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var acc_samples = []
var average_acc = Vector3()
const SAMPLES = 10
var current_sample_i = 0
func _ready():
# Initialize samples to zero
for i in range(SAMPLES):
acc_samples.push_back(Vector3(0,0,0))
func screenToWorldMath(screen_coord, camera_pos, screen_size, zoom):
# This is how the engine does it
var local_matrix = (get_canvas_transform() * get_global_transform()).affine_inverse()
var inv_coord = local_matrix * screen_coord
inv_coord = Vector2(floor(inv_coord.x), floor(inv_coord.y))
print("inv_coord: "+ str(inv_coord))
var new_pos = screen_coord
if(zoom.x != 0 && zoom.y != 0):
W/SurfaceFlinger( 282): Fail to Open /sys/devices/platform/gpusysfs/fps
I/DEBUG ( 301): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 301): Build fingerprint: 'samsung/jfltespr/jfltespr:5.0.1/LRX22C/L720VPUGOK3:user/release-keys'
I/DEBUG ( 301): Revision: '11'
I/DEBUG ( 301): ABI: 'arm'
I/DEBUG ( 301): pid: 22017, tid: 22036, name: GLThread 2301 >>> com.razzlegames.supersantaa <<<
I/DEBUG ( 301): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x1c
I/DEBUG ( 301): r0 a308e374 r1 9d00b4ac r2 b4b02480 r3 00000000
I/DEBUG ( 301): r4 a308e374 r5 00000001 r6 00000001 r7 b396ff00
I/DEBUG ( 301): r8 b6fd6e04 r9 9e3fc500 sl b396ffe4 fp 9d08a6c0
func someTest(t, a):
pass
func setRunningAnimation():
someTest("this thing", \
"some other thing")
// Serialization type pulled from:
// http://docs.godotengine.org/en/stable/reference/binary_serialization_api.html
const int FLOAT = 3;
typedef struct GodotFloat
{
// Type for float in serialization
int type;
float value;
}GodotFloat;
// Defined in upper scope
int last_x = 0;
// pick a last_x initial value less than any you're checking for
// This only prints something if x changes.
// Since it is assumed x is monotonically increasing
// will print only once per condition
if(last_x != x)
extends Area2D
var items_touching = {}
# Just an example of how to itereate over all items in a dictionary.
# If you need a specific item, always look it up by the key for fast performance
func iterationExample():
for item in items_touching:
print("items_touching: "+str(item))
uniform float depth1 = 4.0;
uniform float focus = .5;
float aspectratio = 1920.0/1080.0;
vec2 aspectcorrect = vec2(1.0,aspectratio);
float bias = 0.6;
float blurclamp = .01;
//float factor = ( depth1- focus );
float factor = .08;
extends Node
# All in a Singleton instance
signal general_collection_event
var GENERAL_COLLECTION_EVENT_NAME = "general_collection_event"
func _ready():
pass
# other gd scripts whom care about receiving ,of course there shoulda collectionEvent(total) func defined
extends Node2D
var path_direction = 1
var curve = null
export var curve_speed = 80
# Path to follow
export(NodePath) var curve_path = null
func _ready():
if(curve_path != null):