = Vector2(27.75, -24)
rotation = 0.785015
scale = Vector2(0.564941, 0.868743)
script = ExtResource("1_0qe1d")
polygon = NodePath("Polygon2D")
curve = SubResource("Curve2D_bi08n")
update_curve_at_runtime = true
arc_list = SubResource("Resource_35n4y")
shape_hint_color = Color(0.196078, 0.803922, 0.196078, 0.27451)
metadata/_custom_type_script = "uid://de3jpss66xjfh"
[node name="Polygon2D" type="Polygon2D" parent="Rectangle/Heart/ScalableVectorShape2D"]
show_behind_parent = true
texture = SubResource("GradientTexture2D_2eynm")
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metadata/_edit_lock_ = true
[node name="Camera2D" type="Camera2D" parent="."]
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../Rectangle")
libraries = {
&"": SubResource("AnimationLibrary_7bfrm")
}

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extends CharacterBody2D
@onready var navigation_agent := $NavigationAgent2D
func _ready():
set_physics_process(false)
call_deferred("on_nav_serv_ready")
func on_nav_serv_ready():
await get_tree().physics_frame
set_physics_process(true)
func _physics_process(_delta: float) -> void:
var pinball = get_tree().get_first_node_in_group("pinballs")
if not is_instance_valid(pinball):
return
var target_pos : Vector2 = pinball.position
navigation_agent.target_position = target_pos
var current_agent_position = global_position
var next_path_position = navigation_agent.get_next_path_position()
velocity = current_agent_position.direction_to(next_path_position) * 600
navigation_agent.set_velocity_forced(velocity)
move_and_slide()

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@@ -0,0 +1 @@
uid://cqncbgw8tm4cf

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@@ -0,0 +1,31 @@
[gd_scene load_steps=5 format=3 uid="uid://de7qp86gcbt0j"]
[ext_resource type="Script" uid="uid://cqncbgw8tm4cf" path="res://chasing_light.gd" id="1_5swdf"]
[sub_resource type="CircleShape2D" id="CircleShape2D_qxspa"]
radius = 18.0
[sub_resource type="Gradient" id="Gradient_xagdg"]
offsets = PackedFloat32Array(0, 0.727273)
colors = PackedColorArray(1, 1, 1, 1, 0, 0, 0, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_tuwup"]
gradient = SubResource("Gradient_xagdg")
fill = 1
fill_from = Vector2(0.5, 0.5)
[node name="ChasingLight" type="CharacterBody2D"]
z_index = -1
collision_layer = 2
collision_mask = 2
motion_mode = 1
script = ExtResource("1_5swdf")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_qxspa")
[node name="PointLight2D" type="PointLight2D" parent="."]
energy = 2.0
texture = SubResource("GradientTexture2D_tuwup")
[node name="NavigationAgent2D" type="NavigationAgent2D" parent="."]

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@@ -0,0 +1,26 @@
extends Node2D
@export var flipping_up := false
@export var min_rotation := 0.0
@export var max_rotation := 45.0
@export var base_acceleration := 3.0
var acceleration = 0.0
func _physics_process(delta: float) -> void:
if flipping_up:
if $AnimatableBody2D.rotation > deg_to_rad(min_rotation) + 0.01:
if acceleration == 0:
acceleration = 2 * base_acceleration
$AnimatableBody2D.rotation -= acceleration * delta
acceleration += base_acceleration
else:
$AnimatableBody2D.rotation = deg_to_rad(min_rotation)
acceleration = 0.0
else:
if $AnimatableBody2D.rotation < deg_to_rad(max_rotation) - 0.01:
$AnimatableBody2D.rotation += acceleration * delta
acceleration = base_acceleration * 4
else:
$AnimatableBody2D.rotation = deg_to_rad(max_rotation)
acceleration = 0.0

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@@ -0,0 +1 @@
uid://dl0gawkliv8ak

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@@ -0,0 +1,40 @@
[gd_scene load_steps=7 format=3 uid="uid://c4qvvoxq5w28e"]
[ext_resource type="Script" uid="uid://dl0gawkliv8ak" path="res://addons/curved_lines_2d/examples/pinball/flipper.gd" id="1_k5dyu"]
[ext_resource type="Script" uid="uid://de3jpss66xjfh" path="res://addons/curved_lines_2d/scalable_vector_shape_2d.gd" id="1_mhtlv"]
[ext_resource type="Script" uid="uid://dlbv4pit17dnu" path="res://addons/curved_lines_2d/scalable_arc.gd" id="2_k5dyu"]
[ext_resource type="Script" uid="uid://dl1t88tthmwts" path="res://addons/curved_lines_2d/scalable_arc_list.gd" id="3_muof8"]
[sub_resource type="Curve2D" id="Curve2D_0bqc8"]
_data = {
"points": PackedVector2Array(0, 0, 24, 24, 192, -31.5, 40, 0.5, -17.6736, 0, 0, 32.5, 0, 17.6736, 0, -17.6736, -32, 0, -17.6736, 0, 0, 0, 0, -31.5, 0, 0, 0, 0, 192, -31.5)
}
point_count = 5
[sub_resource type="Resource" id="Resource_r6cs1"]
script = ExtResource("3_muof8")
arcs = Array[ExtResource("2_k5dyu")]([])
[node name="Flipper" type="Node2D"]
script = ExtResource("1_k5dyu")
metadata/_edit_horizontal_guides_ = [-33.0]
[node name="AnimatableBody2D" type="AnimatableBody2D" parent="."]
position = Vector2(0, -0.5)
rotation = 0.785398
metadata/_edit_lock_ = true
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="AnimatableBody2D"]
polygon = PackedVector2Array(192, -31.5, 192.98, -30.3631, 193.674, -29.2034, 194.091, -28.0222, 194.238, -26.8207, 194.123, -25.6003, 193.753, -24.3623, 193.137, -23.1081, 192.281, -21.8389, 191.194, -20.556, 189.883, -19.2608, 186.621, -16.6388, 182.556, -13.9832, 177.75, -11.3047, 152.344, -0.571289, 120, 9.6875, 50.25, 26.0859, 20.7188, 30.8779, 0, 32.5, -3.27189, 32.3292, -6.44926, 31.8284, -9.516, 31.0152, -12.456, 29.9072, -15.2533, 28.5219, -17.8917, 26.8768, -20.3552, 24.9895, -22.6276, 22.8776, -24.6929, 20.5585, -26.535, 18.0499, -28.1379, 15.3693, -29.4853, 12.5342, -30.5614, 9.56214, -31.3499, 6.47074, -31.8348, 3.27751, -32, 0, -31.8348, -3.26628, -31.3499, -6.42777, -30.5614, -9.46986, -29.4853, -12.3779, -28.1379, -15.1374, -26.535, -17.7335, -24.6929, -20.1518, -22.6276, -22.3776, -20.3552, -24.3963, -17.8917, -26.1932, -15.2533, -27.7538, -12.456, -29.0635, -9.516, -30.1075, -6.44926, -30.8714, -3.27189, -31.3404, 0, -31.5)
metadata/_edit_lock_ = true
[node name="Circle" type="Node2D" parent="AnimatableBody2D" node_paths=PackedStringArray("polygon", "collision_object")]
script = ExtResource("1_mhtlv")
polygon = NodePath("Fill")
collision_object = NodePath("..")
curve = SubResource("Curve2D_0bqc8")
arc_list = SubResource("Resource_r6cs1")
[node name="Fill" type="Polygon2D" parent="AnimatableBody2D/Circle"]
polygon = PackedVector2Array(192, -31.5, 192.98, -30.3631, 193.674, -29.2034, 194.091, -28.0222, 194.238, -26.8207, 194.123, -25.6003, 193.753, -24.3623, 193.137, -23.1081, 192.281, -21.8389, 191.194, -20.556, 189.883, -19.2608, 186.621, -16.6388, 182.556, -13.9832, 177.75, -11.3047, 152.344, -0.571289, 120, 9.6875, 50.25, 26.0859, 20.7188, 30.8779, 0, 32.5, -3.27189, 32.3292, -6.44926, 31.8284, -9.516, 31.0152, -12.456, 29.9072, -15.2533, 28.5219, -17.8917, 26.8768, -20.3552, 24.9895, -22.6276, 22.8776, -24.6929, 20.5585, -26.535, 18.0499, -28.1379, 15.3693, -29.4853, 12.5342, -30.5614, 9.56214, -31.3499, 6.47074, -31.8348, 3.27751, -32, 0, -31.8348, -3.26628, -31.3499, -6.42777, -30.5614, -9.46986, -29.4853, -12.3779, -28.1379, -15.1374, -26.535, -17.7335, -24.6929, -20.1518, -22.6276, -22.3776, -20.3552, -24.3963, -17.8917, -26.1932, -15.2533, -27.7538, -12.456, -29.0635, -9.516, -30.1075, -6.44926, -30.8714, -3.27189, -31.3404, 0, -31.5)
metadata/_edit_lock_ = true

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@@ -0,0 +1,18 @@
extends Node2D
var PinballScene : PackedScene = preload("res://addons/curved_lines_2d/examples/pinball/pinball.tscn")
@onready var pinball_spawn_point : Vector2 = $Pinball.position
func _process(_delta: float) -> void:
$LeftFlipper.flipping_up = Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
$RightFlipper.flipping_up = Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
func _on_catch_ball_area_2d_body_entered(body: Node2D) -> void:
if body.is_in_group("pinballs"):
body.remove_from_group("pinballs")
await get_tree().create_timer(1).timeout
body.queue_free()
var new_ball : Node2D = PinballScene.instantiate()
new_ball.position = pinball_spawn_point
add_child.call_deferred(new_ball)

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uid://wyeymr4vku74

View File

@@ -0,0 +1,188 @@
[gd_scene load_steps=22 format=3 uid="uid://bpjhx0g61ptyq"]
[ext_resource type="Script" uid="uid://wyeymr4vku74" path="res://addons/curved_lines_2d/examples/pinball/game.gd" id="1_eow3j"]
[ext_resource type="Script" uid="uid://de3jpss66xjfh" path="res://addons/curved_lines_2d/scalable_vector_shape_2d.gd" id="2_j5wjh"]
[ext_resource type="Script" uid="uid://dlbv4pit17dnu" path="res://addons/curved_lines_2d/scalable_arc.gd" id="3_vef74"]
[ext_resource type="Script" uid="uid://dl1t88tthmwts" path="res://addons/curved_lines_2d/scalable_arc_list.gd" id="4_hve3p"]
[ext_resource type="PackedScene" uid="uid://c4qvvoxq5w28e" path="res://addons/curved_lines_2d/examples/pinball/flipper.tscn" id="5_mfdv2"]
[ext_resource type="PackedScene" uid="uid://bwxjc7a0mapl0" path="res://addons/curved_lines_2d/examples/pinball/pinball.tscn" id="6_iotsf"]
[ext_resource type="PackedScene" uid="uid://cisphek1rg6t6" path="res://addons/curved_lines_2d/examples/pinball/butterfly.scn" id="6_j6l5u"]
[ext_resource type="PackedScene" uid="uid://de7qp86gcbt0j" path="res://addons/curved_lines_2d/examples/pinball/chasing_light.tscn" id="7_lc2xo"]
[sub_resource type="Curve2D" id="Curve2D_ipynf"]
_data = {
"points": PackedVector2Array(0, 0, 0, 0, -576, -584, 0, 0, 0, 0, 576, -584, 0, 0, 0, 0, 576, 1440, 0, 0, 0, 0, -576, 1440, 0, 0, 0, 0, -576, -584)
}
point_count = 5
[sub_resource type="Resource" id="Resource_dpgl4"]
script = ExtResource("4_hve3p")
arcs = Array[ExtResource("3_vef74")]([])
[sub_resource type="Gradient" id="Gradient_8lkhd"]
colors = PackedColorArray(1, 0.613281, 0.613281, 1, 1, 0.421875, 0.421875, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_mpo7f"]
gradient = SubResource("Gradient_8lkhd")
width = 1152
height = 2024
fill_from = Vector2(0.552951, 0.153472)
fill_to = Vector2(0.510417, 0.762352)
[sub_resource type="Curve2D" id="Curve2D_ara7v"]
_data = {
"points": PackedVector2Array(0, 0, -48, 21.3333, 235.143, -125.429, 0, 0, 91, 100.857, 201, -71.8571, 0, 0, 0, 0, 922, 262, 0, 0, 0, 0, 930, 206, 0, 0, 13.3333, -24, 678.333, -67.3333, 24, 13.3333, 16, -16, 652.667, -127, 53.3333, 625.333, 0, 0, 898, -1218, 0, 0, -22.6667, 726.667, 2, -1218, -16, -16, 0, 0, 235.143, -125.429)
}
point_count = 9
[sub_resource type="Resource" id="Resource_vbn2a"]
script = ExtResource("3_vef74")
start_point = 6
radius = Vector2(448, 448)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_x3eih"]
script = ExtResource("3_vef74")
start_point = 2
radius = Vector2(44, 44)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = true
[sub_resource type="Resource" id="Resource_gdr51"]
script = ExtResource("3_vef74")
start_point = 0
radius = Vector2(28, 28)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_1vgfy"]
script = ExtResource("3_vef74")
start_point = 4
radius = Vector2(32, 32)
rotation_deg = 0.0
sweep_flag = false
large_arc_flag = false
[sub_resource type="Resource" id="Resource_8v3mp"]
script = ExtResource("4_hve3p")
arcs = Array[ExtResource("3_vef74")]([SubResource("Resource_vbn2a"), SubResource("Resource_x3eih"), SubResource("Resource_gdr51"), SubResource("Resource_1vgfy")])
[sub_resource type="Gradient" id="Gradient_x3eih"]
offsets = PackedFloat32Array(0.752276, 0.836019)
colors = PackedColorArray(0, 0, 0, 1, 0, 0, 0, 0)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_gdr51"]
gradient = SubResource("Gradient_x3eih")
width = 1001
height = 1948
fill = 1
fill_from = Vector2(1.01428, 1.00321)
fill_to = Vector2(0.892115, 0.96797)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_1vgfy"]
size = Vector2(53, 18)
[node name="Game" type="Node2D"]
script = ExtResource("1_eow3j")
[node name="Rectangle" type="Node2D" parent="." node_paths=PackedStringArray("polygon", "collision_object", "clip_paths")]
position = Vector2(0, -1144)
script = ExtResource("2_j5wjh")
polygon = NodePath("Fill")
collision_object = NodePath("StaticBody2D")
curve = SubResource("Curve2D_ipynf")
update_curve_at_runtime = true
arc_list = SubResource("Resource_dpgl4")
clip_paths = [NodePath("CutoutOfRectangle")]
metadata/_edit_lock_ = true
[node name="StaticBody2D" type="StaticBody2D" parent="Rectangle"]
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metadata/_edit_lock_ = true
[node name="LeftFlipper" parent="." instance=ExtResource("5_mfdv2")]
position = Vector2(-232, -96)
[node name="RightFlipper" parent="." instance=ExtResource("5_mfdv2")]
position = Vector2(216, -96)
scale = Vector2(-1, 1)
flipping_up = true
[node name="Butterfly" parent="." instance=ExtResource("6_j6l5u")]
[node name="CatchBallArea2D" type="Area2D" parent="."]
position = Vector2(502, 286)
[node name="CollisionShape2D" type="CollisionShape2D" parent="CatchBallArea2D"]
position = Vector2(6.5, 1)
shape = SubResource("RectangleShape2D_1vgfy")
[node name="Pinball" parent="." instance=ExtResource("6_iotsf")]
position = Vector2(376, -1000)
[node name="ChasingLight" parent="." instance=ExtResource("7_lc2xo")]
position = Vector2(-140, -493)
[node name="ChasingLight2" parent="." instance=ExtResource("7_lc2xo")]
position = Vector2(153, -492)
[node name="ChasingLight3" parent="." instance=ExtResource("7_lc2xo")]
position = Vector2(-317, -1066)
[node name="ChasingLight4" parent="." instance=ExtResource("7_lc2xo")]
position = Vector2(349, -1044)
[node name="ChasingLight5" parent="." instance=ExtResource("7_lc2xo")]
position = Vector2(-113, -1094)
[node name="ChasingLight6" parent="." instance=ExtResource("7_lc2xo")]
position = Vector2(131, -1102)
[node name="ChasingLight7" parent="." instance=ExtResource("7_lc2xo")]
position = Vector2(12, -807)
[connection signal="body_entered" from="CatchBallArea2D" to="." method="_on_catch_ball_area_2d_body_entered"]

View File

@@ -0,0 +1,5 @@
extends RigidBody2D
func _process(_delta: float) -> void:
$Gradient.rotation = -rotation

View File

@@ -0,0 +1 @@
uid://bsnpei7ltelnx

View File

@@ -0,0 +1,46 @@
[gd_scene load_steps=7 format=3 uid="uid://bwxjc7a0mapl0"]
[ext_resource type="Script" uid="uid://bsnpei7ltelnx" path="res://addons/curved_lines_2d/examples/pinball/pinball.gd" id="1_t6ii5"]
[sub_resource type="CircleShape2D" id="CircleShape2D_ia8el"]
radius = 24.0
[sub_resource type="FastNoiseLite" id="FastNoiseLite_48gu3"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_t6ii5"]
seamless = true
noise = SubResource("FastNoiseLite_48gu3")
[sub_resource type="Gradient" id="Gradient_q2wd1"]
offsets = PackedFloat32Array(0.115583, 1)
colors = PackedColorArray(1, 1, 1, 1, 0.183594, 0.183594, 0.183594, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_qlygp"]
gradient = SubResource("Gradient_q2wd1")
width = 48
height = 48
fill = 1
fill_from = Vector2(0.354167, 0.246528)
fill_to = Vector2(0.840278, 0.864583)
[node name="Pinball" type="RigidBody2D" groups=["pinballs"]]
z_index = -1
script = ExtResource("1_t6ii5")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_ia8el")
[node name="Polygon2D" type="Polygon2D" parent="."]
texture_repeat = 2
texture = SubResource("NoiseTexture2D_t6ii5")
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metadata/_edit_lock_ = true
[node name="Gradient" type="Polygon2D" parent="."]
color = Color(1, 1, 1, 0.47451)
texture = SubResource("GradientTexture2D_qlygp")
texture_offset = Vector2(24, 24)
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metadata/_edit_lock_ = true
[node name="Camera2D" type="Camera2D" parent="."]

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