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Erstelle eine Godot-Klasse 'GSAISteeringAgent' die von GSAIAgentLocation erbt mit folgenden Funktionen:
# Adds velocity, speed, and size data to `GSAIAgentLocation`. # # It is the character's responsibility to keep this information up to date for # the steering toolkit to work correctly. # @category - Base types class_name GSAISteeringAgent extends GSAIAgentLocation # The amount of velocity to be considered effectively ...
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Vervollständige den GDScript-Code:
# Autoloaded singleton that holds signals that would be troublesome to wire in a # local parent or a scene owner. # # This keeps objects passed through setup functions or unsafe accessors at a # lower count, and can be replaced with simpler `Events.connect` calls. extends Node signal player_died signal quit_requested...
signal asteroid_spawned(object) signal map_toggled(is_visible, animation_length) signal upgrade_unlocked signal upgrade_chosen(choice) signal damaged(target, damage, shooter) signal begin_patrol(squad_leader) signal end_patrol(squad_leader) signal reached_cluster(squad_leader) signal squad_leader_changed(old_leader...
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Vervollständige den GDScript-Code:
extends Control func _on_toggle_music_toggled(button_pressed: bool) -> void: if button_pressed: $SoundEffects/Music.play() else: $SoundEffects/Music.stop() func _on_ding_button_pressed() -> void: $SoundEffects/Ding.play() func _on_glass_button_pressed() -> void: $SoundEffects/Glass.play() func _on_meow_...
func _on_toggle_amplify_toggled(button_pressed: bool) -> void: AudioServer.set_bus_effect_enabled(0, 0, button_pressed) func _on_toggle_band_limiter_toggled(button_pressed: bool) -> void: AudioServer.set_bus_effect_enabled(0, 1, button_pressed) func _on_toggle_band_pass_filter_toggled(button_pressed: bool) -> vo...
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Erstelle eine Godot-Klasse 'NoteManager' die von Node2D erbt mit folgenden Funktionen: _ready, _process, _miss_old_notes, _handle_keypress, _finish_song
class_name NoteManager extends Node2D signal play_stats_updated(play_stats: PlayStats) signal note_hit(beat: float, hit_type: Enums.HitType, hit_error: float) signal song_finished(play_stats: PlayStats) const NOTE_SCENE = preload("res://objects/note/note.tscn") const HIT_MARGIN_PERFECT = 0.050 const HIT_MARGIN_GOOD =...
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Vervollständige den GDScript-Code:
extends Control var effect: AudioEffect var recording: AudioStreamWAV var stereo: bool = true var mix_rate := 44100 # This is the default mix rate on recordings. var format := AudioStreamWAV.FORMAT_16_BITS # This is the default format on recordings. func _ready() -> void: var idx := AudioServer.get_bus_index(&"R...
func _on_play_button_pressed() -> void: print_rich("\n[b]Playing recording:[/b] %s" % recording) print_rich("[b]Format:[/b] %s" % ("8-bit uncompressed" if recording.format == 0 else "16-bit uncompressed" if recording.format == 1 else "IMA ADPCM compressed")) print_rich("[b]Mix rate:[/b] %s Hz" % recording.mix_rate)...
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Vervollständige den GDScript-Code:
## This is the base interface for value extraction class_name GdUnitValueExtractor extends RefCounted
## Extracts a value by given implementation func extract_value(value :Variant) -> Variant: push_error("Uninplemented func 'extract_value'") return value
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Erstelle eine Godot-Klasse 'GameWorld' die von Node2D erbt mit folgenden Funktionen: _ready, setup, _find_largest_inoccupied_asteroid_cluster, _on_Events_upgrade_chosen, _on_AsteroidSpawner_cluster_depleted
# Spawns the station, asteroids, and pirates when entering the game. # Keeps track of resources available in the world and which asteroid clusters holds it, # and spawns more when running low. # It also signals the pirate spawner when an upgrade has been made. class_name GameWorld extends Node2D # Radius of the world ...
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Erstelle eine Godot-Klasse 'Cutscene' die von Node2D erbt mit folgenden Funktionen: is_cutscene_in_progress, run, _execute
## A cutscene stops field gameplay to run a scripted event. ## ## A cutscene may be thought of as the videogame equivalent of a short scene in a film. For example, ## dialogue may be displayed, the scene may switch to show key NPCs performing an event, or the ## inventory may be altered. Gameplay on the field is [b]sto...
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Vervollständige den GDScript-Code:
class_name PlayStats extends Resource @export var mean_hit_error: float = 0.0: set(value): if mean_hit_error != value: mean_hit_error = value emit_changed()
@export var perfect_count: int = 0: set(value): if perfect_count != value: perfect_count = value emit_changed() @export var good_count: int = 0: set(value): if good_count != value: good_count = value emit_changed() @export var miss_count: int = 0: set(value): if miss_count != value: miss_count...
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Vervollständige den GDScript-Code:
# Calculates an acceleration to take an agent to a target agent's position # directly. # @category - Individual behaviors class_name GSAISeek extends GSAISteeringBehavior # The target that the behavior aims to move the agent to.
var target: GSAIAgentLocation func _init(agent: GSAISteeringAgent, _target: GSAIAgentLocation) -> void: super._init(agent) self.target = _target func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: acceleration.linear = ( (target.position - agent.position).normalized() * agent.linear_acceler...
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Vervollständige den GDScript-Code:
## A transition (usually between gameplay scenes) in which the screen is hidden behind an opaque ## color and then shown again. ## ## Screen transitions are often used in [Cutscenes] to cover up changes in the scenery or sudden ## changes to the loaded area. Many games begin with the screen covered and play some kind o...
# The screen transitions need to run over the gameplay, which is instantiated below all # autoloads (including this class). Therefore, we want to move the ScreenTransition object to # the very bottom of the SceneTree's child list. # We cannot do so during ready, in which this node's parents are not yet ready. There...
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Vervollständige den GDScript-Code:
## An arena is the editor-configured environment for a battle. It is a Control node that contains ## the combat participants and details (such as background, foreground, music, etc.). class_name CombatArena extends Control
## The music that will be automatically played during this combat instance. @export var music: AudioStream ## Retrieve the list of the combat participants, in [BattlerRoster] form. func get_battler_roster() -> BattlerRoster: return $Battlers as BattlerRoster
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Erstelle eine Godot-Klasse 'GdUnitSceneRunner' die von RefCounted erbt mit folgenden Funktionen: simulate_action_pressed, simulate_action_press, simulate_action_release, test_key_presssed, simulate_key_pressed
## The Scene Runner is a tool used for simulating interactions on a scene. ## With this tool, you can simulate input events such as keyboard or mouse input and/or simulate scene processing over a certain number of frames. ## This tool is typically used for integration testing a scene. @abstract class_name GdUnitSceneRu...
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Vervollständige den GDScript-Code:
extends Trigger @export var _anim: AnimationPlayer
func _ready() -> void: super._ready() assert(_anim, "%s error: animation player reference is not set!" % name) func _on_area_entered(area: Area2D) -> void: super._on_area_entered(area) _anim.play("open")
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Vervollständige den GDScript-Code:
class_name XRHandFallbackModifier3D extends SkeletonModifier3D ## This node implements a fallback if the hand tracking API is not available ## or if one of the data sources is not supported by the XR runtime. ## It uses trigger and grip inputs from the normal controller tracker to ## animate the index finger and botto...
# Check if we have an active hand tracker, # if so, we don't need our fallback! var xr_parent : XRNode3D = parent if not xr_parent.tracker in [ "left_hand", "right_hand" ]: return var trigger : float = 0.0 var grip : float = 0.0 # Check our tracker for trigger and grip values var tracker : XRControllerTrac...
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Erstelle eine Godot-Klasse 'Trigger' die von Cutscene erbt mit folgenden Funktionen: _ready, _get_configuration_warnings, _on_input_paused, _on_area_entered, _on_area_exited
@tool ## A [Cutscene] that triggers on collision with a [Gamepiece]'s collision shapes. ## ## A Gamepiece with collision shapes on a layer monitored by the Trigger may activate the Trigger. ## Triggers typically wait for [signal Gamepiece.arriving] before being run, but that behaviour may ## be overridden in derived T...
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Erstelle eine Godot-Klasse 'GSAIPath' die von RefCounted erbt mit folgenden Funktionen: _init, create_path, calculate_distance, calculate_target_position, get_start_point
# Represents a path made up of Vector3 waypoints, split into segments path # follow behaviors can use. # @category - Base types class_name GSAIPath extends RefCounted # If `false`, the path loops. var is_open: bool # Total length of the path. var length: float var _segments: Array var _nearest_point_on_segment: Vect...
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Vervollständige den GDScript-Code:
extends ProgressBar @export var Ore: PackedScene = preload("res://world/ores/iron_ore.tscn") @onready var arc_bottom := $ArcBottom @onready var arc_top := $ArcTop @onready var fill := $Fill @onready var tween : Tween @onready var anim_player := $AnimationPlayer @onready var audio_unload: AudioStreamPlayer = $AudioUnl...
func initialize(player: PlayerShip) -> void: player.cargo.stats.stat_changed.connect(_on_Stats_stat_changed) max_value = player.cargo.stats.get_max_cargo() value = player.cargo.stats.get_stat("cargo") func spawn_ore() -> void: var ore := Ore.instantiate() add_child(ore) if _player_is_mining: ore.global_positi...
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Erstelle eine GDScript-Funktion namens '_process':
func _process(_delta: float) -> void: if not _is_playing: return # Handle a web bug where AudioServer.get_time_since_last_mix() occasionally # returns unsigned 64-bit integer max value. This is likely due to minor # timing issues between the main/audio threads, thus causing an underflow # in the engine code. v...
extracted_function
Erstelle eine Godot-Klasse 'XRHandFallbackModifier3D' die von SkeletonModifier3D erbt mit folgenden Funktionen: _process_modification
class_name XRHandFallbackModifier3D extends SkeletonModifier3D ## This node implements a fallback if the hand tracking API is not available ## or if one of the data sources is not supported by the XR runtime. ## It uses trigger and grip inputs from the normal controller tracker to ## animate the index finger and botto...
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Vervollständige den GDScript-Code:
# Calculates an acceleration to make an agent intercept another based on the # target agent's movement. # @category - Individual behaviors class_name GSAIPursue extends GSAISteeringBehavior # The target agent that the behavior is trying to intercept. var target: GSAISteeringAgent # The maximum amount of time in the fu...
func _init(agent: GSAISteeringAgent, _target: GSAISteeringAgent, _predict_time_max := 1.0) -> void: super._init(agent) self.target = _target self.predict_time_max = _predict_time_max func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: var target_position := target.position var distance_squared...
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Erstelle eine Godot-Klasse 'GdUnitSignalAssert' die von GdUnitAssert erbt mit folgenden Funktionen: is_null, is_not_null, is_equal, is_not_equal, override_failure_message
## An Assertion Tool to verify for emitted signals until a waiting time @abstract class_name GdUnitSignalAssert extends GdUnitAssert ## Verifies that the current value is null. @abstract func is_null() -> GdUnitSignalAssert ## Verifies that the current value is not null. @abstract func is_not_null() -> GdUnitSignalAs...
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Vervollständige den GDScript-Code:
## An assertion tool to verify GDUnit asserts. ## This assert is for internal use only, to verify that failed asserts work as expected. @abstract class_name GdUnitFailureAssert extends GdUnitAssert ## Verifies that the current value is null. @abstract func is_null() -> GdUnitFailureAssert ## Verifies that the curre...
## Verifies that the current value is not equal to expected one. @abstract func is_not_equal(expected: Variant) -> GdUnitFailureAssert ## Overrides the default failure message by given custom message. @abstract func override_failure_message(message: String) -> GdUnitFailureAssert ## Appends a custom message to the f...
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Erstelle eine Godot-Klasse 'DebugGameboardBoundaries' die von Node2D erbt mit folgenden Funktionen: _ready, _draw, _update_boundaries
@tool ## Draws the boundaries set by a [Gameboard] object. ## ## Used within the editor to illustrate which cells will be included in the pathfinder calculations. class_name DebugGameboardBoundaries extends Node2D @export var gameboard_properties: GameboardProperties: set(value): gameboard_properties = value _upd...
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Erstelle eine GDScript-Funktion namens '_init':
func _init(agent: GSAISteeringAgent) -> void: super._init(agent) # Appends a behavior to the internal array along with its `weight`. func add(behavior: GSAISteeringBehavior, weight: float) -> void: behavior.agent = agent _behaviors.append({behavior = behavior, weight = weight}
extracted_function
Erstelle eine Godot-Klasse 'DefaultValueProvider' die von ValueProvider erbt mit folgenden Funktionen: _init, get_value
# default value provider, simple returns the initial value class_name DefaultValueProvider extends ValueProvider var _value: Variant func _init(value: Variant) -> void: _value = value func get_value() -> Variant: return _value
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Erstelle eine Godot-Klasse 'GdUnitIntAssert' die von GdUnitAssert erbt mit folgenden Funktionen: is_null, is_not_null, is_equal, is_not_equal, override_failure_message
## An Assertion Tool to verify integer values @abstract class_name GdUnitIntAssert extends GdUnitAssert ## Verifies that the current value is null. @abstract func is_null() -> GdUnitIntAssert ## Verifies that the current value is not null. @abstract func is_not_null() -> GdUnitIntAssert ## Verifies that the current ...
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Erstelle eine GDScript-Funktion namens 'set_value':
func set_value(key: Variant, value: Variant, blackboard_name: String = DEFAULT) -> void: if not _data.has(blackboard_name): _data[blackboard_name] = {}
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Vervollständige den GDScript-Code:
@tool extends TextureRect
func _ready() -> void: var vp_text = get_node("../../DistortMaskView/SubViewport").get_texture() var s_mat = material as ShaderMaterial s_mat.set_shader_parameter("displacement_mask", vp_text)
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Vervollständige den GDScript-Code:
@tool ## A [Cutscene] that triggers on collision with a [Gamepiece]'s collision shapes. ## ## A Gamepiece with collision shapes on a layer monitored by the Trigger may activate the Trigger. ## Triggers typically wait for [signal Gamepiece.arriving] before being run, but that behaviour may ## be overridden in derived T...
if callable == _on_area_entered : var connected_area: = data["signal"].get_object() as Area2D if connected_area: for node in connected_area.find_children("*", "CollisionShape2D"): (node as CollisionShape2D).disabled = !is_active for node in connected_area.find_children("*", "CollisionPo...
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Erstelle eine Godot-Klasse 'UIInventory' die von HBoxContainer erbt mit folgenden Funktionen: _ready, get_ui_item, _update_item, _on_inventory_item_changed
## An exceptionally simple item inventory that tracks which items the player has picked up. ## Normally, inventory design would be more complex. In particular, you would want to separate the ## inventory data structures from the UI implementation, as should be done in a future update to ## the OpenRPG project. ## In th...
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Erstelle eine Godot-Klasse 'GSAISeek' die von GSAISteeringBehavior erbt mit folgenden Funktionen: _init, _calculate_steering
# Calculates an acceleration to take an agent to a target agent's position # directly. # @category - Individual behaviors class_name GSAISeek extends GSAISteeringBehavior # The target that the behavior aims to move the agent to. var target: GSAIAgentLocation func _init(agent: GSAISteeringAgent, _target: GSAIAgentLoca...
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Erstelle eine GDScript-Funktion namens '_init':
func _init() -> void: for stat in _stats_list: _modifiers[stat] = [] _cache[stat] = 0.0 # Call this function from your node's ready function, before accessing the stats. This ensures # they're all loaded. func initialize() -> void: _update_all() # Get the final value of a stat, with all modifiers applied to it....
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Vervollständige den GDScript-Code:
## The base class responsible for AI-controlled Battlers. ## ## For now, this simply selects a random [BattlerAction] and picks a random target, if one is ## available. class_name CombatAI extends Node ## Defines the max number of loops that the controller will search for a valid action. If no valid ## action has been...
# that the controller fails ITERATION_MAX times, it will cease searching for an action. # We do this because it is possible that the designer may create a scenario where there are # no valid actions to choose, in which case the AI would loop forever finding a valid action. var iteration_counter = 0 if not source....
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Vervollständige den GDScript-Code:
## An Assertion Tool to verify dictionary @abstract class_name GdUnitDictionaryAssert extends GdUnitAssert ## Verifies that the current value is null. @abstract func is_null() -> GdUnitDictionaryAssert ## Verifies that the current value is not null. @abstract func is_not_null() -> GdUnitDictionaryAssert ## Verifi...
@abstract func append_failure_message(message: String) -> GdUnitDictionaryAssert ## Verifies that the current dictionary is empty, it has a size of 0. @abstract func is_empty() -> GdUnitDictionaryAssert ## Verifies that the current dictionary is not empty, it has a size of minimum 1. @abstract func is_not_empty() -> ...
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Erstelle eine GDScript-Funktion namens 'set_current_report_path':
func set_current_report_path() -> void: # scan for latest report directory var iteration := GdUnitFileAccess.find_last_path_index( _report_root_path, GdUnitConstants.REPORT_DIR_PREFIX ) _current_report_path = "%s/%s%d" % [_report_root_path, GdUnitConstants.REPORT_DIR_PREFIX, iteration] func set_report_directory(...
extracted_function
Vervollständige den GDScript-Code:
extends Node3D signal focus_lost signal focus_gained signal pose_recentered @export var maximum_refresh_rate: int = 90 var xr_interface: OpenXRInterface var xr_is_focused: bool = false func _ready() -> void: xr_interface = XRServer.find_interface("OpenXR") if xr_interface and xr_interface.is_initialized(): pri...
# We couldn't start OpenXR. print("OpenXR not instantiated!") get_tree().quit() # Handle OpenXR session ready. func _on_openxr_session_begun() -> void: # Get the reported refresh rate. var current_refresh_rate: float = xr_interface.get_display_refresh_rate() if current_refresh_rate > 0: print("OpenXR: Refre...
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Erstelle eine Godot-Klasse 'MusicPlayer' die von Node erbt mit folgenden Funktionen: play, stop, is_playing, get_playing_track
class_name MusicPlayer extends Node @onready var _anim: = $AnimationPlayer as AnimationPlayer @onready var _track: = $AudioStreamPlayer as AudioStreamPlayer func play(new_stream: AudioStream, time_in: = 0.0, time_out: = 0.0) -> void: if new_stream == _track.stream: return if is_playing(): if is_equal_approx(ti...
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Erstelle eine GDScript-Funktion namens 'format_dict':
func format_dict(value :Variant) -> String: if not value is Dictionary: return str(value) var dict_value: Dictionary = value if dict_value.is_empty(): return "{ }
extracted_function
Vervollständige den GDScript-Code:
extends Camera3D ## If true, we are in control of positioning. @export var enable_positioning: bool = true: set(value): if enable_positioning == value: return enable_positioning = value if is_inside_tree(): $Area3D/CollisionShape3D.disabled = not enable_positioning if enable_positioning: # We just...
global_transform = last_transform ## Our camera should be pointed at this node. @export var lookat_node: Node3D @onready var last_transform: Transform3D = global_transform @onready var display: MeshInstance3D = $CameraBody/DisplayContainer/Display # Called when the node enters the scene tree for the first time. ...
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Vervollständige den GDScript-Code:
## A playable combatant that carries out [BattlerActions] as its [member readiness] charges. ## ## Battlers are the playable characters or enemies that show up in battle. They have [BattlerStats], ## a list of [BattlerAction]s to choose from, and respond to a variety of stimuli such as status ## effects and [BattlerHit...
## If not, the player controls this battler. The system should allow for ally AIs. @export var ai_scene: PackedScene: set(value): ai_scene = value if ai_scene != null: # In the editor, check to make sure that the value set to ai_scene is actually a # CombatAI bject. var new_instance: = ai_scene.instantia...
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Erstelle eine Godot-Klasse 'GdUnitValueExtractor' die von RefCounted erbt mit folgenden Funktionen: extract_value
## This is the base interface for value extraction class_name GdUnitValueExtractor extends RefCounted ## Extracts a value by given implementation func extract_value(value :Variant) -> Variant: push_error("Uninplemented func 'extract_value'") return value
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Erstelle eine GDScript-Funktion namens '_init':
func _init() -> void: add_to_group("state_machine") func _ready() -> void: await owner.ready state.enter() func _unhandled_input(event: InputEvent) -> void: state.unhandled_input(event) func _physics_process(delta: float) -> void: state.physics_process(delta) func transition_to(target_state_path: String, msg: ...
extracted_function
Erstelle eine GDScript-Funktion namens '_ready':
func _ready() -> void: await owner.ready _parent = get_parent() as State func unhandled_input(_event: InputEvent) -> void: pass func physics_process(_delta: float) -> void: pass func enter(_msg: Dictionary = {}
extracted_function
Vervollständige den GDScript-Code:
extends Node3D ## The position of this node will be updated if a camera tracker is available. @export var tracked_camera : Node3D: set(value): tracked_camera = value if tracked_camera: %CameraRemoteTransform3D.remote_path = tracked_camera.get_path() else: %CameraRemoteTransform3D.remote_path = NodePath() ...
# Enable the pointer on the last controller we pressed a button on. func _enable_pointer(): $XROrigin3D/LeftHandAim/XRPointer.enabled = left_or_right == 0 $XROrigin3D/RightHandAim/XRPointer.enabled = left_or_right == 1 # Called when the node enters the scene tree for the first time. func _ready(): _enable_pointer(...
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Vervollständige den GDScript-Code:
## An Assertion Tool to verify Object values @abstract class_name GdUnitObjectAssert extends GdUnitAssert ## Verifies that the current value is null. @abstract func is_null() -> GdUnitObjectAssert ## Verifies that the current value is not null. @abstract func is_not_null() -> GdUnitObjectAssert ## Verifies that t...
## Verifies that the current value is not equal to expected one. @abstract func is_not_equal(expected: Variant) -> GdUnitObjectAssert ## Overrides the default failure message by given custom message. @abstract func override_failure_message(message: String) -> GdUnitObjectAssert ## Appends a custom message to the fail...
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Vervollständige den GDScript-Code:
## A variation of [TileMapLayer] that is used to create the [Gameboard]. ## ## Comes setup with a few tools used by designers to setup maps, specifying which cells may be ## moved to or from. Multiple GameboardLayers may exist simultaneously to allow developers to ## affect the gameboard with more than one layer. ## ##...
# TileMapLayers is being cleaned up an should no longer affect the pathfinder. var _affects_collision: = true func _ready() -> void: add_to_group(GROUP) Gameboard.register_gameboard_layer(self) tree_exiting.connect( func _on_tree_exiting() -> void: _affects_collision = false var blocked_cells: Array[Vecto...
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Vervollständige den GDScript-Code:
extends Area3D @export var interaction_action: String = "interact" var _parent_camera: Camera3D var _current_pointer: XRPointer var _controller: XRController3D var _was_pos: Vector3 # Find the XRController3D ancester of the given node. func _get_controller(node: Node3D) -> XRController3D: var parent = node.get_pare...
# Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): if not _parent_camera: return # If we don't have a controller, let's see if we can find one! if not _controller: # If nothing is pointing at us, we have nothing to do! if not _current_pointer: return # Fin...
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Vervollständige den GDScript-Code:
class_name GdUnitAssertImpl extends GdUnitAssert var _current :Variant var _current_failure_message :String = "" var _custom_failure_message :String = "" var _additional_failure_message: String = "" func _init(current :Variant) -> void: _current = current # save the actual assert instance on the current thread co...
GdAssertReports.report_success() return self func report_error(failure :String, failure_line_number: int = -1) -> GdUnitAssert: var line_number := failure_line_number if failure_line_number != -1 else GdUnitAssertions.get_line_number() GdAssertReports.set_last_error_line_number(line_number) _current_failure_messa...
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Erstelle eine Godot-Klasse 'FadeMessage3D' die von Node3D erbt mit folgenden Funktionen: _update_text, _update_color, _ready, _process
@tool class_name FadeMessage3D extends Node3D ## Text to show, after assigning text it will disappear after a time. @export var text : String = "": set(value): # Note, even if we don't change the value, we re-initiate our fade text = value if is_inside_tree(): _update_text() ## Text color. @export var text_...
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Vervollständige den GDScript-Code:
#* #* agent_base.gd #* ============================================================================= #* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors. #* #* Use of this source code is governed by an MIT-style #* license that can be found in the LICENSE file or at #* https://opensource.org/lic...
## Update agent's facing in the velocity direction. func update_facing() -> void: _frames_since_facing_update += 1 if _frames_since_facing_update > 3: face_dir(velocity.x) ## Face specified direction. func face_dir(dir: float) -> void: if dir > 0.0 and root.scale.x < 0.0: root.scale.x = 1.0; _frames_since_fa...
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Erstelle eine GDScript-Funktion namens '_ready':
func _ready() -> void: # Ensure that playback state is always updating, otherwise the smoothing # filter causes issues. process_mode = Node.PROCESS_MODE_ALWAYS func _process(_delta: float) -> void: if not _is_playing: return # Handle a web bug where AudioServer.get_time_since_last_mix() occasionally # returns...
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Erstelle eine GDScript-Funktion namens 'get_cell_under_node':
func get_cell_under_node(node: Node2D) -> Vector2i: return pixel_to_cell(node.global_position/node.global_scale) ## Convert cell coordinates to an index unique to those coordinates. ## [br][br][b]Note:[/b] cell coordinates outside the [member extents] will return ## [constant INVALID_INDEX]. func cell_to_index(cell_c...
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Vervollständige den GDScript-Code:
extends XROrigin3D # Settings to control the character. @export var rotation_speed := 1.0 @export var movement_speed := 5.0 @export var movement_acceleration := 5.0 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity := float(ProjectSettings.get_setting("physics/3d/default_gravi...
return movement # `_process_on_physical_movement` handles the physical movement of the player # adjusting our character body position to "catch up to" the player. # If the character body encounters an obstruction our view will black out # and we will stop further character movement until the player physically # moves...
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Vervollständige den GDScript-Code:
extends Node3D signal focus_lost signal focus_gained signal pose_recentered @export var maximum_refresh_rate: int = 90 var xr_interface: OpenXRInterface var xr_is_focused: bool = false func _ready() -> void: xr_interface = XRServer.find_interface("OpenXR") if xr_interface and xr_interface.is_initialized(): pri...
# We couldn't start OpenXR. print("OpenXR not instantiated!") get_tree().quit() # Handle OpenXR session ready. func _on_openxr_session_begun() -> void: # Get the reported refresh rate. var current_refresh_rate: float = xr_interface.get_display_refresh_rate() if current_refresh_rate > 0: print("OpenXR: Refre...
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Erstelle eine Godot-Klasse 'GSAIEvade' die von GSAIPursue erbt mit folgenden Funktionen: _init, _get_modified_acceleration
# Calculates acceleration to take an agent away from where a target agent is # moving. # @category - Individual behaviors class_name GSAIEvade extends GSAIPursue func _init(agent: GSAISteeringAgent, target: GSAISteeringAgent, predict_time_max := 1.0): super._init(agent, target, predict_time_max) func _get_modified_a...
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Erstelle eine GDScript-Funktion namens '_process':
func _process(_delta: float) -> void: if not _is_playing: return # Handle a web bug where AudioServer.get_time_since_last_mix() occasionally # returns unsigned 64-bit integer max value. This is likely due to minor # timing issues between the main/audio threads, thus causing an underflow # in the engine code. v...
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Erstelle eine GDScript-Funktion namens 'physics_process':
func physics_process(_delta: float) -> void: pass func enter(_msg: Dictionary = {}
null
Vervollständige den GDScript-Code:
extends Control # A standard piano with 88 keys has keys from 21 to 108. # To get a different set of keys, modify these numbers. # A maximally extended 108-key piano goes from 12 to 119. # A 76-key piano goes from 23 to 98, 61-key from 36 to 96, # 49-key from 36 to 84, 37-key from 41 to 77, and 25-key # from 48 to 72....
func _input(input_event: InputEvent) -> void: if input_event is not InputEventMIDI: return var midi_event: InputEventMIDI = input_event if midi_event.pitch < START_KEY or midi_event.pitch > END_KEY: # The given pitch isn't on the on-screen keyboard, so return. return _print_midi_info(midi_event) var key: ...
null
Vervollständige den GDScript-Code:
#* #* move_forward.gd #* ============================================================================= #* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors. #* #* Use of this source code is governed by an MIT-style #* license that can be found in the LICENSE file or at #* https://opensource.org/l...
## until the [member duration] is exceeded. [br] ## Returns [code]SUCCESS[/code] if the elapsed time exceeds [member duration]. [br] ## Returns [code]RUNNING[/code] if the elapsed time does not exceed [member duration]. [br] ## Blackboard variable that stores desired speed. @export var speed_var: StringName = &"speed"...
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Erstelle eine GDScript-Funktion namens '_init':
func _init(): name = "BeehavePlugin" add_autoload_singleton("BeehaveGlobalMetrics", "metrics/beehave_global_metrics.gd") add_autoload_singleton("BeehaveGlobalDebugger", "debug/global_debugger.gd") # Add project settings if not ProjectSettings.has_setting("beehave/debugger/start_detached"): ProjectSettings.set_s...
extracted_function
Vervollständige den GDScript-Code:
@tool ## An [InteractionPopup] that follows a moving [Gamepiece]. ## ## This [code]Popup[/code] must be a child of a [Gamepiece] to function. ## ## Note that other popup types will jump to the occupied cell of the ancestor [Gamepiece], whereas ## MovingInteractionPopups sync their position to that of the gamepiece's gr...
func _ready() -> void: super._ready() # Do not follow anything in editor or if this object's parent is not of the correct type. if Engine.is_editor_hint() or not _gp: set_process(false) func _get_configuration_warnings() -> PackedStringArray: if not _gp: return ["This popup must be a child of a Gamepiece node...
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Erstelle eine Godot-Klasse 'BattlerAnim' die von Marker2D erbt mit folgenden Funktionen: _ready, _on_animation_player_finished, setup, _on_battler_health_depleted, _on_battler_hit_received
## The visual representation of a [Battler]. ## ## Battler animations respond visually to a closed set of stimiuli, such as receiving a hit or ## moving to a position. These animations often represent a single character or a class of enemies ## and are added as children to a given Battler. ## ## [br][br]Note: BattlerAn...
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Erstelle eine Godot-Klasse 'Battler' die von Node2D erbt mit folgenden Funktionen: sort, _ready, on_stats_health_depleted, act, take_hit
## A playable combatant that carries out [BattlerActions] as its [member readiness] charges. ## ## Battlers are the playable characters or enemies that show up in battle. They have [BattlerStats], ## a list of [BattlerAction]s to choose from, and respond to a variety of stimuli such as status ## effects and [BattlerHit...
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Erstelle eine Godot-Klasse 'GdUnitResultAssert' die von GdUnitAssert erbt mit folgenden Funktionen: is_null, is_not_null, is_equal, is_not_equal, override_failure_message
## An Assertion Tool to verify Results @abstract class_name GdUnitResultAssert extends GdUnitAssert ## Verifies that the current value is null. @abstract func is_null() -> GdUnitResultAssert ## Verifies that the current value is not null. @abstract func is_not_null() -> GdUnitResultAssert ## Verifies that the curren...
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Erstelle eine Godot-Klasse 'PickupHandler3D' die von Area3D erbt mit folgenden Funktionen: _update_detect_range, _update_closest_body, _get_parent_controller, _ready, _physics_process
@tool class_name PickupHandler3D extends Area3D # This area3D class detects all physics bodies based on # PickupAbleBody3D within range and handles the logic # for selecting the closest one and allowing pickup # of that object. # Detect range specifies within what radius we detect # objects we can pick up. @export va...
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Erstelle eine GDScript-Funktion namens '_ready':
func _ready() -> void: await owner.ready _parent = get_parent() as State func unhandled_input(_event: InputEvent) -> void: pass func physics_process(_delta: float) -> void: pass func enter(_msg: Dictionary = {}
extracted_function
Vervollständige den GDScript-Code:
extends Area3D @export var interaction_action: String = "interact" var _parent_camera: Camera3D var _current_pointer: XRPointer var _controller: XRController3D var _was_pos: Vector3 # Find the XRController3D ancester of the given node. func _get_controller(node: Node3D) -> XRController3D: var parent = node.get_pare...
# Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): if not _parent_camera: return # If we don't have a controller, let's see if we can find one! if not _controller: # If nothing is pointing at us, we have nothing to do! if not _current_pointer: return # Fin...
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Vervollständige den GDScript-Code:
class_name PianoKey extends Control var pitch_scale: float @onready var key: ColorRect = $Key @onready var start_color: Color = key.color @onready var color_timer: Timer = $ColorTimer func setup(pitch_index: int) -> void:
name = "PianoKey" + str(pitch_index) var exponent := (pitch_index - 69.0) / 12.0 pitch_scale = pow(2, exponent) func activate() -> void: key.color = (Color.YELLOW + start_color) / 2 var audio := AudioStreamPlayer.new() add_child(audio) audio.stream = preload("res://piano_keys/A440.wav") audio.pitch_scale = pit...
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Erstelle eine Godot-Klasse 'LoopingAudioStreamPlayer2D' die von AudioStreamPlayer2D erbt mit folgenden Funktionen: _ready, start, end, _on_finished
class_name LoopingAudioStreamPlayer2D extends AudioStreamPlayer2D @export var sound_start: AudioStream @export var sound_loop: AudioStream @export var sound_tail: AudioStream var ending := false func _ready() -> void: finished.connect(_on_finished) func start() -> void: stream = sound_start ending = false play(...
null
Vervollständige den GDScript-Code:
extends Node3D signal session_begun signal focus_lost signal focus_gained signal pose_recentered @export var maximum_refresh_rate: int = 90 var xr_interface: OpenXRInterface var xr_is_focused := false func get_vr_render_size(): if xr_interface and xr_interface.is_initialized(): return xr_interface.get_render_ta...
xr_interface.session_focussed.connect(_on_openxr_focused_state) xr_interface.session_stopping.connect(_on_openxr_stopping) xr_interface.pose_recentered.connect(_on_openxr_pose_recentered) else: # We couldn't start OpenXR. print("OpenXR not instantiated!") get_tree().quit() # Handle OpenXR session ready. f...
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Vervollständige den GDScript-Code:
extends Node3D var xr_interface : MobileVRInterface # Called when the node enters the scene tree for the first time. func _ready(): xr_interface = XRServer.find_interface("Native mobile") if xr_interface and xr_interface.initialize(): # Disable lens distortion. #xr_interface.k1 = 0.0 #xr_interface.k2 = 0.0
# Set up viewport. var vp = get_viewport() vp.use_xr = true vp.vrs_mode = Viewport.VRS_XR else: # How did we get here? get_tree().quit() func _process(delta): var dir : Vector2 = Vector2() if Input.is_action_pressed(&"ui_left"): dir.x = -1.0 elif Input.is_action_pressed(&"ui_right"): dir.x = 1.0 ...
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Vervollständige den GDScript-Code:
#* #* pursue.gd #* ============================================================================= #* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors. #* #* Use of this source code is governed by an MIT-style #* license that can be found in the LICENSE file or at #* https://opensource.org/license...
## Desired distance from target. @export var approach_distance: float = 100.0 var _waypoint: Vector2 # Display a customized name (requires @tool). func _generate_name() -> String: return "Pursue %s" % [LimboUtility.decorate_var(target_var)] # Called each time this task is entered. func _enter() -> void: var target...
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Vervollständige den GDScript-Code:
# A specialized steering agent that updates itself every frame so the user does # not have to using a RigidBody3D # @category - Specialized agents class_name GSAIRigidBody3DAgent extends GSAISpecializedAgent # The RigidBody3D to keep track of var body: RigidBody3D: set = _set_body var _last_position: Vector3 var _bod...
# @tags - virtual func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void: var _body: RigidBody3D = _body_ref.get_ref() if not _body: return _applied_steering = true _body.apply_central_impulse(acceleration.linear) _body.apply_torque_impulse(Vector3.UP * acceleration.angular) if calcu...
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Vervollständige den GDScript-Code:
## A wrapper for [AStar2D] that allows working with [Vector2i] coordinates. ## ## Additionally provides utility methods for easily dealing with cell availability and passability. class_name Pathfinder extends AStar2D ## When finding a path, we may want to ignore certain cells that are occupied by Gamepeices. ## These ...
## Returns true if the coordinate is found in the Pathfinder. func has_cell(coord: Vector2i) -> bool: return has_point(Gameboard.cell_to_index(coord)) ## Returns true if the coordinate is found in the Pathfinder and the cell is unoccupied. func can_move_to(coord: Vector2i) -> bool: var uid: = Gameboard.cell_to_index...
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Vervollständige den GDScript-Code:
# Calculates angular acceleration to rotate a target to face its target's # position. The behavior attemps to arrive with zero remaining angular velocity. # @category - Individual behaviors class_name GSAIFace extends GSAIMatchOrientation func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation, use_z := false)...
func _face(acceleration: GSAITargetAcceleration, target_position: Vector3) -> void: var to_target := target_position - agent.position var distance_squared := to_target.length_squared() if distance_squared < agent.zero_linear_speed_threshold: acceleration.set_zero() else: var orientation = ( GSAIUtils.vecto...
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Erstelle eine Godot-Klasse 'Gamepiece' die von Path2D erbt mit folgenden Funktionen: _ready, _process, move_to, stop, is_moving
@tool ## A Gamepiece is a scene that moves about and is snapped to the gameboard. ## ## Gamepieces, like other scenes in Godot, are expected to be composed from other nodes (i.e. an AI ## [GamepieceController], a collision shape, or a [Sprite2D], for example). Gamepieces themselves ## are 'dumb' objects that do nothin...
null
Vervollständige den GDScript-Code:
extends GdUnitStringAssert var _base: GdUnitAssertImpl func _init(current :Variant) -> void: _base = GdUnitAssertImpl.new(current) # save the actual assert instance on the current thread context GdUnitThreadManager.get_current_context().set_assert(self) if current != null and typeof(current) != TYPE_STRING and t...
func is_equal_ignoring_case(expected: Variant) -> GdUnitStringAssert: return _is_equal(expected, true, GdAssertMessages.error_equal_ignoring_case) @warning_ignore_start("unsafe_call_argument") func _is_equal(expected: Variant, ignore_case: bool, message_cb: Callable) -> GdUnitStringAssert: var current: Variant = cur...
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Vervollständige den GDScript-Code:
extends Node3D var tween : Tween var active_hand : XRController3D # Called when the node enters the scene tree for the first time. func _ready(): $XROrigin3D/LeftHand/Pointer.visible = false $XROrigin3D/RightHand/Pointer.visible = true active_hand = $XROrigin3D/RightHand # Callback for our tween to set the ener...
# Start our tween to show a pulse on our click. func _do_tween_energy(): if tween: tween.kill() tween = create_tween() tween.tween_method(_update_energy, 5.0, 1.0, 0.5) # Called if left hand trigger is pressed. func _on_left_hand_button_pressed(action_name): if action_name == "select": # Make the left hand th...
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Vervollständige den GDScript-Code:
@tool extends Node2D ## The map defines the properties of the playable grid, which will be applied on _ready to the ## [Gameboard]. These properties usually correspond to one or multiple tilesets. @export var gameboard_properties: GameboardProperties: set(value): gameboard_properties = value if not is_inside_t...
await ready _debug_boundaries.gameboard_properties = gameboard_properties @onready var _debug_boundaries: DebugGameboardBoundaries = $Overlay/DebugBoundaries func _ready() -> void: if not Engine.is_editor_hint(): Camera.gameboard_properties = gameboard_properties Gameboard.properties = gameboard_properties...
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Erstelle eine Godot-Klasse 'GdUnitAssertImpl' die von GdUnitAssert erbt mit folgenden Funktionen: _init, failure_message, current_value, report_success, report_error
class_name GdUnitAssertImpl extends GdUnitAssert var _current :Variant var _current_failure_message :String = "" var _custom_failure_message :String = "" var _additional_failure_message: String = "" func _init(current :Variant) -> void: _current = current # save the actual assert instance on the current thread cont...
null
Vervollständige den GDScript-Code:
@tool class_name PickupHandler3D extends Area3D # This area3D class detects all physics bodies based on # PickupAbleBody3D within range and handles the logic # for selecting the closest one and allowing pickup # of that object. # Detect range specifies within what radius we detect # objects we can pick up. @export va...
# Do not check this if we've picked something up. if picked_up_body: if closest_body: closest_body.remove_is_closest(self) closest_body = null return # Find the body that is currently the closest. var new_closest_body : PickupAbleBody3D var closest_distance : float = 1000000.0 for body in get_overlap...
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Erstelle eine Godot-Klasse 'GSAIFace' die von GSAIMatchOrientation erbt mit folgenden Funktionen: _init, _face, _calculate_steering
# Calculates angular acceleration to rotate a target to face its target's # position. The behavior attemps to arrive with zero remaining angular velocity. # @category - Individual behaviors class_name GSAIFace extends GSAIMatchOrientation func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation, use_z := false) ...
null
Vervollständige den GDScript-Code:
extends GdUnitFileAssert const GdUnitTools := preload("res://addons/gdUnit4/src/core/GdUnitTools.gd") var _base: GdUnitAssertImpl func _init(current :Variant) -> void: _base = GdUnitAssertImpl.new(current) # save the actual assert instance on the current thread context GdUnitThreadManager.get_current_context().s...
func failure_message() -> String: return _base.failure_message() func override_failure_message(message: String) -> GdUnitFileAssert: @warning_ignore("return_value_discarded") _base.override_failure_message(message) return self func append_failure_message(message: String) -> GdUnitFileAssert: @warning_ignore("ret...
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Vervollständige den GDScript-Code:
@tool ## A simple inventory implementation that includes all item types and data within the class. class_name Inventory extends Resource ## All item types available to add or remove from the inventory. enum ItemTypes { KEY, COIN, BOMB, RED_WAND, BLUE_WAND, GREEN_WAND } #TODO: I expect we'll want to have a proper inve...
func _init() -> void: for item_name in ItemTypes: _items[ItemTypes[item_name]] = 0 ## Load the [Inventory] from file or create a new resource, if it was missing. Godot caches calls, ## so this can be used every time needed. static func restore() -> Inventory: if Engine.is_editor_hint(): return null if FileAcc...
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Erstelle eine Godot-Klasse 'GSAILookWhereYouGo' die von GSAIMatchOrientation erbt mit folgenden Funktionen: _init, _calculate_steering
# Calculates an angular acceleration to match an agent's orientation to its # direction of travel. # @category - Individual behaviors class_name GSAILookWhereYouGo extends GSAIMatchOrientation func _init(agent: GSAISteeringAgent, use_z := false) -> void: super._init(agent, null, use_z) func _calculate_steering(accel...
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Erstelle eine Godot-Klasse 'State' die von Node erbt mit folgenden Funktionen: _ready, unhandled_input, physics_process, enter, exit
# State interface to use in Hierarchical State Machines. # The lowest leaf tries to handle callbacks, and if it can't, it delegates the work to its parent. # It's up to the user to call the parent state's functions, e.g. `_parent.physics_process(delta)` # Use State as a child of a StateMachine node. # tags: abstract ex...
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Vervollständige den GDScript-Code:
@tool ## A [UIPopup] used specifically to mark [Interaction]s and other points of interest for the player. ## ## InteractionPopups may be added as children to a variety of objects. They respond to the player's ## physics layer and show up as an emote bubble when the player is nearby. class_name InteractionPopup extends...
await ready _sprite.texture = EMOTES.get(emote, EMOTES[EmoteTypes.EMPTY]) ## How close the player must be to the emote before it will display. @export var radius: = 32: set(value): radius = value if not is_inside_tree(): await ready _collision_shape.shape.radius = radius ## Is true if the Interactio...
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Vervollständige den GDScript-Code:
# State interface to use in Hierarchical State Machines. # The lowest leaf tries to handle callbacks, and if it can't, it delegates the work to its parent. # It's up to the user to call the parent state's functions, e.g. `_parent.physics_process(delta)` # Use State as a child of a StateMachine node. # tags: abstract ex...
func _ready() -> void: await owner.ready _parent = get_parent() as State func unhandled_input(_event: InputEvent) -> void: pass func physics_process(_delta: float) -> void: pass func enter(_msg: Dictionary = {}) -> void: pass func exit() -> void: pass func _get_state_machine(node: Node) -> Node: if node != ...
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Erstelle eine Godot-Klasse 'GSAIBlend' die von GSAISteeringBehavior erbt mit folgenden Funktionen: _init, add, get_behavior_at, _calculate_steering
# Blends multiple steering behaviors into one, and returns a weighted # acceleration from their calculations. # # Stores the behaviors internally as dictionaries of the form # { # behavior : GSAISteeringBehavior, # weight : float # } # @category - Combination behaviors class_name GSAIBlend extends GSAISteeringBehavio...
null
Vervollständige den GDScript-Code:
# Calculates an acceleration that attempts to move the agent towards the center # of mass of the agents in the area defined by the `GSAIProximity`. # @category - Group behaviors class_name GSAICohesion extends GSAIGroupBehavior var _center_of_mass: Vector3 func _init(agent: GSAISteeringAgent, proximity: GSAIProximit...
super._init(agent, proximity) func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: acceleration.set_zero() _center_of_mass = Vector3.ZERO var neighbor_count = proximity._find_neighbors(_callback) if neighbor_count > 0: _center_of_mass *= 1.0 / neighbor_count acceleration.linear = ( (_cen...
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Vervollständige den GDScript-Code:
## Accurately tracks the current beat of a song. class_name Conductor extends Node ## If [code]true[/code], the song is paused. Setting [member is_paused] to ## [code]false[/code] resumes the song. @export var is_paused: bool = false: get: if player: return player.stream_paused return false set(value): if p...
process_mode = Node.PROCESS_MODE_ALWAYS func _process(_delta: float) -> void: if not _is_playing: return # Handle a web bug where AudioServer.get_time_since_last_mix() occasionally # returns unsigned 64-bit integer max value. This is likely due to minor # timing issues between the main/audio threads, thus caus...
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Vervollständige den GDScript-Code:
extends StaticBody2D signal gong_struck var enabled: bool = true
@onready var animation_player: AnimationPlayer = $AnimationPlayer func _on_health_damaged(_amount: float, _knockback: Vector2) -> void: if not enabled: return animation_player.play(&"struck") gong_struck.emit() enabled = false
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Vervollständige den GDScript-Code:
#!/usr/bin/env -S godot -s extends MainLoop const GdUnitTools := preload("res://addons/gdUnit4/src/core/GdUnitTools.gd") # gdlint: disable=max-line-length const LOG_FRAME_TEMPLATE = """ <!DOCTYPE html> <html style="display: inline-grid;"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-wid...
if not reports_available(): prints("no reports found") return true # only process if godot logging is enabled if not GdUnitSettings.is_log_enabled(): write_report(NO_LOG_MESSAGE, "") return true # parse possible custom report path, var cmd_parser := CmdArgumentParser.new(_cmd_options, "GdUnitCmdTool.gd")...
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Erstelle eine Godot-Klasse 'FieldCursor' die von TileMapLayer erbt mit folgenden Funktionen: _ready, _unhandled_input, set_focus, _get_cell_under_mouse, _on_input_paused
## Handles mouse/touch events for the field gamestate. ## ## The field cursor's role is to determine whether or not the input event occurs over a particular ## cell and how that cell should be highlighted. class_name FieldCursor extends TileMapLayer ## Emitted when the highlighted cell changes to a new value. An inval...
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Erstelle eine Godot-Klasse 'GdUnitFloatAssert' die von GdUnitAssert erbt mit folgenden Funktionen: is_null, is_not_null, is_equal, is_not_equal, is_equal_approx
## An Assertion Tool to verify float values @abstract class_name GdUnitFloatAssert extends GdUnitAssert ## Verifies that the current value is null. @abstract func is_null() -> GdUnitFloatAssert ## Verifies that the current value is not null. @abstract func is_not_null() -> GdUnitFloatAssert ## Verifies that the curr...
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Erstelle eine Godot-Klasse 'GdUnitConstants' die von RefCounted erbt mit folgenden Funktionen:
class_name GdUnitConstants extends RefCounted const NO_ARG :Variant = "<--null-->" const EXPECT_ASSERT_REPORT_FAILURES := "expect_assert_report_failures" ## The maximum number of report history files to store const DEFAULT_REPORT_HISTORY_COUNT = 20 const REPORT_DIR_PREFIX = "report_"
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Erstelle eine GDScript-Funktion namens '_unhandled_input':
func _unhandled_input(event: InputEvent) -> void: state.unhandled_input(event) func _physics_process(delta: float) -> void: state.physics_process(delta) func transition_to(target_state_path: String, msg: Dictionary = {}
extracted_function
Erstelle eine GDScript-Funktion namens 'unhandled_input':
func unhandled_input(_event: InputEvent) -> void: pass func physics_process(_delta: float) -> void: pass func enter(_msg: Dictionary = {}
extracted_function
Vervollständige den GDScript-Code:
## A signal bus to connect distant scenes to various combat-exclusive events. extends Node ## Emitted whenever a combat has been setup and is ready to become the active 'game state'. At this ## point, the screen is fully covered by the [ScreenTransition] autoload. @warning_ignore("unused_signal")
signal combat_initiated(arena: PackedScene) ## Emitted whenever the player has finished with the combat state regardless of whether or not the ## combat was won by the player. At this point the screen has faded to black and any events that ## immediately follow the combat may occur. @warning_ignore("unused_signal") si...
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End of preview. Expand in Data Studio

Godot LORA Dataset

GDScript training dataset for fine-tuning code models on Godot engine development.

Dataset Info

  • Total samples: 476
  • Train split: 428
  • Validation split: 48
  • Format: JSONL (instruction, input, output)
  • Language: GDScript (Godot 4.x)
  • Languages: German instructions, GDScript code

Sources

  • godotengine/godot-demo-projects
  • GDQuest/godot-open-rpg
  • GDQuest/godot-3d-dodge-the-creeps
  • bitbrain/beehave (behavior trees)
  • limboai/limboai (AI for Godot)

Sample Format

{
  "instruction": "Erstelle einen Player-Controller in Godot 4",
  "input": "",
  "output": "extends CharacterBody3D\n\nconst SPEED = 5.0\n..."
}

Usage

from datasets import load_dataset

dataset = load_dataset("matzejo/godot-lora-dataset")

Training

Use with Unsloth/PEFT for LORA fine-tuning:

from unsloth import FastLanguageModel

model, tokenizer = FastLanguageModel.from_pretrained(
    "Qwen/Qwen2.5-Coder-7B-Instruct",
    load_in_4bit=True,
)

model = FastLanguageModel.get_peft_model(
    model,
    r=16,
    target_modules=["q_proj", "k_proj", "v_proj", "o_proj"],
)

License

MIT License. Individual licenses from source repositories may apply to specific code samples.

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