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@tool | |
extends CanvasLayer | |
const TRANSITION_ANIMATION_DURATION = 1.0 | |
const TRANSITION_ANIMATION_FONT_DURATION = 0.66 | |
const TRANSITION_TYPE_LIST = [{ | |
index = 0, | |
trans = Tween.TRANS_QUAD | |
}, { | |
index = 1, |
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shader_type canvas_item; | |
uniform float row_offset : hint_range(0.0, 1.0, 0.01); | |
uniform vec2 direction = vec2(0.77, 0.77); | |
uniform float speed = 10.0; | |
uniform float skew_amount : hint_range(-1.0, 1.0, 0.01) = 0.5; | |
uniform float perspective_amount = -0.5; | |
void fragment() { |
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for file in $(ls -1 *.zip) | |
do | |
echo "Scanning ${file}" | |
for filtered_file in $(zipinfo -1 "${file}" | grep "\(\.csv\|\.sql\)$" | sed -e 's/\ /@/g') | |
do | |
if [ -n "${filtered_file}" ] | |
then | |
original_filename=$(echo ${filtered_file} | sed -e 's/@/\ /g') | |
zipgrep -i "TWITCH_USERNAME" "${file}" "${original_filename}" |
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tool | |
extends TextureButton | |
const ANIMATION_DURATION = 0.667 | |
const TICK_TEXTURE = preload('res://theme/blank/white-128x128-circle.tex') | |
const BUTTON_BACKGROUND = preload('res://theme/blank/bean-128x60.tex') | |
export(float, 0.1, 1.0, 0.01) var tick_ratio = 0.8 setget set_tick_ratio, get_tick_ratio | |
export(Color) var unselected_background = Color('#12171e') setget set_unselected_background, get_unselected_background |
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extends Node | |
export(bool) var click_to_run setget run | |
var outfile : File | |
var startusec : int = 0 | |
var elapsed : int = 0 | |
var testvar : int = 0 | |
var bigarray : Array = [] | |
func fileinit(): |
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#!/bin/bash -e | |
while [ true ] | |
do | |
CURRENT_LINE_COUNT=$(git diff --shortstat | sed -e 's/,/\n\r/gi' -e 's/files changed/Fichiers modifiés/gi' -e 's/insertions/Lignes ajoutées/gi' -e 's/deletions/Lignes supprimées/gi') | |
echo -e "Statistiques:\n${CURRENT_LINE_COUNT}" > ~/Stream/line-count.txt | |
sleep 60 | |
done |
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extends Node | |
# ' emit_signal\(([^\n]+)*\)' | |
# ' debug_manager.emit_signal_debug(self, [\1])' | |
# ' ([^\s]+)\.emit_signal\(([^\n]+)*\)' | |
# ' debug_manager.emit_signal_debug(\1, [\2])' | |
var new_frame = true | |
var signals = {} |
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Pour avoir un projet moins ambigü, aucun fichier n'est au pluriel, tout au singulier, en vrai l'orthographe importe peu dans ces cas la. | |
Cette règle permet de gagner du temps lorsqu'on veut nommer des fichiers/répertoires. | |
nom-du-projet/ | |
.gitignore | |
assets/ <= utilisé pour les assets non inclus dans le jeu. Par exemple pour les succès steams. | |
design/ <= Le Game Design Document se trouve dans ce répertoire (c'est pas forcément un seul fichier ça peut être une collection de fichier) | |
game/ <= C'est là que se trouve tous les fichiers utilisé par godot. On doit utiliser ce répertoire pour pour ouvrir le projet via Godot engine | |
asset/ | |
fx/ <= Contient les effets sonores du jeu |
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Pour avoir un projet moins ambigü, aucun fichier n'est au pluriel, tout au singulier, en vrai l'orthographe importe peu dans ces cas la. | |
Cette règle permet de gagner du temps lorsqu'on veut nommer des fichiers/répertoires. | |
nom-du-projet/ | |
.gitignore | |
- config/ | |
- default.json <= Options par défaut | |
- local.json <= Fichier ajouté une fois, mais ensuite mis dans le fichier .gitignore, comme ça tous les devs pourront rouler l'app localement | |
- custom-environment-variable.json <= Utilisé pour la prod, les variables secrètes sont des variables d'environnement, donc plus dur a récupérer en cas de hack | |
- lib/ |
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