diff --git a/LICENSE b/LICENSE
index cbdd355..8f854fe 100644
--- a/LICENSE
+++ b/LICENSE
@@ -1,6 +1,13 @@
-MIT License
+We use two licenses for this project:
-Copyright (c) 2023 GDQuest Demos
+- The source code (script files, scene files, shaders, and generally all Godot-generated resources) is available under the MIT license.
+- Art assets (image textures and 3D models) are [CC-By 4.0](https://creativecommons.org/licenses/by/4.0/). In short, if you reuse art from the project, you can add this to your credits: `Additional assets CC-By 4.0 GDQuest (https://www.gdquest.com/)`.
+
+You can find the details for each license below.
+
+## MIT License
+
+Copyright (c) 2024 GDQuest
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@@ -19,3 +26,19 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+
+## CC-By 4.0 License
+
+You are free to:
+
+- Share — copy and redistribute the material in any medium or format for any purpose, even commercially.
+- Adapt — remix, transform, and build upon the material for any purpose, even commercially.
+
+Under the following terms:
+
+1. Attribution — You must give appropriate credit , provide a link to the license, and indicate if changes were made . You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
+2. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
+
+The licensor cannot revoke these freedoms as long as you follow the license terms.
+
+Read the full Creative Commons Attribution 4.0 International Public License: https://creativecommons.org/licenses/by/4.0/legalcode
\ No newline at end of file
diff --git a/README.md b/README.md
index 22a9069..fa4c153 100644
--- a/README.md
+++ b/README.md
@@ -1,10 +1,12 @@
# Godot Tours: 101 - The Godot Editor
+*Updated to Godot 4.3*
+
A free and open-source tour using the [Godot Tours](https://github.com/GDQuest/godot-tours/) add-on.
If you're new to gamedev and you want to download the tour and run it, head over to the [GDQuest website](http://gdquest.com/tutorial/godot/learning-paths/godot-tours-101/) for detailed instructions.
-**Minimum required Godot version: Godot 4.2 standard** (*not* the .NET edition)
+**Minimum required Godot version: Godot 4.3 standard** (*not* the .NET edition)
![Screenshot of one of the first steps of the tour, showing the running game and a bubble inviting you to run the game.](readme/tour-101-screenshot-01.webp)
@@ -43,4 +45,3 @@ Given our limited resources and the work this project represents, it is provided
Except for bug fixes, we will generally not accept contributions to this tour. If you'd like to create a different tour based on this one, please feel free to fork the project.
Note that any code change or bug related to the `godot_tours` add-on itself should be submitted to the [Godot Tours repository](https://github.com/GDQuest/godot-tours/) instead.
-
diff --git a/addons/gdquest_sparkly_bag/README.md b/addons/gdquest_sparkly_bag/README.md
new file mode 100644
index 0000000..83cf4f4
--- /dev/null
+++ b/addons/gdquest_sparkly_bag/README.md
@@ -0,0 +1,41 @@
+# GDQuest Sparkly Bag Utils
+
+Is a collection of utilities dealing with repeating patterns that we discovered in time.
+
+They're not necessarily related to each other, and some are generic while others are very specific.
+
+The collection includes:
+
+- A post import script for GLTF resources that cleans up any inconsistencies with naming conventions and adds support for `AnimatableBody3D` convention via the `-anim` suffix.
+- A utility library called `SparklyBagUtils`.
+
+## ✗ WARNING
+
+> Compatible: Godot `>= v4.0`
+
+## ✓ Install
+
+### Manual
+
+1. Copy the contents of this folder into `res://addons/gdquest_sparkly_bag/`.
+1. Profit.
+
+### gd-plug
+
+1. Install **gd-plug** using the Godot Asset Library.
+1. Save the following code into the file `res://plug.gd` (create the file if necessary):
+
+ ```gdscript
+ #!/usr/bin/env -S godot --headless --script
+ extends "res://addons/gd-plug/plug.gd"
+
+
+ func _plugging() -> void:
+ plug(
+ "git@github.com:GDQuest/godot-addons.git",
+ {include = ["addons/gdquest_sparkly_bag"]}
+ )
+ ```
+
+1. On Linux, make the `res://plug.gd` script executable with `chmod +x plug.gd`.
+1. Using the command line, run `./plug.gd install` or `godot --headless --script plug.gd install`.
diff --git a/addons/gdquest_sparkly_bag/autoloads/reset_net_injector.gd b/addons/gdquest_sparkly_bag/autoloads/reset_net_injector.gd
new file mode 100644
index 0000000..2046e18
--- /dev/null
+++ b/addons/gdquest_sparkly_bag/autoloads/reset_net_injector.gd
@@ -0,0 +1,22 @@
+extends Node
+
+var reset_net_y_global_position := -10.0
+
+
+func _ready() -> void:
+ var scene := get_tree().current_scene
+ if scene is Node3D:
+ var reset_net := Area3D.new()
+ reset_net.area_entered.connect(_on_node_entered)
+ reset_net.body_entered.connect(_on_node_entered)
+
+ var collision_shape := CollisionShape3D.new()
+ collision_shape.shape = WorldBoundaryShape3D.new()
+ reset_net.add_child(collision_shape)
+ scene.add_child(reset_net)
+ reset_net.global_position.y = reset_net_y_global_position
+
+
+func _on_node_entered(node: Node3D) -> void:
+ if node.has_method("reset"):
+ node.reset()
diff --git a/addons/gdquest_sparkly_bag/scene_post_import.gd b/addons/gdquest_sparkly_bag/scene_post_import.gd
new file mode 100644
index 0000000..40696b2
--- /dev/null
+++ b/addons/gdquest_sparkly_bag/scene_post_import.gd
@@ -0,0 +1,75 @@
+@tool
+extends EditorScenePostImport
+
+const Utils := preload("sparkly_bag_utils.gd")
+
+const SUFFIXES = ["-anim", "-col"]
+const AABB_SIZE := "aabb_size"
+
+
+func _post_import(scene: Node) -> Object:
+ for node in scene.find_children("*"):
+ if node.name.ends_with("-anim") and node is MeshInstance3D:
+ node.create_convex_collision()
+ var animatable_body := AnimatableBody3D.new()
+ animatable_body.name = "AnimatableBody3D"
+ animatable_body.sync_to_physics = false
+ for child in node.get_children():
+ # BUG: where the collision shape doesn't get transformed if `sync_to_physics = true`
+ child.replace_by(animatable_body)
+ child.free()
+ node.name = node.name.replace("-anim", "")
+
+ elif node.name.ends_with("-rigid"):
+ node.name = node.name.replace("-rigid", "")
+
+ elif node is AnimationPlayer:
+ for animation_name in node.get_animation_list():
+ var animation_library: AnimationLibrary = node.get_animation_library("")
+ var animation: Animation = node.get_animation(animation_name)
+ if animation_name.ends_with("-noimp"):
+ animation_library.remove_animation(animation_name)
+ continue
+
+ for track_index in range(animation.get_track_count()):
+ var path := animation.track_get_path(track_index)
+ var clean_path := ""
+ for name_index in range(path.get_name_count()):
+ for suffix in SUFFIXES:
+ var path_name := path.get_name(name_index)
+ if path_name.ends_with(suffix):
+ clean_path = clean_path.path_join(path_name.replace(suffix, ""))
+ break
+
+ if not clean_path.is_empty():
+ animation.track_set_path(track_index, clean_path)
+
+ if node is MeshInstance3D:
+ var aabb: AABB = node.mesh.get_aabb()
+ for index in range(node.mesh.get_surface_count()):
+ var material_file_name: StringName = (
+ "%s.tres" % node.mesh.get("surface_%d/name" % index).to_snake_case()
+ )
+ var found := Utils.fs_find(material_file_name)
+ if found.return_code != Utils.ReturnCode.OK:
+ return scene
+
+ if found.is_empty():
+ var message := (
+ "[ScenePostImport:WARN] Missing material `%s` for `%s`"
+ % [material_file_name, node.name]
+ )
+ print(message)
+ else:
+ for path: String in found.result:
+ var material := load(path)
+ if material is ShaderMaterial:
+ material.set_shader_parameter(AABB_SIZE, aabb.size)
+ node.mesh.surface_set_material(index, material)
+ var message := (
+ "[ScenePostImport:INFO] Material found @ `%s` for `%s`"
+ % [path, node.name]
+ )
+ print(message)
+ break
+ return scene
diff --git a/addons/gdquest_sparkly_bag/sparkly_bag_coroutine.gd b/addons/gdquest_sparkly_bag/sparkly_bag_coroutine.gd
new file mode 100644
index 0000000..3a4aa0d
--- /dev/null
+++ b/addons/gdquest_sparkly_bag/sparkly_bag_coroutine.gd
@@ -0,0 +1,32 @@
+class Inner:
+ signal finished
+
+ var _count := 0
+
+ func _init(count: int) -> void:
+ _count = count
+
+ func check() -> void:
+ _count -= 1
+ if _count == 0:
+ finished.emit()
+
+
+static func parallel(coroutines: Array[Callable]) -> Array:
+ var results := []
+ var inner := Inner.new(coroutines.size())
+ for coroutine in coroutines.map(
+ func(coroutine: Callable) -> Callable: return func() -> void:
+ results.push_back(await coroutine.call())
+ inner.check()
+ ):
+ coroutine.call()
+ await inner.finished
+ return results
+
+
+static func sequence(coroutines: Array[Callable]) -> Array:
+ var result := []
+ for coroutine in coroutines:
+ result.push_back(await coroutine.call())
+ return result
diff --git a/addons/gdquest_sparkly_bag/sparkly_bag_utils.gd b/addons/gdquest_sparkly_bag/sparkly_bag_utils.gd
new file mode 100644
index 0000000..5758a0a
--- /dev/null
+++ b/addons/gdquest_sparkly_bag/sparkly_bag_utils.gd
@@ -0,0 +1,141 @@
+const SEP := "/"
+
+enum ReturnCode { OK, FAIL, WARN, SKIP, EXE_NOT_FOUND = 127, CODE_NOT_FOUND }
+
+
+class Result:
+ var return_code := ReturnCode.OK
+ var result: Variant = null
+
+ func _init(result: Variant = null) -> void:
+ self.result = result
+
+
+static func fs_find(pattern: String = "*", path: String = "res://", do_include_hidden := true, do_fail := true) -> Result:
+ const TAG := { ReturnCode.FAIL: "FAIL", ReturnCode.SKIP: "SKIP" }
+
+ var result: Result = Result.new([])
+ var is_file := not pattern.ends_with(SEP)
+ pattern = pattern.rstrip(SEP)
+
+ var dir := DirAccess.open(path)
+ dir.include_hidden = do_include_hidden
+
+ if DirAccess.get_open_error() != OK:
+ result.return_code = ReturnCode.FAIL if do_fail else ReturnCode.SKIP
+ printerr("%s: could not open [%s]" % [TAG[result.return_code], path])
+ return result
+
+ if dir.list_dir_begin() != OK:
+ result.return_code = ReturnCode.FAIL if do_fail else ReturnCode.SKIP
+ printerr("%s: could not list contents of [%s]" % [TAG[result.return_code], path])
+ return result
+
+ path = dir.get_next()
+ while path.is_valid_filename():
+ var new_path: String = dir.get_current_dir().path_join(path)
+ if dir.current_is_dir():
+ if not is_file and (path == pattern or new_path.match(pattern)):
+ result.result.push_back(new_path)
+ result.result += fs_find(pattern, new_path).result
+ elif path == pattern or new_path.match(pattern):
+ result.result.push_back(new_path)
+ path = dir.get_next()
+ return result
+
+
+static func fs_remove_dir(base_path: String) -> void:
+ if not DirAccess.dir_exists_absolute(base_path):
+ return
+
+ var found := fs_find("*", base_path)
+ for path: String in found.result:
+ DirAccess.remove_absolute(path)
+
+ found = fs_find("*/", base_path)
+ found.result.reverse()
+ for path in found.result:
+ DirAccess.remove_absolute(path)
+ DirAccess.remove_absolute(base_path)
+
+
+static func fs_copy_dir(from_path: String, to_path: String, ignore: Array[String] = []) -> ReturnCode:
+ var dir := DirAccess.open(from_path)
+ from_path = dir.get_current_dir()
+ var from_base_path := from_path.get_base_dir()
+ var found := fs_find("*", from_path)
+ if found.return_code != ReturnCode.OK:
+ return found.return_code
+
+ for file_path: String in found.result:
+ if ignore.any(func(p: String) -> bool: return file_path.match(p)):
+ continue
+ var destination_file_path := file_path.replace(from_base_path, to_path)
+ var destination_dir_path := destination_file_path.get_base_dir()
+ DirAccess.make_dir_recursive_absolute(destination_dir_path)
+ DirAccess.copy_absolute(file_path, destination_file_path)
+ return found.return_code
+
+
+static func os_execute(exe: String, args: Array, do_read_stderr := true) -> ReturnCode:
+ var output := []
+ var return_code := OS.execute(exe, args, output, do_read_stderr)
+ for line in output:
+ print_rich(line)
+
+ var is_fail := (
+ not return_code in ReturnCode.values()
+ or output.any(func(s: String) -> bool: return "FAIL" in s)
+ )
+ return ReturnCode.FAIL if is_fail else (return_code as ReturnCode)
+
+
+static func os_parse_user_args(help_description := [], supported_args := []) -> Result:
+ var result := Result.new({args = {}})
+
+ const ARG_HELP := ["-h", "--help", "Show this help message."]
+ supported_args = [ARG_HELP] + supported_args
+
+ var is_arg_predicate := func(s: String) -> bool: return s.begins_with("-")
+ var arg_to_help := func(a: Array) -> String:
+ var args := a.filter(is_arg_predicate)
+ var help_message := a.filter(func(s: String) -> bool: return not s.begins_with("-"))
+ return " %s" % "\n\t".join([" ".join(args), "".join(help_message)])
+ var help_message := help_description + ["Arguments"] + supported_args.map(arg_to_help)
+ result.result.help_message = "\n".join(help_message)
+
+ result.result.user_args = OS.get_cmdline_user_args()
+ if not ARG_HELP.filter(func(a: String) -> bool: return a in result.result.user_args).is_empty():
+ print_rich(result.result.help_message)
+ return result
+
+ var flat_supported_args := flatten(supported_args).filter(is_arg_predicate)
+ var unknown_args: Array[String] = []
+ for arg: String in result.result.user_args:
+ var parts := arg.split("=")
+ var key := parts[0]
+ if key in flat_supported_args:
+ result.result.args[key] = parts[1] if parts.size() == 2 else null
+ else:
+ unknown_args.push_back(key)
+
+ if not unknown_args.is_empty():
+ var message := [
+ "Unknown command-line arguments %s." % str(unknown_args),
+ "Supported arguments %s." % str(flat_supported_args),
+ ]
+ push_warning(" ".join(message))
+ result.return_code = ReturnCode.WARN
+ return result
+
+
+static func flatten_unique(array: Array) -> Array:
+ var result := {}
+ for key in flatten(array):
+ result[key] = null
+ return result.keys()
+
+
+static func flatten(array: Array) -> Array:
+ return array.reduce(func(acc: Array, xs: Array) -> Array: return acc + xs, [])
+
diff --git a/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_bold.ttf b/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_bold.ttf
new file mode 100644
index 0000000..384f8eb
Binary files /dev/null and b/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_bold.ttf differ
diff --git a/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_bold.ttf.import b/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_bold.ttf.import
new file mode 100644
index 0000000..81703c6
--- /dev/null
+++ b/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_bold.ttf.import
@@ -0,0 +1,34 @@
+[remap]
+
+importer="font_data_dynamic"
+type="FontFile"
+uid="uid://dmo87fdm7i0rd"
+path="res://.godot/imported/noto_sans_ja_bold.ttf-88e1b4266f12cb9da0eb807ce9d483d1.fontdata"
+
+[deps]
+
+source_file="res://addons/godot_tours/assets/fonts/fallback/noto_sans_ja_bold.ttf"
+dest_files=["res://.godot/imported/noto_sans_ja_bold.ttf-88e1b4266f12cb9da0eb807ce9d483d1.fontdata"]
+
+[params]
+
+Rendering=null
+antialiasing=1
+generate_mipmaps=false
+disable_embedded_bitmaps=true
+multichannel_signed_distance_field=false
+msdf_pixel_range=8
+msdf_size=48
+allow_system_fallback=true
+force_autohinter=false
+hinting=1
+subpixel_positioning=1
+oversampling=0.0
+Fallbacks=null
+fallbacks=[]
+Compress=null
+compress=true
+preload=[]
+language_support={}
+script_support={}
+opentype_features={}
diff --git a/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_regular.ttf b/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_regular.ttf
new file mode 100644
index 0000000..1583096
Binary files /dev/null and b/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_regular.ttf differ
diff --git a/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_regular.ttf.import b/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_regular.ttf.import
new file mode 100644
index 0000000..2ec8669
--- /dev/null
+++ b/addons/godot_tours/assets/fonts/fallback/noto_sans_ja_regular.ttf.import
@@ -0,0 +1,34 @@
+[remap]
+
+importer="font_data_dynamic"
+type="FontFile"
+uid="uid://bc0w1omce2rm6"
+path="res://.godot/imported/noto_sans_ja_regular.ttf-7d3eda32813c664da9f4bbbe9c3a6118.fontdata"
+
+[deps]
+
+source_file="res://addons/godot_tours/assets/fonts/fallback/noto_sans_ja_regular.ttf"
+dest_files=["res://.godot/imported/noto_sans_ja_regular.ttf-7d3eda32813c664da9f4bbbe9c3a6118.fontdata"]
+
+[params]
+
+Rendering=null
+antialiasing=1
+generate_mipmaps=false
+disable_embedded_bitmaps=true
+multichannel_signed_distance_field=false
+msdf_pixel_range=8
+msdf_size=48
+allow_system_fallback=true
+force_autohinter=false
+hinting=1
+subpixel_positioning=1
+oversampling=0.0
+Fallbacks=null
+fallbacks=[]
+Compress=null
+compress=true
+preload=[]
+language_support={}
+script_support={}
+opentype_features={}
diff --git a/addons/godot_tours/bubble/assets/fonts/hasklug_nerd_mono.otf b/addons/godot_tours/assets/fonts/hasklug_nerd_mono.otf
similarity index 100%
rename from addons/godot_tours/bubble/assets/fonts/hasklug_nerd_mono.otf
rename to addons/godot_tours/assets/fonts/hasklug_nerd_mono.otf
diff --git a/addons/godot_tours/bubble/assets/fonts/hasklug_nerd_mono.otf.import b/addons/godot_tours/assets/fonts/hasklug_nerd_mono.otf.import
similarity index 60%
rename from addons/godot_tours/bubble/assets/fonts/hasklug_nerd_mono.otf.import
rename to addons/godot_tours/assets/fonts/hasklug_nerd_mono.otf.import
index c82bd63..f60813f 100644
--- a/addons/godot_tours/bubble/assets/fonts/hasklug_nerd_mono.otf.import
+++ b/addons/godot_tours/assets/fonts/hasklug_nerd_mono.otf.import
@@ -3,18 +3,19 @@
importer="font_data_dynamic"
type="FontFile"
uid="uid://c3xincxynype7"
-path="res://.godot/imported/hasklug_nerd_mono.otf-f67bcac9f850312932c1e6279df5692c.fontdata"
+path="res://.godot/imported/hasklug_nerd_mono.otf-cbc777136d38df6e6055e244ef44e4bd.fontdata"
[deps]
-source_file="res://addons/godot_tours/bubble/assets/fonts/hasklug_nerd_mono.otf"
-dest_files=["res://.godot/imported/hasklug_nerd_mono.otf-f67bcac9f850312932c1e6279df5692c.fontdata"]
+source_file="res://addons/godot_tours/assets/fonts/hasklug_nerd_mono.otf"
+dest_files=["res://.godot/imported/hasklug_nerd_mono.otf-cbc777136d38df6e6055e244ef44e4bd.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
+disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
diff --git a/addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf b/addons/godot_tours/assets/fonts/mukta_bold.ttf
similarity index 100%
rename from addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf
rename to addons/godot_tours/assets/fonts/mukta_bold.ttf
diff --git a/addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf.import b/addons/godot_tours/assets/fonts/mukta_bold.ttf.import
similarity index 62%
rename from addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf.import
rename to addons/godot_tours/assets/fonts/mukta_bold.ttf.import
index dceaa0f..063c343 100644
--- a/addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf.import
+++ b/addons/godot_tours/assets/fonts/mukta_bold.ttf.import
@@ -3,18 +3,19 @@
importer="font_data_dynamic"
type="FontFile"
uid="uid://cxeo2n3ky21xb"
-path="res://.godot/imported/mukta_bold.ttf-e8d363c2a7fb8b80d728bd7dee4e4d28.fontdata"
+path="res://.godot/imported/mukta_bold.ttf-7a9485631c1973c68e8b9b5c64c74887.fontdata"
[deps]
-source_file="res://addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf"
-dest_files=["res://.godot/imported/mukta_bold.ttf-e8d363c2a7fb8b80d728bd7dee4e4d28.fontdata"]
+source_file="res://addons/godot_tours/assets/fonts/mukta_bold.ttf"
+dest_files=["res://.godot/imported/mukta_bold.ttf-7a9485631c1973c68e8b9b5c64c74887.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
+disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
diff --git a/addons/godot_tours/bubble/assets/fonts/poppins_bold.ttf b/addons/godot_tours/assets/fonts/poppins_bold.ttf
similarity index 100%
rename from addons/godot_tours/bubble/assets/fonts/poppins_bold.ttf
rename to addons/godot_tours/assets/fonts/poppins_bold.ttf
diff --git a/addons/godot_tours/bubble/assets/fonts/poppins_bold.ttf.import b/addons/godot_tours/assets/fonts/poppins_bold.ttf.import
similarity index 61%
rename from addons/godot_tours/bubble/assets/fonts/poppins_bold.ttf.import
rename to addons/godot_tours/assets/fonts/poppins_bold.ttf.import
index a02dd67..452fbb1 100644
--- a/addons/godot_tours/bubble/assets/fonts/poppins_bold.ttf.import
+++ b/addons/godot_tours/assets/fonts/poppins_bold.ttf.import
@@ -3,18 +3,19 @@
importer="font_data_dynamic"
type="FontFile"
uid="uid://b0egmv7mkouwp"
-path="res://.godot/imported/poppins_bold.ttf-ba3c16fc506adac0633c8213a21ed168.fontdata"
+path="res://.godot/imported/poppins_bold.ttf-3d8105333ad28e1b936bf88729abcb01.fontdata"
[deps]
-source_file="res://addons/godot_tours/bubble/assets/fonts/poppins_bold.ttf"
-dest_files=["res://.godot/imported/poppins_bold.ttf-ba3c16fc506adac0633c8213a21ed168.fontdata"]
+source_file="res://addons/godot_tours/assets/fonts/poppins_bold.ttf"
+dest_files=["res://.godot/imported/poppins_bold.ttf-3d8105333ad28e1b936bf88729abcb01.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
+disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
diff --git a/addons/godot_tours/bubble/assets/fonts/poppins_italic.ttf b/addons/godot_tours/assets/fonts/poppins_italic.ttf
similarity index 100%
rename from addons/godot_tours/bubble/assets/fonts/poppins_italic.ttf
rename to addons/godot_tours/assets/fonts/poppins_italic.ttf
diff --git a/addons/godot_tours/bubble/assets/fonts/poppins_italic.ttf.import b/addons/godot_tours/assets/fonts/poppins_italic.ttf.import
similarity index 60%
rename from addons/godot_tours/bubble/assets/fonts/poppins_italic.ttf.import
rename to addons/godot_tours/assets/fonts/poppins_italic.ttf.import
index bc0cdac..9357dfb 100644
--- a/addons/godot_tours/bubble/assets/fonts/poppins_italic.ttf.import
+++ b/addons/godot_tours/assets/fonts/poppins_italic.ttf.import
@@ -3,18 +3,19 @@
importer="font_data_dynamic"
type="FontFile"
uid="uid://cowlnwvq0rikj"
-path="res://.godot/imported/poppins_italic.ttf-61875b501353b9c5806e9f1db637f13f.fontdata"
+path="res://.godot/imported/poppins_italic.ttf-acec85489668d86205880231e06ce363.fontdata"
[deps]
-source_file="res://addons/godot_tours/bubble/assets/fonts/poppins_italic.ttf"
-dest_files=["res://.godot/imported/poppins_italic.ttf-61875b501353b9c5806e9f1db637f13f.fontdata"]
+source_file="res://addons/godot_tours/assets/fonts/poppins_italic.ttf"
+dest_files=["res://.godot/imported/poppins_italic.ttf-acec85489668d86205880231e06ce363.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
+disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
diff --git a/addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf b/addons/godot_tours/assets/fonts/poppins_regular.ttf
similarity index 100%
rename from addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf
rename to addons/godot_tours/assets/fonts/poppins_regular.ttf
diff --git a/addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf.import b/addons/godot_tours/assets/fonts/poppins_regular.ttf.import
similarity index 60%
rename from addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf.import
rename to addons/godot_tours/assets/fonts/poppins_regular.ttf.import
index c90262c..91a7993 100644
--- a/addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf.import
+++ b/addons/godot_tours/assets/fonts/poppins_regular.ttf.import
@@ -3,18 +3,19 @@
importer="font_data_dynamic"
type="FontFile"
uid="uid://b0tcgxag5h452"
-path="res://.godot/imported/poppins_regular.ttf-bd6ee033a91271300aa7b20669b56868.fontdata"
+path="res://.godot/imported/poppins_regular.ttf-3d430da449ee1abc7f5114c7e501b931.fontdata"
[deps]
-source_file="res://addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf"
-dest_files=["res://.godot/imported/poppins_regular.ttf-bd6ee033a91271300aa7b20669b56868.fontdata"]
+source_file="res://addons/godot_tours/assets/fonts/poppins_regular.ttf"
+dest_files=["res://.godot/imported/poppins_regular.ttf-3d430da449ee1abc7f5114c7e501b931.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
+disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
diff --git a/addons/godot_tours/assets/guide_3d.gd b/addons/godot_tours/assets/guide_3d.gd
new file mode 100644
index 0000000..24eba85
--- /dev/null
+++ b/addons/godot_tours/assets/guide_3d.gd
@@ -0,0 +1,45 @@
+@tool
+extends Node3D
+
+## Changes the size of the guide box.
+var size := Vector3.ONE: set = set_size
+## Offsets the child box mesh relative to this node.
+var box_offset := Vector3.ZERO: set = set_box_offset
+## Changes the transparency of the guide box.
+var alpha := 0.4: set = set_alpha
+
+@onready var mesh_instance_3d: MeshInstance3D = %MeshInstance3D
+
+
+func _ready() -> void:
+ set_size(size)
+ set_box_offset(box_offset)
+ set_alpha(alpha)
+
+
+## Returns the axis-aligned bounding box of the guide box.
+func get_aabb() -> AABB:
+ if mesh_instance_3d == null:
+ return AABB()
+ return mesh_instance_3d.mesh.get_aabb()
+
+
+func set_size(new_size: Vector3) -> void:
+ size = new_size
+ if mesh_instance_3d == null:
+ return
+ mesh_instance_3d.mesh.size = size
+
+
+func set_box_offset(new_offset: Vector3) -> void:
+ box_offset = new_offset
+ if mesh_instance_3d == null:
+ return
+ mesh_instance_3d.position = box_offset
+
+
+func set_alpha(new_alpha: float) -> void:
+ alpha = clamp(new_alpha, 0.0, 1.0)
+ if mesh_instance_3d == null:
+ return
+ mesh_instance_3d.mesh.material.albedo_color.a = alpha
diff --git a/addons/godot_tours/assets/guide_3d.tscn b/addons/godot_tours/assets/guide_3d.tscn
new file mode 100644
index 0000000..44bb25c
--- /dev/null
+++ b/addons/godot_tours/assets/guide_3d.tscn
@@ -0,0 +1,30 @@
+[gd_scene load_steps=4 format=3 uid="uid://bxefaevg616la"]
+
+[ext_resource type="Script" path="res://addons/godot_tours/assets/guide_3d.gd" id="1_nq5ae"]
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_y1av2"]
+resource_local_to_scene = true
+transparency = 1
+cull_mode = 2
+no_depth_test = true
+shading_mode = 2
+diffuse_mode = 2
+specular_mode = 2
+disable_ambient_light = true
+disable_fog = true
+albedo_color = Color(0.101961, 0.305882, 0.87451, 0.545098)
+
+[sub_resource type="BoxMesh" id="BoxMesh_refqc"]
+resource_local_to_scene = true
+material = SubResource("StandardMaterial3D_y1av2")
+
+[node name="Guide3D" type="Node3D"]
+top_level = true
+script = ExtResource("1_nq5ae")
+metadata/_edit_lock_ = true
+metadata/_edit_group_ = true
+
+[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
+unique_name_in_owner = true
+transform = Transform3D(0.999997, -0.00212301, 0.00132331, 0.00212455, 0.999997, -0.00115882, -0.00132084, 0.00116164, 0.999998, 0, 0, 0)
+mesh = SubResource("BoxMesh_refqc")
diff --git a/addons/godot_tours/bubble/assets/bubble_theme.tres b/addons/godot_tours/bubble/assets/bubble_theme.tres
index 070e2cf..1b5637f 100644
--- a/addons/godot_tours/bubble/assets/bubble_theme.tres
+++ b/addons/godot_tours/bubble/assets/bubble_theme.tres
@@ -1,10 +1,10 @@
[gd_resource type="Theme" load_steps=15 format=3 uid="uid://cx2cxgbadh7fg"]
-[ext_resource type="FontFile" uid="uid://cxeo2n3ky21xb" path="res://addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf" id="2_dcrkv"]
-[ext_resource type="FontFile" uid="uid://c3xincxynype7" path="res://addons/godot_tours/bubble/assets/fonts/hasklug_nerd_mono.otf" id="3_q3s3n"]
-[ext_resource type="FontFile" uid="uid://b0egmv7mkouwp" path="res://addons/godot_tours/bubble/assets/fonts/poppins_bold.ttf" id="3_xuvjh"]
-[ext_resource type="FontFile" uid="uid://cowlnwvq0rikj" path="res://addons/godot_tours/bubble/assets/fonts/poppins_italic.ttf" id="4_th3qn"]
-[ext_resource type="FontFile" uid="uid://b0tcgxag5h452" path="res://addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf" id="6_k0qw8"]
+[ext_resource type="FontFile" uid="uid://cxeo2n3ky21xb" path="res://addons/godot_tours/assets/fonts/mukta_bold.ttf" id="2_dcrkv"]
+[ext_resource type="FontFile" uid="uid://c3xincxynype7" path="res://addons/godot_tours/assets/fonts/hasklug_nerd_mono.otf" id="3_q3s3n"]
+[ext_resource type="FontFile" uid="uid://b0egmv7mkouwp" path="res://addons/godot_tours/assets/fonts/poppins_bold.ttf" id="3_xuvjh"]
+[ext_resource type="FontFile" uid="uid://cowlnwvq0rikj" path="res://addons/godot_tours/assets/fonts/poppins_italic.ttf" id="4_th3qn"]
+[ext_resource type="FontFile" uid="uid://b0tcgxag5h452" path="res://addons/godot_tours/assets/fonts/poppins_regular.ttf" id="6_k0qw8"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_k5cck"]
diff --git a/addons/godot_tours/bubble/assets/icons/2D.svg b/addons/godot_tours/bubble/assets/icons/2D.svg
new file mode 100644
index 0000000..9908006
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/2D.svg
@@ -0,0 +1 @@
+
diff --git a/tours/godot-first-tour/assets/bubble-background.png.import b/addons/godot_tours/bubble/assets/icons/2D.svg.import
similarity index 60%
rename from tours/godot-first-tour/assets/bubble-background.png.import
rename to addons/godot_tours/bubble/assets/icons/2D.svg.import
index b41d855..987b0d9 100644
--- a/tours/godot-first-tour/assets/bubble-background.png.import
+++ b/addons/godot_tours/bubble/assets/icons/2D.svg.import
@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
-uid="uid://dav4p87w5t4d7"
-path="res://.godot/imported/bubble-background.png-ddd5f0a5ecdddff73041e10a7567bb8e.ctex"
+uid="uid://iytbla41f6qv"
+path="res://.godot/imported/2D.svg-67daaa5c861d07de7531301b9e6523e1.ctex"
metadata={
"vram_texture": false
}
[deps]
-source_file="res://tours/godot-first-tour/assets/bubble-background.png"
-dest_files=["res://.godot/imported/bubble-background.png-ddd5f0a5ecdddff73041e10a7567bb8e.ctex"]
+source_file="res://addons/godot_tours/bubble/assets/icons/2D.svg"
+dest_files=["res://.godot/imported/2D.svg-67daaa5c861d07de7531301b9e6523e1.ctex"]
[params]
@@ -32,3 +32,6 @@ process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+svg/scale=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/3D.svg b/addons/godot_tours/bubble/assets/icons/3D.svg
new file mode 100644
index 0000000..b9b17b8
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/3D.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/3D.svg.import b/addons/godot_tours/bubble/assets/icons/3D.svg.import
new file mode 100644
index 0000000..dca7234
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/3D.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://c8jjwyq2d353c"
+path="res://.godot/imported/3D.svg-06e4a97f665700912ecc894287d67d18.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/3D.svg"
+dest_files=["res://.godot/imported/3D.svg-06e4a97f665700912ecc894287d67d18.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/AABB.svg b/addons/godot_tours/bubble/assets/icons/AABB.svg
new file mode 100644
index 0000000..94bf00d
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/AABB.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/AABB.svg.import b/addons/godot_tours/bubble/assets/icons/AABB.svg.import
new file mode 100644
index 0000000..0878093
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/AABB.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://c5o21gleage7r"
+path="res://.godot/imported/AABB.svg-c7309f9d826426dfb977c6581b138349.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/AABB.svg"
+dest_files=["res://.godot/imported/AABB.svg-c7309f9d826426dfb977c6581b138349.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/AcceptDialog.svg b/addons/godot_tours/bubble/assets/icons/AcceptDialog.svg
new file mode 100644
index 0000000..5d60a31
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/AcceptDialog.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/AcceptDialog.svg.import b/addons/godot_tours/bubble/assets/icons/AcceptDialog.svg.import
new file mode 100644
index 0000000..4992f85
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/AcceptDialog.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://ojt75kckfp2e"
+path="res://.godot/imported/AcceptDialog.svg-9b8e5ee6554a51be0726e701310dd7dd.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/AcceptDialog.svg"
+dest_files=["res://.godot/imported/AcceptDialog.svg-9b8e5ee6554a51be0726e701310dd7dd.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/ActionCopy.svg b/addons/godot_tours/bubble/assets/icons/ActionCopy.svg
new file mode 100644
index 0000000..fe47a73
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ActionCopy.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/ActionCopy.svg.import b/addons/godot_tours/bubble/assets/icons/ActionCopy.svg.import
new file mode 100644
index 0000000..05c311b
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ActionCopy.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://b187ivf0qqthi"
+path="res://.godot/imported/ActionCopy.svg-b0ce2c63bf64fb6f653df6d32f54698a.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/ActionCopy.svg"
+dest_files=["res://.godot/imported/ActionCopy.svg-b0ce2c63bf64fb6f653df6d32f54698a.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/ActionCut.svg b/addons/godot_tours/bubble/assets/icons/ActionCut.svg
new file mode 100644
index 0000000..e1f2153
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ActionCut.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/ActionCut.svg.import b/addons/godot_tours/bubble/assets/icons/ActionCut.svg.import
new file mode 100644
index 0000000..2baf723
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ActionCut.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://h6fh2qkwwy8b"
+path="res://.godot/imported/ActionCut.svg-c860346cb5f4d471f198664bb7c98b86.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/ActionCut.svg"
+dest_files=["res://.godot/imported/ActionCut.svg-c860346cb5f4d471f198664bb7c98b86.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/ActionPaste.svg b/addons/godot_tours/bubble/assets/icons/ActionPaste.svg
new file mode 100644
index 0000000..bdfb849
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ActionPaste.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/ActionPaste.svg.import b/addons/godot_tours/bubble/assets/icons/ActionPaste.svg.import
new file mode 100644
index 0000000..bc6f114
--- /dev/null
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diff --git a/addons/godot_tours/bubble/assets/icons/AnimationFilter.svg.import b/addons/godot_tours/bubble/assets/icons/AnimationFilter.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/EditorHandle.svg b/addons/godot_tours/bubble/assets/icons/EditorHandle.svg
new file mode 100644
index 0000000..1bd3218
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorHandle.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorHandle.svg.import b/addons/godot_tours/bubble/assets/icons/EditorHandle.svg.import
new file mode 100644
index 0000000..cc5448e
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorHandle.svg.import
@@ -0,0 +1,37 @@
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+}
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diff --git a/addons/godot_tours/bubble/assets/icons/EditorHandleAdd.svg b/addons/godot_tours/bubble/assets/icons/EditorHandleAdd.svg
new file mode 100644
index 0000000..a267170
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorHandleAdd.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorHandleAdd.svg.import b/addons/godot_tours/bubble/assets/icons/EditorHandleAdd.svg.import
new file mode 100644
index 0000000..d774dc3
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorHandleAdd.svg.import
@@ -0,0 +1,37 @@
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+}
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new file mode 100644
index 0000000..1d60e36
--- /dev/null
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@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorHandleDisabled.svg.import b/addons/godot_tours/bubble/assets/icons/EditorHandleDisabled.svg.import
new file mode 100644
index 0000000..a12c774
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorHandleDisabled.svg.import
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new file mode 100644
index 0000000..7fb35ee
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPathSharpHandle.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorPathSharpHandle.svg.import b/addons/godot_tours/bubble/assets/icons/EditorPathSharpHandle.svg.import
new file mode 100644
index 0000000..72176c6
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPathSharpHandle.svg.import
@@ -0,0 +1,37 @@
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+}
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new file mode 100644
index 0000000..d4bd434
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPathSmoothHandle.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorPathSmoothHandle.svg.import b/addons/godot_tours/bubble/assets/icons/EditorPathSmoothHandle.svg.import
new file mode 100644
index 0000000..da21be1
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPathSmoothHandle.svg.import
@@ -0,0 +1,37 @@
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+}
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new file mode 100644
index 0000000..802d7c2
--- /dev/null
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@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorPivot.svg.import b/addons/godot_tours/bubble/assets/icons/EditorPivot.svg.import
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--- /dev/null
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new file mode 100644
index 0000000..928ca7c
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPlugin.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorPlugin.svg.import b/addons/godot_tours/bubble/assets/icons/EditorPlugin.svg.import
new file mode 100644
index 0000000..ebbf7f0
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPlugin.svg.import
@@ -0,0 +1,37 @@
+[remap]
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+}
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new file mode 100644
index 0000000..c736497
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPosition.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorPosition.svg.import b/addons/godot_tours/bubble/assets/icons/EditorPosition.svg.import
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--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPosition.svg.import
@@ -0,0 +1,37 @@
+[remap]
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new file mode 100644
index 0000000..5cc8248
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPositionPrevious.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorPositionPrevious.svg.import b/addons/godot_tours/bubble/assets/icons/EditorPositionPrevious.svg.import
new file mode 100644
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--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPositionPrevious.svg.import
@@ -0,0 +1,37 @@
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new file mode 100644
index 0000000..6c76f0b
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPositionUnselected.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/EditorPositionUnselected.svg.import b/addons/godot_tours/bubble/assets/icons/EditorPositionUnselected.svg.import
new file mode 100644
index 0000000..fa663d9
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/EditorPositionUnselected.svg.import
@@ -0,0 +1,37 @@
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diff --git a/addons/godot_tours/bubble/assets/icons/Enum.svg b/addons/godot_tours/bubble/assets/icons/Enum.svg
new file mode 100644
index 0000000..03b9b4a
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Enum.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Enum.svg.import b/addons/godot_tours/bubble/assets/icons/Enum.svg.import
new file mode 100644
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--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Enum.svg.import
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new file mode 100644
index 0000000..b356459
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Environment.svg
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+
diff --git a/addons/godot_tours/bubble/assets/icons/Environment.svg.import b/addons/godot_tours/bubble/assets/icons/Environment.svg.import
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\ No newline at end of file
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\ No newline at end of file
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\ No newline at end of file
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index 0000000..16ed7ae
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index 0000000..d6e2b36
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diff --git a/addons/godot_tours/bubble/assets/icons/FileBigThumb.svg.import b/addons/godot_tours/bubble/assets/icons/FileBigThumb.svg.import
new file mode 100644
index 0000000..285d04d
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diff --git a/addons/godot_tours/bubble/assets/icons/FileBroken.svg.import b/addons/godot_tours/bubble/assets/icons/FileBroken.svg.import
new file mode 100644
index 0000000..72c9d6f
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new file mode 100644
index 0000000..c7edaa6
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diff --git a/addons/godot_tours/bubble/assets/icons/FileBrokenBigThumb.svg.import b/addons/godot_tours/bubble/assets/icons/FileBrokenBigThumb.svg.import
new file mode 100644
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--- /dev/null
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new file mode 100644
index 0000000..2bf3ca4
--- /dev/null
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+
\ No newline at end of file
diff --git a/addons/godot_tours/bubble/assets/icons/FileBrowse.svg.import b/addons/godot_tours/bubble/assets/icons/FileBrowse.svg.import
new file mode 100644
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new file mode 100644
index 0000000..af88bd8
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new file mode 100644
index 0000000..71e3e4a
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diff --git a/addons/godot_tours/bubble/assets/icons/FileDeadBigThumb.svg.import b/addons/godot_tours/bubble/assets/icons/FileDeadBigThumb.svg.import
new file mode 100644
index 0000000..0be9529
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/FileDeadBigThumb.svg.import
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new file mode 100644
index 0000000..8f5099c
--- /dev/null
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@@ -0,0 +1 @@
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diff --git a/addons/godot_tours/bubble/assets/icons/FileDeadMediumThumb.svg.import b/addons/godot_tours/bubble/assets/icons/FileDeadMediumThumb.svg.import
new file mode 100644
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new file mode 100644
index 0000000..6b16dbb
--- /dev/null
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+
diff --git a/addons/godot_tours/bubble/assets/icons/FileDialog.svg.import b/addons/godot_tours/bubble/assets/icons/FileDialog.svg.import
new file mode 100644
index 0000000..52ce2be
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new file mode 100644
index 0000000..3ba4915
--- /dev/null
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+
diff --git a/addons/godot_tours/bubble/assets/icons/FileList.svg.import b/addons/godot_tours/bubble/assets/icons/FileList.svg.import
new file mode 100644
index 0000000..0ca6ae0
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new file mode 100644
index 0000000..9b59f7c
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@@ -0,0 +1 @@
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diff --git a/addons/godot_tours/bubble/assets/icons/FileMediumThumb.svg.import b/addons/godot_tours/bubble/assets/icons/FileMediumThumb.svg.import
new file mode 100644
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new file mode 100644
index 0000000..5cf0ddc
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+
diff --git a/addons/godot_tours/bubble/assets/icons/FileThumbnail.svg.import b/addons/godot_tours/bubble/assets/icons/FileThumbnail.svg.import
new file mode 100644
index 0000000..4720bed
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new file mode 100644
index 0000000..995715c
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@@ -0,0 +1 @@
+
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index 0000000..1e374bb
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new file mode 100644
index 0000000..a5e1c2f
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+
diff --git a/addons/godot_tours/bubble/assets/icons/Filesystem.svg.import b/addons/godot_tours/bubble/assets/icons/Filesystem.svg.import
new file mode 100644
index 0000000..2b78c2a
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new file mode 100644
index 0000000..f8e48db
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diff --git a/addons/godot_tours/bubble/assets/icons/FlowContainer.svg.import b/addons/godot_tours/bubble/assets/icons/FlowContainer.svg.import
new file mode 100644
index 0000000..6215dfc
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new file mode 100644
index 0000000..5fb9951
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diff --git a/addons/godot_tours/bubble/assets/icons/FogMaterial.svg.import b/addons/godot_tours/bubble/assets/icons/FogMaterial.svg.import
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new file mode 100644
index 0000000..4a796d6
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new file mode 100644
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@@ -0,0 +1 @@
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new file mode 100644
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new file mode 100644
index 0000000..834d7f1
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@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/godot_tours/bubble/assets/icons/FolderBrowse.svg.import b/addons/godot_tours/bubble/assets/icons/FolderBrowse.svg.import
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new file mode 100644
index 0000000..80a3f90
--- /dev/null
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@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/godot_tours/bubble/assets/icons/FolderCreate.svg.import b/addons/godot_tours/bubble/assets/icons/FolderCreate.svg.import
new file mode 100644
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new file mode 100644
index 0000000..7647d6d
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@@ -0,0 +1 @@
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diff --git a/addons/godot_tours/bubble/assets/icons/FolderMediumThumb.svg.import b/addons/godot_tours/bubble/assets/icons/FolderMediumThumb.svg.import
new file mode 100644
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new file mode 100644
index 0000000..f66f658
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diff --git a/addons/godot_tours/bubble/assets/icons/Font.svg.import b/addons/godot_tours/bubble/assets/icons/Font.svg.import
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new file mode 100644
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diff --git a/addons/godot_tours/bubble/assets/icons/FontFile.svg.import b/addons/godot_tours/bubble/assets/icons/FontFile.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/FontItem.svg.import b/addons/godot_tours/bubble/assets/icons/FontItem.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/Key.svg.import b/addons/godot_tours/bubble/assets/icons/Key.svg.import
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index 0000000..58bdfc3
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diff --git a/addons/godot_tours/bubble/assets/icons/NavigationPolygon.svg.import b/addons/godot_tours/bubble/assets/icons/NavigationPolygon.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/NavigationRegion2D.svg.import b/addons/godot_tours/bubble/assets/icons/NavigationRegion2D.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/NavigationRegion3D.svg.import b/addons/godot_tours/bubble/assets/icons/NavigationRegion3D.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/Nil.svg.import b/addons/godot_tours/bubble/assets/icons/Nil.svg.import
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--- /dev/null
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diff --git a/addons/godot_tours/bubble/assets/icons/Node.svg.import b/addons/godot_tours/bubble/assets/icons/Node.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/Node2D.svg.import b/addons/godot_tours/bubble/assets/icons/Node2D.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/Paint.svg.import b/addons/godot_tours/bubble/assets/icons/Paint.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/Panel.svg.import b/addons/godot_tours/bubble/assets/icons/Panel.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/Panels3Alt.svg.import b/addons/godot_tours/bubble/assets/icons/Panels3Alt.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/Panels4.svg.import b/addons/godot_tours/bubble/assets/icons/Panels4.svg.import
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new file mode 100644
index 0000000..583c377
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\ No newline at end of file
diff --git a/addons/godot_tours/bubble/assets/icons/PhysicalBoneSimulator3D.svg.import b/addons/godot_tours/bubble/assets/icons/PhysicalBoneSimulator3D.svg.import
new file mode 100644
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diff --git a/addons/godot_tours/bubble/assets/icons/PickerShapeCircle.svg.import b/addons/godot_tours/bubble/assets/icons/PickerShapeCircle.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/PickerShapeRectangle.svg.import b/addons/godot_tours/bubble/assets/icons/PickerShapeRectangle.svg.import
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new file mode 100644
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diff --git a/addons/godot_tours/bubble/assets/icons/Pin.svg.import b/addons/godot_tours/bubble/assets/icons/Pin.svg.import
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new file mode 100644
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diff --git a/addons/godot_tours/bubble/assets/icons/PinJoint2D.svg.import b/addons/godot_tours/bubble/assets/icons/PinJoint2D.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/PinJoint3D.svg.import b/addons/godot_tours/bubble/assets/icons/PinJoint3D.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/PingPongLoop.svg.import b/addons/godot_tours/bubble/assets/icons/PingPongLoop.svg.import
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diff --git a/addons/godot_tours/bubble/assets/icons/Progress7.svg.import b/addons/godot_tours/bubble/assets/icons/Progress7.svg.import
new file mode 100644
index 0000000..af057fc
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Progress7.svg.import
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+metadata={
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+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/Progress7.svg-7e88d142fe60a209f669f32d1383f85d.ctex"]
+
+[params]
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diff --git a/addons/godot_tours/bubble/assets/icons/Progress8.svg b/addons/godot_tours/bubble/assets/icons/Progress8.svg
new file mode 100644
index 0000000..06d0204
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Progress8.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Progress8.svg.import b/addons/godot_tours/bubble/assets/icons/Progress8.svg.import
new file mode 100644
index 0000000..57001fc
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Progress8.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
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+path="res://.godot/imported/Progress8.svg-b793c7a7bd72d11837f27c7e7eb617c7.ctex"
+metadata={
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+}
+
+[deps]
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+dest_files=["res://.godot/imported/Progress8.svg-b793c7a7bd72d11837f27c7e7eb617c7.ctex"]
+
+[params]
+
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diff --git a/addons/godot_tours/bubble/assets/icons/ProgressBar.svg b/addons/godot_tours/bubble/assets/icons/ProgressBar.svg
new file mode 100644
index 0000000..894def2
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ProgressBar.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/ProgressBar.svg.import b/addons/godot_tours/bubble/assets/icons/ProgressBar.svg.import
new file mode 100644
index 0000000..7b9c773
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ProgressBar.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://d63kfvuxok86"
+path="res://.godot/imported/ProgressBar.svg-1b8097f85c42e443ae87323316127176.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
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+
+[params]
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new file mode 100644
index 0000000..505edda
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ProjectIconLoading.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/ProjectIconLoading.svg.import b/addons/godot_tours/bubble/assets/icons/ProjectIconLoading.svg.import
new file mode 100644
index 0000000..30dfb8b
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ProjectIconLoading.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://rd1rjmfdr23u"
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+metadata={
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+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/ProjectIconLoading.svg-178e8fddd3d981bf5c288a5a4cbfc05d.ctex"]
+
+[params]
+
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+svg/scale=4.0
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+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/ProjectList.svg b/addons/godot_tours/bubble/assets/icons/ProjectList.svg
new file mode 100644
index 0000000..ee72c39
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ProjectList.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/ProjectList.svg.import b/addons/godot_tours/bubble/assets/icons/ProjectList.svg.import
new file mode 100644
index 0000000..78f6eaa
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/ProjectList.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://d3v2htvnwd6wm"
+path="res://.godot/imported/ProjectList.svg-27342f22092f318e00d94429d0585f74.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/ProjectList.svg-27342f22092f318e00d94429d0585f74.ctex"]
+
+[params]
+
+compress/mode=0
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new file mode 100644
index 0000000..aa415cd
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Projection.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Projection.svg.import b/addons/godot_tours/bubble/assets/icons/Projection.svg.import
new file mode 100644
index 0000000..c63fafb
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Projection.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dm0u5lfo0an7p"
+path="res://.godot/imported/Projection.svg-628beaa0f5a74aac97693ee8343c0d4c.ctex"
+metadata={
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+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/Projection.svg-628beaa0f5a74aac97693ee8343c0d4c.ctex"]
+
+[params]
+
+compress/mode=0
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diff --git a/addons/godot_tours/bubble/assets/icons/Quad.svg b/addons/godot_tours/bubble/assets/icons/Quad.svg
new file mode 100644
index 0000000..5627876
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Quad.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Quad.svg.import b/addons/godot_tours/bubble/assets/icons/Quad.svg.import
new file mode 100644
index 0000000..f260aae
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Quad.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://cw5lqph35p2kx"
+path="res://.godot/imported/Quad.svg-f84f7c919400b89e54d1385d92d8a397.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/Quad.svg"
+dest_files=["res://.godot/imported/Quad.svg-f84f7c919400b89e54d1385d92d8a397.ctex"]
+
+[params]
+
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+svg/scale=4.0
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diff --git a/addons/godot_tours/bubble/assets/icons/QuadMesh.svg b/addons/godot_tours/bubble/assets/icons/QuadMesh.svg
new file mode 100644
index 0000000..c9f762c
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/QuadMesh.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/QuadMesh.svg.import b/addons/godot_tours/bubble/assets/icons/QuadMesh.svg.import
new file mode 100644
index 0000000..2d48f10
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/QuadMesh.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dsfioig48vmku"
+path="res://.godot/imported/QuadMesh.svg-79ee103545ccd0a3c395df5352996429.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/QuadMesh.svg"
+dest_files=["res://.godot/imported/QuadMesh.svg-79ee103545ccd0a3c395df5352996429.ctex"]
+
+[params]
+
+compress/mode=0
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diff --git a/addons/godot_tours/bubble/assets/icons/QuadOccluder3D.svg b/addons/godot_tours/bubble/assets/icons/QuadOccluder3D.svg
new file mode 100644
index 0000000..1f91cde
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/QuadOccluder3D.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/QuadOccluder3D.svg.import b/addons/godot_tours/bubble/assets/icons/QuadOccluder3D.svg.import
new file mode 100644
index 0000000..f000f11
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/QuadOccluder3D.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://viwgikak8tey"
+path="res://.godot/imported/QuadOccluder3D.svg-430ac8479f80e3664e013b1a36ca3fe4.ctex"
+metadata={
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+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/QuadOccluder3D.svg"
+dest_files=["res://.godot/imported/QuadOccluder3D.svg-430ac8479f80e3664e013b1a36ca3fe4.ctex"]
+
+[params]
+
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diff --git a/addons/godot_tours/bubble/assets/icons/Quaternion.svg b/addons/godot_tours/bubble/assets/icons/Quaternion.svg
new file mode 100644
index 0000000..39b4937
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Quaternion.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Quaternion.svg.import b/addons/godot_tours/bubble/assets/icons/Quaternion.svg.import
new file mode 100644
index 0000000..872ed61
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Quaternion.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://c5nexpcwl0fv4"
+path="res://.godot/imported/Quaternion.svg-a7c070134a750cb6eae6f136fd126367.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/Quaternion.svg"
+dest_files=["res://.godot/imported/Quaternion.svg-a7c070134a750cb6eae6f136fd126367.ctex"]
+
+[params]
+
+compress/mode=0
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+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
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diff --git a/addons/godot_tours/bubble/assets/icons/README.md b/addons/godot_tours/bubble/assets/icons/README.md
new file mode 100644
index 0000000..d191000
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/README.md
@@ -0,0 +1,7 @@
+# Editor icons
+
+This folder contains all the icons used by Godot editor (except for platform
+icons which are located in their respective platform folder).
+
+See [Editor icons](https://docs.godotengine.org/en/latest/contributing/development/editor/creating_icons.html)
+in the documentation for details on creating icons for the Godot editor.
diff --git a/addons/godot_tours/bubble/assets/icons/RID.svg b/addons/godot_tours/bubble/assets/icons/RID.svg
new file mode 100644
index 0000000..d249774
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RID.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RID.svg.import b/addons/godot_tours/bubble/assets/icons/RID.svg.import
new file mode 100644
index 0000000..74444d8
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RID.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bsnxuvedh0tv3"
+path="res://.godot/imported/RID.svg-312d52345d20c23db642b94f64be3e63.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RID.svg"
+dest_files=["res://.godot/imported/RID.svg-312d52345d20c23db642b94f64be3e63.ctex"]
+
+[params]
+
+compress/mode=0
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+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/RandomNumberGenerator.svg b/addons/godot_tours/bubble/assets/icons/RandomNumberGenerator.svg
new file mode 100644
index 0000000..2071c44
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RandomNumberGenerator.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RandomNumberGenerator.svg.import b/addons/godot_tours/bubble/assets/icons/RandomNumberGenerator.svg.import
new file mode 100644
index 0000000..845f12f
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RandomNumberGenerator.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://0jj00hxxq02g"
+path="res://.godot/imported/RandomNumberGenerator.svg-0da1b242645d7408e76baa5efc1d864b.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RandomNumberGenerator.svg"
+dest_files=["res://.godot/imported/RandomNumberGenerator.svg-0da1b242645d7408e76baa5efc1d864b.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
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+compress/channel_pack=0
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+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=4.0
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+++ b/addons/godot_tours/bubble/assets/icons/ReverseGradient.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
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+uid="uid://qpm4j1qxxeoc"
+path="res://.godot/imported/ReverseGradient.svg-e1a36a5c67e5d1c18ee39f22a4ea661a.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/ReverseGradient.svg"
+dest_files=["res://.godot/imported/ReverseGradient.svg-e1a36a5c67e5d1c18ee39f22a4ea661a.ctex"]
+
+[params]
+
+compress/mode=0
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+svg/scale=4.0
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+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/RibbonTrailMesh.svg b/addons/godot_tours/bubble/assets/icons/RibbonTrailMesh.svg
new file mode 100644
index 0000000..7b22a2b
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RibbonTrailMesh.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RibbonTrailMesh.svg.import b/addons/godot_tours/bubble/assets/icons/RibbonTrailMesh.svg.import
new file mode 100644
index 0000000..cdf32ba
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RibbonTrailMesh.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bnxm71jd8d5y3"
+path="res://.godot/imported/RibbonTrailMesh.svg-2abe04652e4f28f63e2b588a56155e78.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RibbonTrailMesh.svg"
+dest_files=["res://.godot/imported/RibbonTrailMesh.svg-2abe04652e4f28f63e2b588a56155e78.ctex"]
+
+[params]
+
+compress/mode=0
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diff --git a/addons/godot_tours/bubble/assets/icons/RichTextEffect.svg b/addons/godot_tours/bubble/assets/icons/RichTextEffect.svg
new file mode 100644
index 0000000..04875f3
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RichTextEffect.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RichTextEffect.svg.import b/addons/godot_tours/bubble/assets/icons/RichTextEffect.svg.import
new file mode 100644
index 0000000..589d54f
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RichTextEffect.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://detlc8bg4s88j"
+path="res://.godot/imported/RichTextEffect.svg-376bf7810064c23bb432f210f8f244c5.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RichTextEffect.svg"
+dest_files=["res://.godot/imported/RichTextEffect.svg-376bf7810064c23bb432f210f8f244c5.ctex"]
+
+[params]
+
+compress/mode=0
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+detect_3d/compress_to=1
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+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/RichTextLabel.svg b/addons/godot_tours/bubble/assets/icons/RichTextLabel.svg
new file mode 100644
index 0000000..14c1af3
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RichTextLabel.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RichTextLabel.svg.import b/addons/godot_tours/bubble/assets/icons/RichTextLabel.svg.import
new file mode 100644
index 0000000..844a89e
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RichTextLabel.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://3koycntwkxmc"
+path="res://.godot/imported/RichTextLabel.svg-169e045d82bbc845d8947b6badaa1323.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RichTextLabel.svg"
+dest_files=["res://.godot/imported/RichTextLabel.svg-169e045d82bbc845d8947b6badaa1323.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
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+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/RigidBody2D.svg b/addons/godot_tours/bubble/assets/icons/RigidBody2D.svg
new file mode 100644
index 0000000..9c23918
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RigidBody2D.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RigidBody2D.svg.import b/addons/godot_tours/bubble/assets/icons/RigidBody2D.svg.import
new file mode 100644
index 0000000..6fc5a8a
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RigidBody2D.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://nga8llg8wwu6"
+path="res://.godot/imported/RigidBody2D.svg-531e905aa47be7955fba4dada864bfb5.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RigidBody2D.svg"
+dest_files=["res://.godot/imported/RigidBody2D.svg-531e905aa47be7955fba4dada864bfb5.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/RigidBody3D.svg b/addons/godot_tours/bubble/assets/icons/RigidBody3D.svg
new file mode 100644
index 0000000..c482a30
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RigidBody3D.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RigidBody3D.svg.import b/addons/godot_tours/bubble/assets/icons/RigidBody3D.svg.import
new file mode 100644
index 0000000..9612121
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RigidBody3D.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://b6liedtcgnvdd"
+path="res://.godot/imported/RigidBody3D.svg-2ea049383ecf9e98fb14ec0d43d736b3.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RigidBody3D.svg"
+dest_files=["res://.godot/imported/RigidBody3D.svg-2ea049383ecf9e98fb14ec0d43d736b3.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
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+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/RootMotionView.svg b/addons/godot_tours/bubble/assets/icons/RootMotionView.svg
new file mode 100644
index 0000000..da7888a
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RootMotionView.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RootMotionView.svg.import b/addons/godot_tours/bubble/assets/icons/RootMotionView.svg.import
new file mode 100644
index 0000000..e18eb80
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RootMotionView.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dqawv4u248271"
+path="res://.godot/imported/RootMotionView.svg-c82ec9b53ef8b38fbb0c21bc49095f91.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RootMotionView.svg"
+dest_files=["res://.godot/imported/RootMotionView.svg-c82ec9b53ef8b38fbb0c21bc49095f91.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
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+mipmaps/limit=-1
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+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/RotateLeft.svg b/addons/godot_tours/bubble/assets/icons/RotateLeft.svg
new file mode 100644
index 0000000..9887d0d
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RotateLeft.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RotateLeft.svg.import b/addons/godot_tours/bubble/assets/icons/RotateLeft.svg.import
new file mode 100644
index 0000000..59842ff
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RotateLeft.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://nlidkgbls1hc"
+path="res://.godot/imported/RotateLeft.svg-2ec54587ce18c409385604bd09071aa1.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RotateLeft.svg"
+dest_files=["res://.godot/imported/RotateLeft.svg-2ec54587ce18c409385604bd09071aa1.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/RotateRight.svg b/addons/godot_tours/bubble/assets/icons/RotateRight.svg
new file mode 100644
index 0000000..4fbfce7
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RotateRight.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/RotateRight.svg.import b/addons/godot_tours/bubble/assets/icons/RotateRight.svg.import
new file mode 100644
index 0000000..2707d9c
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/RotateRight.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://cnnd5jiamc6sn"
+path="res://.godot/imported/RotateRight.svg-22ba1f6fd3a8b2bdfc8e701a39e7a9b6.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/RotateRight.svg"
+dest_files=["res://.godot/imported/RotateRight.svg-22ba1f6fd3a8b2bdfc8e701a39e7a9b6.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/Ruler.svg b/addons/godot_tours/bubble/assets/icons/Ruler.svg
new file mode 100644
index 0000000..186b3a6
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Ruler.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Ruler.svg.import b/addons/godot_tours/bubble/assets/icons/Ruler.svg.import
new file mode 100644
index 0000000..366ef62
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Ruler.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://buraqhojjixj1"
+path="res://.godot/imported/Ruler.svg-d05dfcbce27e87ee5a5c05e7cb5f5cfd.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/Ruler.svg"
+dest_files=["res://.godot/imported/Ruler.svg-d05dfcbce27e87ee5a5c05e7cb5f5cfd.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/SCsub b/addons/godot_tours/bubble/assets/icons/SCsub
new file mode 100644
index 0000000..d2d752c
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SCsub
@@ -0,0 +1,25 @@
+#!/usr/bin/env python
+
+Import("env")
+
+import os
+import editor_icons_builders
+
+
+env["BUILDERS"]["MakeEditorIconsBuilder"] = Builder(
+ action=env.Run(editor_icons_builders.make_editor_icons_action),
+ suffix=".h",
+ src_suffix=".svg",
+)
+
+# Editor's own icons
+icon_sources = Glob("*.svg")
+
+# Module icons
+for path in env.module_icons_paths:
+ if not os.path.isabs(path):
+ icon_sources += Glob("#" + path + "/*.svg") # Built-in.
+ else:
+ icon_sources += Glob(path + "/*.svg") # Custom.
+
+env.Alias("editor_icons", [env.MakeEditorIconsBuilder("#editor/themes/editor_icons.gen.h", icon_sources)])
diff --git a/addons/godot_tours/bubble/assets/icons/SampleLibrary.svg b/addons/godot_tours/bubble/assets/icons/SampleLibrary.svg
new file mode 100644
index 0000000..f9ce765
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SampleLibrary.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/SampleLibrary.svg.import b/addons/godot_tours/bubble/assets/icons/SampleLibrary.svg.import
new file mode 100644
index 0000000..c040101
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SampleLibrary.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://clboko8s31v7e"
+path="res://.godot/imported/SampleLibrary.svg-3e4713a2b6183b9d1f143d9ac9425d15.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/SampleLibrary.svg"
+dest_files=["res://.godot/imported/SampleLibrary.svg-3e4713a2b6183b9d1f143d9ac9425d15.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/Save.svg b/addons/godot_tours/bubble/assets/icons/Save.svg
new file mode 100644
index 0000000..260cc8f
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Save.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Save.svg.import b/addons/godot_tours/bubble/assets/icons/Save.svg.import
new file mode 100644
index 0000000..f81598a
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Save.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bretrdtpswl37"
+path="res://.godot/imported/Save.svg-3ccaddfe216667b0b1c501ad9eef235a.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/Save.svg"
+dest_files=["res://.godot/imported/Save.svg-3ccaddfe216667b0b1c501ad9eef235a.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
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diff --git a/addons/godot_tours/bubble/assets/icons/SkeletonIK3D.svg b/addons/godot_tours/bubble/assets/icons/SkeletonIK3D.svg
new file mode 100644
index 0000000..aca71a7
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SkeletonIK3D.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/SkeletonIK3D.svg.import b/addons/godot_tours/bubble/assets/icons/SkeletonIK3D.svg.import
new file mode 100644
index 0000000..5c221d6
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SkeletonIK3D.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dhu1863b4aerw"
+path="res://.godot/imported/SkeletonIK3D.svg-00d017f8600570eed66579e9b2a99421.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/SkeletonIK3D.svg"
+dest_files=["res://.godot/imported/SkeletonIK3D.svg-00d017f8600570eed66579e9b2a99421.ctex"]
+
+[params]
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+svg/scale=4.0
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diff --git a/addons/godot_tours/bubble/assets/icons/SkeletonModifier3D.svg b/addons/godot_tours/bubble/assets/icons/SkeletonModifier3D.svg
new file mode 100644
index 0000000..e3505a5
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SkeletonModifier3D.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/godot_tours/bubble/assets/icons/SkeletonModifier3D.svg.import b/addons/godot_tours/bubble/assets/icons/SkeletonModifier3D.svg.import
new file mode 100644
index 0000000..f5cb965
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SkeletonModifier3D.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://d3acbdpnjndgu"
+path="res://.godot/imported/SkeletonModifier3D.svg-06a8debfb826ef532bd0397959974223.ctex"
+metadata={
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+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/SkeletonModifier3D.svg"
+dest_files=["res://.godot/imported/SkeletonModifier3D.svg-06a8debfb826ef532bd0397959974223.ctex"]
+
+[params]
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diff --git a/addons/godot_tours/bubble/assets/icons/Sky.svg b/addons/godot_tours/bubble/assets/icons/Sky.svg
new file mode 100644
index 0000000..73656ed
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Sky.svg
@@ -0,0 +1 @@
+
diff --git a/tours/godot-first-tour/assets/gdquest-logo.png.import b/addons/godot_tours/bubble/assets/icons/Sky.svg.import
similarity index 60%
rename from tours/godot-first-tour/assets/gdquest-logo.png.import
rename to addons/godot_tours/bubble/assets/icons/Sky.svg.import
index 1857c20..4bd338b 100644
--- a/tours/godot-first-tour/assets/gdquest-logo.png.import
+++ b/addons/godot_tours/bubble/assets/icons/Sky.svg.import
@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
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-path="res://.godot/imported/gdquest-logo.png-a88edf26dfb397c4a823f1a67b6f48ce.ctex"
+uid="uid://o3rqqi4p800"
+path="res://.godot/imported/Sky.svg-7b158f31d0ce9d62ca52b8d63865620b.ctex"
metadata={
"vram_texture": false
}
[deps]
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-dest_files=["res://.godot/imported/gdquest-logo.png-a88edf26dfb397c4a823f1a67b6f48ce.ctex"]
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+dest_files=["res://.godot/imported/Sky.svg-7b158f31d0ce9d62ca52b8d63865620b.ctex"]
[params]
@@ -32,3 +32,6 @@ process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+svg/scale=4.0
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diff --git a/addons/godot_tours/bubble/assets/icons/SliderJoint3D.svg b/addons/godot_tours/bubble/assets/icons/SliderJoint3D.svg
new file mode 100644
index 0000000..f7ff73d
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SliderJoint3D.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/SliderJoint3D.svg.import b/addons/godot_tours/bubble/assets/icons/SliderJoint3D.svg.import
new file mode 100644
index 0000000..e9fddde
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SliderJoint3D.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
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+type="CompressedTexture2D"
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+}
+
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+dest_files=["res://.godot/imported/SliderJoint3D.svg-23d15f55ec5a9b89f2d99b137b058aed.ctex"]
+
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diff --git a/addons/godot_tours/bubble/assets/icons/Slot.svg b/addons/godot_tours/bubble/assets/icons/Slot.svg
new file mode 100644
index 0000000..93c125a
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Slot.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Slot.svg.import b/addons/godot_tours/bubble/assets/icons/Slot.svg.import
new file mode 100644
index 0000000..c09c247
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Slot.svg.import
@@ -0,0 +1,37 @@
+[remap]
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+}
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diff --git a/addons/godot_tours/bubble/assets/icons/Snap.svg b/addons/godot_tours/bubble/assets/icons/Snap.svg
new file mode 100644
index 0000000..22f52ed
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Snap.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Snap.svg.import b/addons/godot_tours/bubble/assets/icons/Snap.svg.import
new file mode 100644
index 0000000..07ad4b1
--- /dev/null
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+}
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new file mode 100644
index 0000000..deabc20
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SnapDisable.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/SnapDisable.svg.import b/addons/godot_tours/bubble/assets/icons/SnapDisable.svg.import
new file mode 100644
index 0000000..a7b0147
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SnapDisable.svg.import
@@ -0,0 +1,37 @@
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+type="CompressedTexture2D"
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+path="res://.godot/imported/SnapDisable.svg-f91c004972ca890104f24e9a410eddfc.ctex"
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+}
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+dest_files=["res://.godot/imported/SnapDisable.svg-f91c004972ca890104f24e9a410eddfc.ctex"]
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new file mode 100644
index 0000000..070a842
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SnapGrid.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/SnapGrid.svg.import b/addons/godot_tours/bubble/assets/icons/SnapGrid.svg.import
new file mode 100644
index 0000000..d3c4197
--- /dev/null
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@@ -0,0 +1,37 @@
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+}
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diff --git a/addons/godot_tours/bubble/assets/icons/SoftBody3D.svg b/addons/godot_tours/bubble/assets/icons/SoftBody3D.svg
new file mode 100644
index 0000000..1bd2531
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SoftBody3D.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/SoftBody3D.svg.import b/addons/godot_tours/bubble/assets/icons/SoftBody3D.svg.import
new file mode 100644
index 0000000..0a74c8e
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/SoftBody3D.svg.import
@@ -0,0 +1,37 @@
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+}
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diff --git a/addons/godot_tours/bubble/assets/icons/Sort.svg b/addons/godot_tours/bubble/assets/icons/Sort.svg
new file mode 100644
index 0000000..da18d50
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Sort.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/Sort.svg.import b/addons/godot_tours/bubble/assets/icons/Sort.svg.import
new file mode 100644
index 0000000..64d3a4b
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/Sort.svg.import
@@ -0,0 +1,37 @@
+[remap]
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new file mode 100644
index 0000000..83dd42f
--- /dev/null
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@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/SphereMesh.svg.import b/addons/godot_tours/bubble/assets/icons/SphereMesh.svg.import
new file mode 100644
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--- /dev/null
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new file mode 100644
index 0000000..d593ce6
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@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/SphereOccluder3D.svg.import b/addons/godot_tours/bubble/assets/icons/SphereOccluder3D.svg.import
new file mode 100644
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diff --git a/addons/godot_tours/bubble/assets/icons/XRController3D.svg.import b/addons/godot_tours/bubble/assets/icons/XRController3D.svg.import
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\ No newline at end of file
diff --git a/addons/godot_tours/bubble/assets/icons/XRFaceModifier3D.svg.import b/addons/godot_tours/bubble/assets/icons/XRFaceModifier3D.svg.import
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\ No newline at end of file
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new file mode 100644
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new file mode 100644
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+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/ZoomReset.svg"
+dest_files=["res://.godot/imported/ZoomReset.svg-a640efe6bd73708e59e21cc45317a8b1.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/bool.svg b/addons/godot_tours/bubble/assets/icons/bool.svg
new file mode 100644
index 0000000..4fd042b
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/bool.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/bool.svg.import b/addons/godot_tours/bubble/assets/icons/bool.svg.import
new file mode 100644
index 0000000..b727b0b
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/bool.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://cilo1qe4ihoky"
+path="res://.godot/imported/bool.svg-dd3a1769a422ef6e3a549eb47da32d91.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/bool.svg"
+dest_files=["res://.godot/imported/bool.svg-dd3a1769a422ef6e3a549eb47da32d91.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/editor_icons_builders.py b/addons/godot_tours/bubble/assets/icons/editor_icons_builders.py
new file mode 100644
index 0000000..5cc67ca
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/editor_icons_builders.py
@@ -0,0 +1,81 @@
+"""Functions used to generate source files during build time"""
+
+import os
+from io import StringIO
+
+
+# See also `scene/theme/icons/default_theme_icons_builders.py`.
+def make_editor_icons_action(target, source, env):
+ dst = str(target[0])
+ svg_icons = source
+
+ with StringIO() as icons_string, StringIO() as s:
+ for f in svg_icons:
+ fname = str(f)
+
+ icons_string.write('\t"')
+
+ with open(fname, "rb") as svgf:
+ b = svgf.read(1)
+ while len(b) == 1:
+ icons_string.write("\\" + str(hex(ord(b)))[1:])
+ b = svgf.read(1)
+
+ icons_string.write('"')
+ if fname != svg_icons[-1]:
+ icons_string.write(",")
+ icons_string.write("\n")
+
+ s.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
+ s.write("#ifndef _EDITOR_ICONS_H\n")
+ s.write("#define _EDITOR_ICONS_H\n")
+ s.write("static const int editor_icons_count = {};\n".format(len(svg_icons)))
+ s.write("static const char *editor_icons_sources[] = {\n")
+ s.write(icons_string.getvalue())
+ s.write("};\n\n")
+ s.write("static const char *editor_icons_names[] = {\n")
+
+ # this is used to store the indices of thumbnail icons
+ thumb_medium_indices = []
+ thumb_big_indices = []
+ index = 0
+ for f in svg_icons:
+ fname = str(f)
+
+ # Trim the `.svg` extension from the string.
+ icon_name = os.path.basename(fname)[:-4]
+ # some special cases
+ if icon_name.endswith("MediumThumb"): # don't know a better way to handle this
+ thumb_medium_indices.append(str(index))
+ if icon_name.endswith("BigThumb"): # don't know a better way to handle this
+ thumb_big_indices.append(str(index))
+ if icon_name.endswith("GodotFile"): # don't know a better way to handle this
+ thumb_big_indices.append(str(index))
+
+ s.write('\t"{0}"'.format(icon_name))
+
+ if fname != svg_icons[-1]:
+ s.write(",")
+ s.write("\n")
+
+ index += 1
+
+ s.write("};\n")
+
+ if thumb_medium_indices:
+ s.write("\n\n")
+ s.write("static const int editor_md_thumbs_count = {};\n".format(len(thumb_medium_indices)))
+ s.write("static const int editor_md_thumbs_indices[] = {")
+ s.write(", ".join(thumb_medium_indices))
+ s.write("};\n")
+ if thumb_big_indices:
+ s.write("\n\n")
+ s.write("static const int editor_bg_thumbs_count = {};\n".format(len(thumb_big_indices)))
+ s.write("static const int editor_bg_thumbs_indices[] = {")
+ s.write(", ".join(thumb_big_indices))
+ s.write("};\n")
+
+ s.write("#endif\n")
+
+ with open(dst, "w", encoding="utf-8", newline="\n") as f:
+ f.write(s.getvalue())
diff --git a/addons/godot_tours/bubble/assets/icons/float.svg b/addons/godot_tours/bubble/assets/icons/float.svg
new file mode 100644
index 0000000..0512345
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/float.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/float.svg.import b/addons/godot_tours/bubble/assets/icons/float.svg.import
new file mode 100644
index 0000000..1c05eba
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/float.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://c1p4crojiobjl"
+path="res://.godot/imported/float.svg-9df8facafeeb989d1e7f72dc328ab51d.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/float.svg"
+dest_files=["res://.godot/imported/float.svg-9df8facafeeb989d1e7f72dc328ab51d.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/int.svg b/addons/godot_tours/bubble/assets/icons/int.svg
new file mode 100644
index 0000000..b943822
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/int.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/int.svg.import b/addons/godot_tours/bubble/assets/icons/int.svg.import
new file mode 100644
index 0000000..1e3be89
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/int.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://d0bluvv64do38"
+path="res://.godot/imported/int.svg-b00aa647451fb387f93f0cda8997c94c.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/int.svg"
+dest_files=["res://.godot/imported/int.svg-b00aa647451fb387f93f0cda8997c94c.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/assets/icons/uint.svg b/addons/godot_tours/bubble/assets/icons/uint.svg
new file mode 100644
index 0000000..1be22d7
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/uint.svg
@@ -0,0 +1 @@
+
diff --git a/addons/godot_tours/bubble/assets/icons/uint.svg.import b/addons/godot_tours/bubble/assets/icons/uint.svg.import
new file mode 100644
index 0000000..1ce3027
--- /dev/null
+++ b/addons/godot_tours/bubble/assets/icons/uint.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://csby5p0r5kcmb"
+path="res://.godot/imported/uint.svg-744c5bb8dfa5a9bf3b5fda7d2d872cfe.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/godot_tours/bubble/assets/icons/uint.svg"
+dest_files=["res://.godot/imported/uint.svg-744c5bb8dfa5a9bf3b5fda7d2d872cfe.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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=4.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/godot_tours/bubble/bubble.gd b/addons/godot_tours/bubble/bubble.gd
index 3d05185..15d1a1f 100644
--- a/addons/godot_tours/bubble/bubble.gd
+++ b/addons/godot_tours/bubble/bubble.gd
@@ -60,12 +60,15 @@ var offset_vector := Vector2.ZERO ## Custom offset for [method move_and_anchor]
var control: Control = null ## Reference to the control node passed to [method move_and_anchor].
var translation_service: TranslationService = null
var step_count := 0 ## Tour step count.
+var drag_margin := 32.0 * EditorInterface.get_editor_scale()
+var is_left_click := false
+var was_moved := false
var tween: Tween = null
var avatar_tween_position: Tween = null
var avatar_tween_rotation: Tween = null
-@onready var panel: Control = %Panel
+@onready var panel_container: PanelContainer = $PanelContainer
@onready var avatar: Node2D = %Avatar
@@ -73,16 +76,55 @@ func setup(translation_service: TranslationService, step_count: int) -> void:
self.translation_service = translation_service
self.step_count = step_count
+
+func _ready() -> void:
+ if not Engine.is_editor_hint() or EditorInterface.get_edited_scene_root() == self:
+ return
+
+ panel_container.gui_input.connect(_on_panel_container_gui_input)
+ var editor_scale := EditorInterface.get_editor_scale()
+ panel_container.custom_minimum_size *= editor_scale
+ if panel_container.theme:
+ panel_container.theme = ThemeUtils.request_fallback_font(panel_container.theme)
+ panel_container.theme = ThemeUtils.generate_scaled_theme(panel_container.theme)
+
+
+func _process(delta: float) -> void:
# We call this function that updates the position and size of the bubble.
# RichTextLabel nodes added to the bubble can cause it to resize after 0, 1, or 2 frames. It's not reliable
- # and depends on the computer. So, it's best to let the panel container node tell us when it's been resized.
- panel.minimum_size_changed.connect(refresh)
+ # and depends on the computer. So, it's best to refresh every frame.
+ refresh()
+
+
+func _on_panel_container_gui_input(event: InputEvent) -> void:
+ var is_event_in_margin: bool = (
+ event is InputEventMouse
+ and (
+ event.position.y <= drag_margin
+ or event.position.y >= panel_container.size.y - drag_margin
+ or event.position.x <= drag_margin
+ or event.position.x >= panel_container.size.x - drag_margin
+ )
+ )
+ panel_container.mouse_default_cursor_shape = (
+ Control.CURSOR_MOVE if is_event_in_margin else Control.CURSOR_ARROW
+ )
+
+ if (
+ event is InputEventMouseButton
+ and event.button_index == MOUSE_BUTTON_LEFT
+ and is_event_in_margin
+ ):
+ is_left_click = event.pressed
+ elif event is InputEventMouseMotion and is_left_click:
+ panel_container.position += event.relative
+ was_moved = true
## [b]Virtual[/b] method for reacting to the tour step change. See ["addons/godot_tours/tour.gd"]
## [code]step_changed[/code] signal for details.
func on_tour_step_changed(index: int) -> void:
- pass
+ was_moved = false
## [b]Virtual[/b] method called at the beginning of every tour step for clearing anything necessary.
@@ -101,7 +143,7 @@ func add_text(text: Array[String]) -> void:
## [b]Virtual[/b] method to insert a texture image.
-func add_texture(texture: Texture2D) -> void:
+func add_texture(texture: Texture2D, max_height := 0.0) -> void:
pass
@@ -160,9 +202,8 @@ func move_and_anchor(
self.at = at
self.margin = margin
self.offset_vector = offset_vector
- panel.grow_horizontal = GROW_DIRECTIONS[at].h
- panel.grow_vertical = GROW_DIRECTIONS[at].v
- panel.reset_size()
+ panel_container.grow_horizontal = GROW_DIRECTIONS[at].h
+ panel_container.grow_vertical = GROW_DIRECTIONS[at].v
## Sets the avatar location at the top of the bubble. Check [member avatar_at] for details on the parameter.
@@ -170,9 +211,9 @@ func set_avatar_at(at := AvatarAt.LEFT) -> void:
avatar_at = at
var editor_scale := EditorInterface.get_editor_scale()
var at_offset := {
- AvatarAt.LEFT: Vector2(-8.0, -6.0) * editor_scale,
- AvatarAt.CENTER: Vector2(panel.size.x / 2.0, -8.0 * editor_scale),
- AvatarAt.RIGHT: Vector2(panel.size.x + 3.0 * editor_scale, -8.0 * editor_scale),
+ AvatarAt.LEFT: Vector2(-8.0, -8.0) * editor_scale,
+ AvatarAt.CENTER: Vector2(panel_container.size.x / 2.0, -12.0 * editor_scale),
+ AvatarAt.RIGHT: Vector2(panel_container.size.x + 3.0 * editor_scale, -8.0 * editor_scale),
}
var new_avatar_position: Vector2 = at_offset[at]
@@ -193,7 +234,7 @@ func set_avatar_at(at := AvatarAt.LEFT) -> void:
avatar, "position", new_avatar_position, TWEEN_DURATION_AVATAR
)
- if not avatar.position.is_equal_approx(new_avatar_position):
+ if not is_equal_approx(avatar.rotation, new_avatar_rotation):
if avatar_tween_rotation != null:
avatar_tween_rotation.kill()
avatar_tween_rotation = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CUBIC)
@@ -203,28 +244,36 @@ func set_avatar_at(at := AvatarAt.LEFT) -> void:
## Refreshes the position and size of the bubble and its avatar as necessary.
-## Connected to the [member minimum_size_changed] signal of the [member panel].
+## Called in [method Node._process].
func refresh() -> void:
- if control == null:
+ if was_moved or control == null:
return
+ panel_container.reset_size()
var at_offset := {
At.TOP_LEFT: margin * Vector2.ONE,
- At.TOP_CENTER: Vector2((control.size.x - panel.size.x) / 2.0, 0.0) + margin * Vector2.DOWN,
- At.TOP_RIGHT: Vector2(control.size.x - panel.size.x, 0.0) + margin * Vector2(-1.0, 1.0),
- At.BOTTOM_RIGHT: control.size - panel.size - margin * Vector2.ONE,
- At.BOTTOM_CENTER: Vector2(0.5, 1.0) * (control.size - panel.size) + margin * Vector2.UP,
- At.BOTTOM_LEFT: Vector2(0.0, control.size.y - panel.size.y) + margin * Vector2(1.0, -1.0),
+ At.TOP_CENTER:
+ Vector2((control.size.x - panel_container.size.x) / 2.0, 0.0) + margin * Vector2.DOWN,
+ At.TOP_RIGHT:
+ Vector2(control.size.x - panel_container.size.x, 0.0) + margin * Vector2(-1.0, 1.0),
+ At.BOTTOM_RIGHT: control.size - panel_container.size - margin * Vector2.ONE,
+ At.BOTTOM_CENTER:
+ Vector2(0.5, 1.0) * (control.size - panel_container.size) + margin * Vector2.UP,
+ At.BOTTOM_LEFT:
+ Vector2(0.0, control.size.y - panel_container.size.y) + margin * Vector2(1.0, -1.0),
At.CENTER_LEFT:
- Vector2(0.0, (control.size.y - panel.size.y) / 2.0) + margin * Vector2.RIGHT,
- At.CENTER_RIGHT: Vector2(1.0, 0.5) * (control.size - panel.size) + margin * Vector2.LEFT,
- At.CENTER: (control.size - panel.size) / 2.0,
+ Vector2(0.0, (control.size.y - panel_container.size.y) / 2.0) + margin * Vector2.RIGHT,
+ At.CENTER_RIGHT:
+ Vector2(1.0, 0.5) * (control.size - panel_container.size) + margin * Vector2.LEFT,
+ At.CENTER: (control.size - panel_container.size) / 2.0,
}
var new_global_position: Vector2 = control.global_position + at_offset[at] + offset_vector
- if not panel.global_position.is_equal_approx(new_global_position):
+ if not panel_container.global_position.is_equal_approx(new_global_position):
if tween != null:
tween.kill()
tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CUBIC)
- tween.tween_property(panel, "global_position", new_global_position, TWEEN_DURATION)
+ tween.tween_property(
+ panel_container, "global_position", new_global_position, TWEEN_DURATION
+ )
set_avatar_at(avatar_at)
diff --git a/addons/godot_tours/bubble/bubble.tscn b/addons/godot_tours/bubble/bubble.tscn
new file mode 100644
index 0000000..93d3592
--- /dev/null
+++ b/addons/godot_tours/bubble/bubble.tscn
@@ -0,0 +1,29 @@
+[gd_scene load_steps=4 format=3 uid="uid://d2prd14xbjee2"]
+
+[ext_resource type="Script" path="res://addons/godot_tours/bubble/bubble.gd" id="1_oyoy5"]
+[ext_resource type="Theme" uid="uid://cx2cxgbadh7fg" path="res://addons/godot_tours/bubble/assets/bubble_theme.tres" id="2_biru1"]
+[ext_resource type="PackedScene" uid="uid://bgxtydff0olev" path="res://addons/godot_tours/bubble/gobot/gobot.tscn" id="7_2u8aa"]
+
+[node name="Bubble" type="CanvasLayer"]
+script = ExtResource("1_oyoy5")
+
+[node name="PanelContainer" type="PanelContainer" parent="."]
+unique_name_in_owner = true
+custom_minimum_size = Vector2(512, 174)
+anchors_preset = 8
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = -256.0
+offset_top = -87.0
+offset_right = 256.0
+offset_bottom = 87.0
+grow_horizontal = 2
+grow_vertical = 2
+theme = ExtResource("2_biru1")
+
+[node name="Avatar" parent="PanelContainer" instance=ExtResource("7_2u8aa")]
+unique_name_in_owner = true
+rotation = -0.261799
+scale = Vector2(0.35, 0.35)
diff --git a/addons/godot_tours/bubble/default_bubble.gd b/addons/godot_tours/bubble/default_bubble.gd
index 733b7aa..c836e9b 100644
--- a/addons/godot_tours/bubble/default_bubble.gd
+++ b/addons/godot_tours/bubble/default_bubble.gd
@@ -9,6 +9,8 @@ const TextureRectPackedScene := preload("texture_rect.tscn")
const VideoStreamPlayerPackedScene := preload("video_stream_player.tscn")
const RichTextLabelPackedScene := preload("rich_text_label/rich_text_label.tscn")
+const CLASS_IMG := r"[img=%dx%d]res://addons/godot_tours/bubble/assets/icons/$1.svg[/img] [b]$1[/b]"
+
## Separation between paragraphs of text and elements in the main content in pixels.
@export var paragraph_separation := 12:
set(new_value):
@@ -17,6 +19,9 @@ const RichTextLabelPackedScene := preload("rich_text_label/rich_text_label.tscn"
await ready
main_v_box_container.add_theme_constant_override("separation", paragraph_separation)
+var img_size := 24 * EditorInterface.get_editor_scale()
+var regex_class := RegEx.new()
+
@onready var background_texture_rect: TextureRect = %BackgroundTextureRect
@onready var title_label: Label = %TitleLabel
@onready var header_rich_text_label: RichTextLabel = %HeaderRichTextLabel
@@ -41,6 +46,11 @@ const RichTextLabelPackedScene := preload("rich_text_label/rich_text_label.tscn"
func setup(translation_service: TranslationService, step_count: int) -> void:
super(translation_service, step_count)
+
+ var classes := Array(ClassDB.get_class_list())
+ classes.sort_custom(func(a: String, b: String) -> bool: return a.length() > b.length())
+ regex_class.compile(r"\[b\](%s)\[\/b\]" % "|".join(classes))
+
update_step_count_display(0)
Utils.update_locale(translation_service, {
back_button: {text = "BACK"},
@@ -54,6 +64,7 @@ func setup(translation_service: TranslationService, step_count: int) -> void:
func _ready() -> void:
+ super()
if not Engine.is_editor_hint() or EditorInterface.get_edited_scene_root() == self:
return
@@ -76,14 +87,12 @@ func _ready() -> void:
node.visible = false
var editor_scale := EditorInterface.get_editor_scale()
- panel.theme = ThemeUtils.generate_scaled_theme(panel.theme)
- panel.custom_minimum_size *= editor_scale
button_close.custom_minimum_size *= editor_scale
- avatar.scale = avatar.scale_start * editor_scale
paragraph_separation *= editor_scale
func on_tour_step_changed(index: int) -> void:
+ super(index)
back_button.visible = true
finish_button.visible = false
if index == 0:
@@ -120,11 +129,16 @@ func add_element(element: Control, data: Variant) -> void:
if element is RichTextLabel or element is CodeEdit:
element.text = data
elif element is TextureRect:
- element.texture = data
+ element.texture = data.texture
+ if "max_height" in data:
+ element.max_height = data.max_height
elif element is VideoStreamPlayer:
element.stream = data
element.finished.connect(element.play)
element.play()
+ var texture: Texture2D = element.get_video_texture()
+ element.custom_minimum_size.x = main_v_box_container.size.x
+ element.custom_minimum_size.y = element.custom_minimum_size.x * texture.get_height() / texture.get_width()
func set_title(title_text: String) -> void:
@@ -133,6 +147,7 @@ func set_title(title_text: String) -> void:
func add_text(text: Array[String]) -> void:
for line in text:
+ line = regex_class.sub(line, CLASS_IMG % [img_size, img_size], true)
add_element(RichTextLabelPackedScene.instantiate(), line)
@@ -141,10 +156,14 @@ func add_code(code: Array[String]) -> void:
add_element(CodeEditPackedScene.instantiate(), snippet)
-func add_texture(texture: Texture2D) -> void:
+func add_texture(texture: Texture2D, max_height := 0.0) -> void:
if texture == null:
return
- add_element(TextureRectPackedScene.instantiate(), texture)
+ var texture_rect := TextureRectPackedScene.instantiate()
+ var data := {"texture": texture}
+ if max_height > 0.0:
+ data["max_height"] = max_height
+ add_element(texture_rect, data)
func add_video(stream: VideoStream) -> void:
@@ -179,7 +198,7 @@ func set_background(texture: Texture2D) -> void:
func check_tasks() -> bool:
- var are_tasks_done := tasks_v_box_container.get_children().all(func(task: Task) -> bool: return task.is_done())
+ var are_tasks_done := tasks_v_box_container.get_children().all(func(task: Task) -> bool: return task.is_done() and not task.is_queued_for_deletion())
next_button.visible = are_tasks_done
if are_tasks_done:
avatar.do_wink()
diff --git a/addons/godot_tours/bubble/default_bubble.tscn b/addons/godot_tours/bubble/default_bubble.tscn
index 48f0c53..6c36358 100644
--- a/addons/godot_tours/bubble/default_bubble.tscn
+++ b/addons/godot_tours/bubble/default_bubble.tscn
@@ -5,7 +5,7 @@
[ext_resource type="Texture2D" uid="uid://bidxqlunyylhn" path="res://addons/godot_tours/bubble/assets/close.svg" id="3_y6crt"]
[ext_resource type="PackedScene" uid="uid://wd822miy3aij" path="res://addons/godot_tours/bubble/rich_text_label/rich_text_label.tscn" id="4_ev3jl"]
[ext_resource type="Script" path="res://addons/godot_tours/bubble/rich_text_label/rich_text_label.gd" id="6_iitqn"]
-[ext_resource type="FontFile" uid="uid://b0tcgxag5h452" path="res://addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf" id="7_nlyrj"]
+[ext_resource type="FontFile" uid="uid://b0tcgxag5h452" path="res://addons/godot_tours/assets/fonts/poppins_regular.ttf" id="7_nlyrj"]
[ext_resource type="PackedScene" uid="uid://bgxtydff0olev" path="res://addons/godot_tours/bubble/gobot/gobot.tscn" id="8_oayod"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_0pees"]
@@ -13,7 +13,7 @@
[node name="Bubble" type="CanvasLayer"]
script = ExtResource("1_q308r")
-[node name="Panel" type="PanelContainer" parent="."]
+[node name="PanelContainer" type="PanelContainer" parent="."]
unique_name_in_owner = true
custom_minimum_size = Vector2(512, 0)
anchors_preset = 8
@@ -29,31 +29,31 @@ grow_horizontal = 2
grow_vertical = 2
theme = ExtResource("2_mkok2")
-[node name="Outline" type="PanelContainer" parent="Panel"]
+[node name="Outline" type="PanelContainer" parent="PanelContainer"]
clip_contents = true
layout_mode = 2
theme_type_variation = &"PanelContainerOutline"
-[node name="BackgroundTextureRect" type="TextureRect" parent="Panel/Outline"]
+[node name="BackgroundTextureRect" type="TextureRect" parent="PanelContainer/Outline"]
unique_name_in_owner = true
show_behind_parent = true
layout_mode = 2
expand_mode = 1
stretch_mode = 6
-[node name="MarginContainer" type="MarginContainer" parent="Panel"]
+[node name="MarginContainer" type="MarginContainer" parent="PanelContainer"]
layout_mode = 2
theme_type_variation = &"MainMarginContainer"
-[node name="ViewContent" type="VBoxContainer" parent="Panel/MarginContainer"]
+[node name="ViewContent" type="VBoxContainer" parent="PanelContainer/MarginContainer"]
unique_name_in_owner = true
layout_mode = 2
mouse_filter = 2
-[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/ViewContent"]
+[node name="HBoxContainer" type="HBoxContainer" parent="PanelContainer/MarginContainer/ViewContent"]
layout_mode = 2
-[node name="TitleLabel" type="Label" parent="Panel/MarginContainer/ViewContent/HBoxContainer"]
+[node name="TitleLabel" type="Label" parent="PanelContainer/MarginContainer/ViewContent/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
@@ -61,14 +61,14 @@ theme_type_variation = &"LabelTitle"
text = "The missing \"walls\""
autowrap_mode = 2
-[node name="ButtonClose" type="Button" parent="Panel/MarginContainer/ViewContent/HBoxContainer"]
+[node name="ButtonClose" type="Button" parent="PanelContainer/MarginContainer/ViewContent/HBoxContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(22, 22)
layout_mode = 2
mouse_default_cursor_shape = 2
flat = true
-[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/ViewContent/HBoxContainer/ButtonClose"]
+[node name="TextureRect" type="TextureRect" parent="PanelContainer/MarginContainer/ViewContent/HBoxContainer/ButtonClose"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
@@ -80,7 +80,7 @@ texture = ExtResource("3_y6crt")
expand_mode = 1
stretch_mode = 5
-[node name="HeaderRichTextLabel" parent="Panel/MarginContainer/ViewContent" instance=ExtResource("4_ev3jl")]
+[node name="HeaderRichTextLabel" parent="PanelContainer/MarginContainer/ViewContent" instance=ExtResource("4_ev3jl")]
unique_name_in_owner = true
visible = false
layout_mode = 2
@@ -90,38 +90,25 @@ This is normal. In a game, what you see and the physical limits of the world liv
Computer games use simple geometric shapes to control where a character can move, which greatly improves performance.
We call these collision shapes, and our bridge currently doesn't have any."
-[node name="MainVBoxContainer" type="VBoxContainer" parent="Panel/MarginContainer/ViewContent"]
+[node name="MainVBoxContainer" type="VBoxContainer" parent="PanelContainer/MarginContainer/ViewContent"]
unique_name_in_owner = true
-visible = false
layout_mode = 2
mouse_filter = 2
theme_override_constants/separation = 12
-[node name="RichTextLabel" parent="Panel/MarginContainer/ViewContent/MainVBoxContainer" instance=ExtResource("4_ev3jl")]
-layout_mode = 2
-text = "The player can move [b]outside of the bridges![/b]"
-
-[node name="RichTextLabel2" parent="Panel/MarginContainer/ViewContent/MainVBoxContainer" instance=ExtResource("4_ev3jl")]
-layout_mode = 2
-text = "This is normal. In a game, what you see and the physical limits of the world live in two separate layers."
-
-[node name="RichTextLabel3" parent="Panel/MarginContainer/ViewContent/MainVBoxContainer" instance=ExtResource("4_ev3jl")]
-layout_mode = 2
-text = "Computer games use simple geometric shapes to control where a character can move, which greatly improves performance."
-
-[node name="TasksVBoxContainer" type="VBoxContainer" parent="Panel/MarginContainer/ViewContent"]
+[node name="TasksVBoxContainer" type="VBoxContainer" parent="PanelContainer/MarginContainer/ViewContent"]
unique_name_in_owner = true
visible = false
layout_mode = 2
mouse_filter = 2
-[node name="PanelContainer" type="PanelContainer" parent="Panel/MarginContainer/ViewContent"]
+[node name="PanelContainer" type="PanelContainer" parent="PanelContainer/MarginContainer/ViewContent"]
layout_mode = 2
size_flags_vertical = 8
mouse_filter = 2
theme_override_styles/panel = SubResource("StyleBoxEmpty_0pees")
-[node name="BackButton" type="Button" parent="Panel/MarginContainer/ViewContent/PanelContainer"]
+[node name="BackButton" type="Button" parent="PanelContainer/MarginContainer/ViewContent/PanelContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 0
@@ -131,7 +118,7 @@ shortcut_in_tooltip = false
text = "BACK"
flat = true
-[node name="StepCountLabel" type="Label" parent="Panel/MarginContainer/ViewContent/PanelContainer"]
+[node name="StepCountLabel" type="Label" parent="PanelContainer/MarginContainer/ViewContent/PanelContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(80, 0)
layout_mode = 2
@@ -139,7 +126,7 @@ size_flags_horizontal = 4
text = "5/40"
horizontal_alignment = 1
-[node name="NextButton" type="Button" parent="Panel/MarginContainer/ViewContent/PanelContainer"]
+[node name="NextButton" type="Button" parent="PanelContainer/MarginContainer/ViewContent/PanelContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 8
@@ -155,7 +142,7 @@ theme_override_colors/font_disabled_color = Color(0.415686, 0.0980392, 0, 1)
shortcut_in_tooltip = false
text = "NEXT STEP"
-[node name="FinishButton" type="Button" parent="Panel/MarginContainer/ViewContent/PanelContainer"]
+[node name="FinishButton" type="Button" parent="PanelContainer/MarginContainer/ViewContent/PanelContainer"]
unique_name_in_owner = true
visible = false
layout_mode = 2
@@ -169,13 +156,13 @@ theme_override_colors/font_hover_pressed_color = Color(0.415686, 0.0980392, 0, 1
theme_override_colors/font_disabled_color = Color(0.415686, 0.0980392, 0, 1)
text = "END TOUR AND CONTINUE LEARNING"
-[node name="FooterSpacer" type="Control" parent="Panel/MarginContainer/ViewContent"]
+[node name="FooterSpacer" type="Control" parent="PanelContainer/MarginContainer/ViewContent"]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(0, 20)
layout_mode = 2
-[node name="FooterRichTextLabel" type="RichTextLabel" parent="Panel/MarginContainer/ViewContent"]
+[node name="FooterRichTextLabel" type="RichTextLabel" parent="PanelContainer/MarginContainer/ViewContent"]
unique_name_in_owner = true
visible = false
layout_mode = 2
@@ -187,13 +174,13 @@ scroll_active = false
autowrap_mode = 0
script = ExtResource("6_iitqn")
-[node name="ViewClose" type="VBoxContainer" parent="Panel/MarginContainer"]
+[node name="ViewClose" type="VBoxContainer" parent="PanelContainer/MarginContainer"]
unique_name_in_owner = true
visible = false
layout_mode = 2
alignment = 1
-[node name="LabelCloseTour" type="Label" parent="Panel/MarginContainer/ViewClose"]
+[node name="LabelCloseTour" type="Label" parent="PanelContainer/MarginContainer/ViewClose"]
unique_name_in_owner = true
layout_mode = 2
theme_type_variation = &"LabelTitle"
@@ -201,7 +188,7 @@ text = "Close the tour?"
horizontal_alignment = 1
autowrap_mode = 2
-[node name="LabelProgressLost" type="Label" parent="Panel/MarginContainer/ViewClose"]
+[node name="LabelProgressLost" type="Label" parent="PanelContainer/MarginContainer/ViewClose"]
unique_name_in_owner = true
layout_mode = 2
theme_override_fonts/font = ExtResource("7_nlyrj")
@@ -209,19 +196,19 @@ text = "Your progress will be lost."
horizontal_alignment = 1
autowrap_mode = 2
-[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/ViewClose"]
+[node name="HBoxContainer" type="HBoxContainer" parent="PanelContainer/MarginContainer/ViewClose"]
layout_mode = 2
size_flags_vertical = 8
alignment = 1
-[node name="ButtonCloseNo" type="Button" parent="Panel/MarginContainer/ViewClose/HBoxContainer"]
+[node name="ButtonCloseNo" type="Button" parent="PanelContainer/MarginContainer/ViewClose/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
mouse_default_cursor_shape = 2
text = "NO"
flat = true
-[node name="ButtonCloseYes" type="Button" parent="Panel/MarginContainer/ViewClose/HBoxContainer"]
+[node name="ButtonCloseYes" type="Button" parent="PanelContainer/MarginContainer/ViewClose/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
mouse_default_cursor_shape = 2
@@ -235,7 +222,7 @@ theme_override_colors/font_disabled_color = Color(0.415686, 0.0980392, 0, 1)
shortcut_in_tooltip = false
text = "YES"
-[node name="Avatar" parent="Panel" instance=ExtResource("8_oayod")]
+[node name="Avatar" parent="PanelContainer" instance=ExtResource("8_oayod")]
unique_name_in_owner = true
rotation = -0.261799
scale = Vector2(0.35, 0.35)
diff --git a/addons/godot_tours/bubble/gobot/gobot.gd b/addons/godot_tours/bubble/gobot/gobot.gd
index 00ecbd4..b82028c 100644
--- a/addons/godot_tours/bubble/gobot/gobot.gd
+++ b/addons/godot_tours/bubble/gobot/gobot.gd
@@ -1,16 +1,20 @@
@tool
extends Node2D
-enum Expressions {NEUTRAL, HAPPY, SURPRISED}
+enum Expressions { NEUTRAL, HAPPY, SURPRISED }
-@export_range(-1.0, 1.0, 0.1) var tilt_x : float = 0.0 : set = _set_tilt_x
-@export_range(-1.0, 1.0, 0.1) var tilt_y : float = 0.0 : set = _set_tilt_y
+@export_range(-1.0, 1.0, 0.1) var tilt_x: float = 0.0:
+ set = _set_tilt_x
+@export_range(-1.0, 1.0, 0.1) var tilt_y: float = 0.0:
+ set = _set_tilt_y
-@export var expression := Expressions.NEUTRAL: set = set_expression
-@export var look_at_cursor := false: set = set_look_at_cursor
+@export var expression := Expressions.NEUTRAL:
+ set = set_expression
+@export var look_at_cursor := false:
+ set = set_look_at_cursor
## Stores the initial scale of the avatar from the scene instance.
-@onready var scale_start := scale
+var _scale_start := scale
@onready var animation_tree: AnimationTree = %AnimationTree
# Character nodes
@@ -24,6 +28,12 @@ enum Expressions {NEUTRAL, HAPPY, SURPRISED}
@onready var bolt_r: Sprite2D = %BoltR
+func _ready() -> void:
+ if Engine.is_editor_hint() and (not EditorInterface.get_edited_scene_root() in [self, owner]):
+ scale *= EditorInterface.get_editor_scale()
+ _scale_start = scale
+
+
func do_wink() -> void:
animation_tree.set("parameters/OneShot/request", true)
@@ -32,7 +42,9 @@ func set_expression(value: Expressions) -> void:
expression = value
if not is_node_ready():
return
- animation_tree.set("parameters/Transition/transition_request", Expressions.find_key(expression).to_lower())
+ animation_tree.set(
+ "parameters/Transition/transition_request", Expressions.find_key(expression).to_lower()
+ )
func set_look_at_cursor(state: bool) -> void:
@@ -43,6 +55,11 @@ func set_look_at_cursor(state: bool) -> void:
animation_tree.set("parameters/AddTilt/add_amount", float(animation_tree.active))
+## Scales the avatar relative to its initial scale. A value of 1.0 is the default scale.
+func set_scale_multiplier(value: float) -> void:
+ scale = _scale_start * value
+
+
func _set_tilt_x(value: float) -> void:
if not is_node_ready() or tilt_x == value:
return
diff --git a/addons/godot_tours/bubble/gobot/gobot.tscn b/addons/godot_tours/bubble/gobot/gobot.tscn
index 27a5d4d..fd84dcf 100644
--- a/addons/godot_tours/bubble/gobot/gobot.tscn
+++ b/addons/godot_tours/bubble/gobot/gobot.tscn
@@ -920,9 +920,6 @@ libraries = {
[node name="AnimationTree" type="AnimationTree" parent="SubViewportContainer/SubViewport"]
unique_name_in_owner = true
root_node = NodePath("%AnimationTree/..")
-libraries = {
-"": SubResource("AnimationLibrary_axgnh")
-}
tree_root = SubResource("AnimationNodeBlendTree_n4c0l")
anim_player = NodePath("../AnimationPlayer")
parameters/Add2/add_amount = 1.0
diff --git a/addons/godot_tours/bubble/texture_rect.gd b/addons/godot_tours/bubble/texture_rect.gd
new file mode 100644
index 0000000..fc89fbb
--- /dev/null
+++ b/addons/godot_tours/bubble/texture_rect.gd
@@ -0,0 +1,21 @@
+@tool
+extends TextureRect
+
+## Limits the height of the texture in the bubble.
+var max_height := 300.0 * EditorInterface.get_editor_scale():
+ set = set_max_height
+
+
+func _ready() -> void:
+ set_max_height(max_height)
+
+
+func set_max_height(new_max_height: float) -> void:
+ if new_max_height > 0.0:
+ max_height = new_max_height
+
+ if not is_inside_tree():
+ return
+
+ await get_tree().process_frame
+ custom_minimum_size = Vector2(size.x, min(max_height, texture.get_size().y))
diff --git a/addons/godot_tours/bubble/texture_rect.tscn b/addons/godot_tours/bubble/texture_rect.tscn
index ea4b1c1..218de70 100644
--- a/addons/godot_tours/bubble/texture_rect.tscn
+++ b/addons/godot_tours/bubble/texture_rect.tscn
@@ -1,6 +1,10 @@
-[gd_scene format=3 uid="uid://ujd7chtlh3wb"]
+[gd_scene load_steps=2 format=3 uid="uid://ujd7chtlh3wb"]
+
+[ext_resource type="Script" path="res://addons/godot_tours/bubble/texture_rect.gd" id="1_ofbqh"]
[node name="TextureRect" type="TextureRect"]
offset_right = 40.0
offset_bottom = 40.0
-stretch_mode = 3
+expand_mode = 1
+stretch_mode = 5
+script = ExtResource("1_ofbqh")
diff --git a/addons/godot_tours/bubble/video_stream_player.tscn b/addons/godot_tours/bubble/video_stream_player.tscn
index 7407dac..139b4e9 100644
--- a/addons/godot_tours/bubble/video_stream_player.tscn
+++ b/addons/godot_tours/bubble/video_stream_player.tscn
@@ -3,3 +3,4 @@
[node name="VideoStreamPlayer" type="VideoStreamPlayer"]
size_flags_horizontal = 4
size_flags_vertical = 4
+expand = true
diff --git a/addons/godot_tours/convert.gd b/addons/godot_tours/convert.gd
new file mode 100644
index 0000000..83cb7c6
--- /dev/null
+++ b/addons/godot_tours/convert.gd
@@ -0,0 +1,126 @@
+extends SceneTree
+
+const Utils := preload("../gdquest_sparkly_bag/sparkly_bag_utils.gd")
+
+const MD_BUBBLE_TITLE := "##"
+const MD_CALL := ">"
+const HEADER := """
+extends "../../addons/godot_tours/tour.gd"
+
+func _build() -> void:
+"""
+const CALLS := {
+ generic = "\t%s(%s)",
+ bubble_move_and_anchor = "\t%s(interface.%s, Bubble.At.%s)",
+ bubble_set_title = """\tbubble_set_title(%s)""",
+ bubble_add_text = """\tbubble_add_text([%s])""",
+ bubble_add_task_press_button = """\t%s(interface.%s)""",
+ complete_step = "\tcomplete_step()",
+ scene_open = """\t%s("%s")""",
+ gtr = """gtr("%s")""",
+ note = "\t# %s: %s",
+}
+
+
+func _init() -> void:
+ var md_files := Utils.fs_find("*.md", "res://tours", false)
+ for md_file_path: String in md_files.result:
+ convert_to_test(md_file_path)
+ quit()
+ return
+
+
+func convert_to_test(md_file_path: String) -> void:
+ var tour_file_path := "%s.gd" % md_file_path.get_basename()
+ print_rich(
+ "\n[color=blue]Generating[/color] '%s' from '%s'..." % [tour_file_path, md_file_path]
+ )
+ if FileAccess.file_exists(tour_file_path):
+ print_rich("'%s' already exists. [color=yellow]SKIP[/color]..." % tour_file_path)
+ return
+
+ var regex_md_bold := RegEx.create_from_string(r"(\*\*)(.+?)(\*\*)")
+ var regex_md_scene := RegEx.create_from_string(r"[^\s]+\.tscn")
+
+ var calls := []
+ var bubble_text_lines: Array[String] = []
+ var tour_contents: Array[String] = [HEADER.strip_edges()]
+
+ var md_file := FileAccess.open(md_file_path, FileAccess.READ)
+ var lines: Array[String] = []
+ lines.assign(strip_lines_edges(md_file.get_as_text().strip_edges().split("\n")))
+
+ var bubble_title: String = (
+ to_bubble_title(lines.front())
+ if not lines.is_empty() and lines.front().begins_with(MD_BUBBLE_TITLE)
+ else ""
+ )
+
+ var line_count := lines.size()
+ for i in range(line_count):
+ var line := lines[i]
+ var new_bubble_title := bubble_title
+ if line.begins_with(MD_BUBBLE_TITLE):
+ new_bubble_title = to_bubble_title(line)
+
+ elif line.begins_with(MD_CALL):
+ calls.push_back(to_call(line))
+
+ else:
+ line = regex_md_bold.sub(line, "[b]$2[/b]", true).strip_edges()
+ if line.begins_with("-"):
+ line = "[ul]%s[/ul]" % line.lstrip("- ")
+ bubble_text_lines.push_back(line)
+
+ if bubble_title != new_bubble_title or i == line_count - 1:
+ tour_contents.push_back(CALLS.bubble_set_title % call_gtr(bubble_title))
+ var bubble_text := ", ".join(strip_lines_edges(bubble_text_lines).map(call_gtr))
+ if not bubble_text.is_empty():
+ tour_contents.push_back(CALLS.bubble_add_text % bubble_text)
+ for call in calls:
+ var call_fmt: String = CALLS.get(call.function, CALLS.generic)
+ tour_contents.push_back(call_fmt % ([call.function] + call.parameters))
+ tour_contents.push_back(CALLS.complete_step)
+ tour_contents.push_back("")
+
+ bubble_title = new_bubble_title
+ bubble_text_lines = []
+ calls = []
+
+ var tour_file := FileAccess.open(tour_file_path, FileAccess.WRITE)
+ tour_file.store_string(join_lines(tour_contents, true, false))
+
+
+func to_bubble_title(line: String) -> String:
+ return line.lstrip(MD_BUBBLE_TITLE).strip_edges()
+
+
+func to_call(s: String) -> Dictionary:
+ var result := {function = "", parameters = []}
+ var strip_edges := func(s: String) -> String: return s.strip_edges()
+ var extraction: Array = Array(s.lstrip(MD_CALL).split(":")).map(strip_edges)
+ result.function = extraction.front().to_lower()
+ result.parameters = Array(extraction.back().split(",")).map(strip_edges)
+ if result.function == "bubble_move_and_anchor":
+ result.parameters.push_back(result.parameters.pop_back().to_upper())
+ elif result.function == "note" or not result.function in CALLS:
+ result.parameters = [", ".join(result.parameters)]
+ return result
+
+
+func call_gtr(s: String) -> String:
+ return '""' if s.is_empty() else CALLS.gtr % sanitize(s)
+
+
+func join_lines(lines: Array, do_strip_left := true, do_strip_right := true) -> String:
+ return "\n".join(lines).strip_edges(do_strip_left, do_strip_right)
+
+
+func strip_lines_edges(lines: Array[String]) -> Array[String]:
+ var result: Array[String] = []
+ result.assign(join_lines(lines).strip_edges().split("\n"))
+ return result
+
+
+func sanitize(s: String) -> String:
+ return s.replace('"', '\\"')
diff --git a/addons/godot_tours/editor_interface_access.gd b/addons/godot_tours/editor_interface_access.gd
index 243e302..c544bf8 100644
--- a/addons/godot_tours/editor_interface_access.gd
+++ b/addons/godot_tours/editor_interface_access.gd
@@ -18,7 +18,7 @@ var run_bar: MarginContainer = null
var run_bar_play_button: Button = null
var run_bar_pause_button: Button = null
var run_bar_stop_button: Button = null
-var run_bar_debug_button: Button = null
+var run_bar_debug_button: MenuButton = null
var run_bar_play_current_button: Button = null
var run_bar_play_custom_button: Button = null
var run_bar_movie_mode_button: Button = null
@@ -43,9 +43,11 @@ var canvas_item_editor_toolbar_pan_button: Button = null
var canvas_item_editor_toolbar_ruler_button: Button = null
var canvas_item_editor_toolbar_smart_snap_button: Button = null
var canvas_item_editor_toolbar_grid_button: Button = null
-var canvas_item_editor_toolbar_snap_options_button: Button = null
+var canvas_item_editor_toolbar_snap_options_button: MenuButton = null
var canvas_item_editor_toolbar_lock_button: Button = null
+var canvas_item_editor_toolbar_unlock_button: Button = null
var canvas_item_editor_toolbar_group_button: Button = null
+var canvas_item_editor_toolbar_ungroup_button: Button = null
var canvas_item_editor_toolbar_skeleton_options_button: Button = null
## Parent container of the zoom buttons in the top-left of the 2D editor.
var canvas_item_editor_zoom_widget: Control = null
@@ -56,13 +58,35 @@ var canvas_item_editor_zoom_button_lower: Button = null
var canvas_item_editor_zoom_button_reset: Button = null
## Increase zoom button in the top-left of the 2D viewport.
var canvas_item_editor_zoom_button_increase: Button = null
+
var spatial_editor: Control = null
+var spatial_editor_surfaces: Array[Control] = []
+var spatial_editor_surfaces_menu_buttons: Array[MenuButton] = []
+var spatial_editor_viewports: Array[Control] = []
+var spatial_editor_preview_check_boxes: Array[CheckBox] = []
var spatial_editor_cameras: Array[Camera3D] = []
-var spatial_editor_surface: Control = null
+var spatial_editor_toolbar: Control = null
+var spatial_editor_toolbar_select_button: Button = null
+var spatial_editor_toolbar_move_button: Button = null
+var spatial_editor_toolbar_rotate_button: Button = null
+var spatial_editor_toolbar_scale_button: Button = null
+var spatial_editor_toolbar_selectable_button: Button = null
+var spatial_editor_toolbar_lock_button: Button = null
+var spatial_editor_toolbar_unlock_button: Button = null
+var spatial_editor_toolbar_group_button: Button = null
+var spatial_editor_toolbar_ungroup_button: Button = null
+var spatial_editor_toolbar_local_button: Button = null
+var spatial_editor_toolbar_snap_button: Button = null
+var spatial_editor_toolbar_camera_button: Button = null
+var spatial_editor_toolbar_sun_button: Button = null
+var spatial_editor_toolbar_environment_button: Button = null
+var spatial_editor_toolbar_sun_environment_button: Button = null
+var spatial_editor_toolbar_transform_menu_button: MenuButton = null
+var spatial_editor_toolbar_view_menu_button: MenuButton = null
+
var script_editor: ScriptEditor = null
## Parent node of the script editor, used to pop out the editor and controls the script editor's
-## visibility
-## Used to check if students are in the scripting context.
+## visibility. Used to check if students are in the scripting context.
var script_editor_window_wrapper: Node = null
var script_editor_top_bar: HBoxContainer = null
var script_editor_items: ItemList = null
@@ -89,6 +113,7 @@ var scene_dock: VBoxContainer = null
var scene_dock_button_add: Button = null
var scene_tree: Tree = null
var import_dock: VBoxContainer = null
+var select_node_window: ConfirmationDialog = null
var node_create_window: ConfirmationDialog = null
var node_create_panel: HSplitContainer = null
@@ -164,6 +189,13 @@ var bottom_button_tilemap: Button = null
var bottom_button_tileset: Button = null
var bottom_buttons: Array[Button] = []
+var scene_import_settings_window: ConfirmationDialog = null
+var scene_import_settings: VBoxContainer = null
+var scene_import_settings_ok_button: Button = null
+var scene_import_settings_cancel_button: Button = null
+
+var windows: Array[ConfirmationDialog] = []
+
func _init() -> void:
base_control = EditorInterface.get_base_control()
@@ -190,15 +222,17 @@ func _init() -> void:
run_bar_pause_button = run_bar_buttons[1]
run_bar_stop_button = run_bar_buttons[2]
run_bar_debug_button = run_bar_buttons[3]
- run_bar_play_current_button = run_bar_buttons[5]
- run_bar_play_custom_button = run_bar_buttons[6]
- run_bar_movie_mode_button = run_bar_buttons[7]
+ run_bar_play_current_button = run_bar_buttons[7]
+ run_bar_play_custom_button = run_bar_buttons[8]
+ run_bar_movie_mode_button = run_bar_buttons[9]
rendering_options = Utils.find_child_by_type(editor_title_bar, "OptionButton")
# Main Screen
main_screen = EditorInterface.get_editor_main_screen()
main_screen_tabs = Utils.find_child_by_type(main_screen.get_parent().get_parent(), "TabBar")
- distraction_free_button = Utils.find_child_by_type(main_screen_tabs.get_parent(), "Button")
+ distraction_free_button = (
+ main_screen_tabs.get_parent().find_children("", "Button", true, false).back()
+ )
canvas_item_editor = Utils.find_child_by_type(main_screen, "CanvasItemEditor")
canvas_item_editor_viewport = Utils.find_child_by_type(
canvas_item_editor, "CanvasItemEditorViewport"
@@ -219,11 +253,13 @@ func _init() -> void:
canvas_item_editor_toolbar_grid_button = canvas_item_editor_toolbar_buttons[9]
canvas_item_editor_toolbar_snap_options_button = canvas_item_editor_toolbar_buttons[10]
canvas_item_editor_toolbar_lock_button = canvas_item_editor_toolbar_buttons[11]
+ canvas_item_editor_toolbar_unlock_button = canvas_item_editor_toolbar_buttons[12]
canvas_item_editor_toolbar_group_button = canvas_item_editor_toolbar_buttons[13]
+ canvas_item_editor_toolbar_ungroup_button = canvas_item_editor_toolbar_buttons[14]
canvas_item_editor_toolbar_skeleton_options_button = canvas_item_editor_toolbar_buttons[15]
canvas_item_editor_zoom_widget = Utils.find_child_by_type(
- canvas_item_editor, "EditorZoomWidget"
+ canvas_item_editor_viewport, "EditorZoomWidget"
)
canvas_item_editor_zoom_button_lower = canvas_item_editor_zoom_widget.get_child(0)
canvas_item_editor_zoom_button_reset = canvas_item_editor_zoom_widget.get_child(1)
@@ -243,10 +279,45 @@ func _init() -> void:
snap_options_scale_step_controls.assign(snap_options.get_child(4).get_children())
spatial_editor = Utils.find_child_by_type(main_screen, "Node3DEditor")
+ spatial_editor_viewports.assign(
+ spatial_editor.find_children("", "Node3DEditorViewport", true, false)
+ )
+ spatial_editor_preview_check_boxes.assign(
+ spatial_editor.find_children("", "CheckBox", true, false)
+ )
spatial_editor_cameras.assign(spatial_editor.find_children("", "Camera3D", true, false))
- spatial_editor_surface = (
- Utils.find_child_by_type(spatial_editor, "ViewportNavigationControl").get_parent()
+ var surfaces := {}
+ for surface in spatial_editor.find_children("", "ViewportNavigationControl", true, false).map(
+ func(c: Control) -> Control: return c.get_parent()
+ ):
+ surfaces[surface] = null
+ spatial_editor_surfaces.assign(surfaces.keys())
+ for surface in spatial_editor_surfaces:
+ spatial_editor_surfaces_menu_buttons.append_array(
+ surface.find_children("", "MenuButton", true, false)
+ )
+ spatial_editor_toolbar = spatial_editor.get_child(0).get_child(0).get_child(0)
+ var spatial_editor_toolbar_buttons := spatial_editor_toolbar.find_children(
+ "", "Button", false, false
)
+ spatial_editor_toolbar_select_button = spatial_editor_toolbar_buttons[0]
+ spatial_editor_toolbar_move_button = spatial_editor_toolbar_buttons[1]
+ spatial_editor_toolbar_rotate_button = spatial_editor_toolbar_buttons[2]
+ spatial_editor_toolbar_scale_button = spatial_editor_toolbar_buttons[3]
+ spatial_editor_toolbar_selectable_button = spatial_editor_toolbar_buttons[4]
+ spatial_editor_toolbar_lock_button = spatial_editor_toolbar_buttons[5]
+ spatial_editor_toolbar_unlock_button = spatial_editor_toolbar_buttons[6]
+ spatial_editor_toolbar_group_button = spatial_editor_toolbar_buttons[7]
+ spatial_editor_toolbar_ungroup_button = spatial_editor_toolbar_buttons[8]
+ spatial_editor_toolbar_local_button = spatial_editor_toolbar_buttons[9]
+ spatial_editor_toolbar_snap_button = spatial_editor_toolbar_buttons[10]
+ spatial_editor_toolbar_camera_button = spatial_editor_toolbar_buttons[11]
+ spatial_editor_toolbar_sun_button = spatial_editor_toolbar_buttons[12]
+ spatial_editor_toolbar_environment_button = spatial_editor_toolbar_buttons[13]
+ spatial_editor_toolbar_sun_environment_button = spatial_editor_toolbar_buttons[14]
+ spatial_editor_toolbar_transform_menu_button = spatial_editor_toolbar_buttons[15]
+ spatial_editor_toolbar_view_menu_button = spatial_editor_toolbar_buttons[16]
+
script_editor = EditorInterface.get_script_editor()
script_editor_window_wrapper = script_editor.get_parent()
script_editor_code_panel = script_editor.get_child(0).get_child(1).get_child(1)
@@ -275,6 +346,7 @@ func _init() -> void:
scene_tabs = Utils.find_child_by_type(scene_dock.get_parent(), "TabBar")
var scene_tree_editor := Utils.find_child_by_type(scene_dock, "SceneTreeEditor")
scene_tree = Utils.find_child_by_type(scene_tree_editor, "Tree")
+ select_node_window = Utils.find_child_by_type(base_control, "SceneTreeDialog")
import_dock = Utils.find_child_by_type(base_control, "ImportDock")
# Left Bottom
@@ -337,7 +409,7 @@ func _init() -> void:
bottom_button_output, bottom_button_debugger, bottom_button_tileset, bottom_button_tilemap
]
- tilemap = Utils.find_child_by_type(bottom_panels_vboxcontainer, "TileMapEditor", false)
+ tilemap = Utils.find_child_by_type(bottom_panels_vboxcontainer, "TileMapLayerEditor", false)
var tilemap_flow_container: HFlowContainer = Utils.find_child_by_type(
tilemap, "HFlowContainer", false
)
@@ -369,16 +441,22 @@ func _init() -> void:
tileset_patterns_panel = tileset.get_child(0).get_child(2)
tileset_panels = [tileset_tiles_panel, tileset_patterns_panel]
- for window in [signals_dialog_window, node_create_window]:
+ scene_import_settings_window = Utils.find_child_by_type(base_control, "SceneImportSettingsDialog")
+ scene_import_settings = scene_import_settings_window.get_child(0)
+ scene_import_settings_cancel_button = scene_import_settings_window.get_cancel_button()
+ scene_import_settings_ok_button = scene_import_settings_window.get_ok_button()
+
+ windows.assign([signals_dialog_window, node_create_window, scene_import_settings_window])
+ for window in windows:
window_toggle_tour_mode(window, true)
func clean_up() -> void:
- for window in [signals_dialog_window, node_create_window]:
+ for window in windows:
window_toggle_tour_mode(window, false)
-func window_toggle_tour_mode(window: Window, is_in_tour: bool) -> void:
+func window_toggle_tour_mode(window: ConfirmationDialog, is_in_tour: bool) -> void:
window.dialog_close_on_escape = not is_in_tour
window.transient = is_in_tour
window.exclusive = not is_in_tour
diff --git a/addons/godot_tours/mouse/mouse.gd b/addons/godot_tours/mouse/mouse.gd
index eab1b26..f262e37 100644
--- a/addons/godot_tours/mouse/mouse.gd
+++ b/addons/godot_tours/mouse/mouse.gd
@@ -3,7 +3,7 @@
## Call functions add_*_operation() to queue animations, then call play() to run the animations.
## See tour.gd for utility functions that simplify usage of the mouse cursor.
@tool
-extends CanvasGroup
+extends CanvasLayer
const DEFAULT_PRESS_TEXTURE := preload("../assets/icons/white_circle.png")
@@ -12,13 +12,14 @@ var last_to := Callable()
var operations: Array[Callable] = []
var editor_scale: float = EditorInterface.get_editor_scale()
+@onready var canvas_group: CanvasGroup = %CanvasGroup
@onready var pointer_sprite: Sprite2D = %PointerSprite2D
@onready var press_sprite: Sprite2D = %PressSprite2D
@onready var tween := create_tween()
func _ready() -> void:
- scale *= editor_scale
+ canvas_group.scale *= editor_scale
tween.kill()
@@ -31,12 +32,12 @@ func play() -> void:
tween.kill()
tween = create_tween().set_loops().set_ease(Tween.EASE_OUT)
- tween.tween_callback(func() -> void: global_position = first_from.call())
- tween.tween_property(self, "modulate:a", 1.0, ON_DURATION)
+ tween.tween_callback(func() -> void: canvas_group.global_position = first_from.call())
+ tween.tween_property(canvas_group, "modulate:a", 1.0, ON_DURATION)
for operation in operations:
operation.call()
tween.tween_interval(WAIT)
- tween.tween_property(self, "modulate:a", 0.0, OFF_DURATION)
+ tween.tween_property(canvas_group, "modulate:a", 0.0, OFF_DURATION)
func add_move_operation(from: Callable, to: Callable) -> void:
@@ -44,14 +45,17 @@ func add_move_operation(from: Callable, to: Callable) -> void:
if first_from.is_null():
first_from = from
- var speed := 400 * editor_scale
+ var distance: float = from.call().distance_to(to.call())
+ var min_speed := 400
+ var max_speed := 1000
+ var speed := remap(max(1.0, distance - 400.0), 0.0, EditorInterface.get_base_control().size.x * 0.75, min_speed, max_speed) * editor_scale
operations.push_back(func() -> void:
tween.tween_method(
func(param: float) -> void:
- global_position = from.call().lerp(to.call(), param),
+ canvas_group.global_position = from.call().lerp(to.call(), param),
0.0,
1.0,
- from.call().distance_to(to.call()) / speed
+ max(distance / speed, 0.5)
)
)
@@ -108,7 +112,7 @@ func add_bounce_operation(loops := 2, at := Callable()) -> void:
tween.parallel().tween_method(
func(param: float) -> void:
var at_vector: Vector2 = last_to.call()
- global_position = at_vector.lerp(at_vector + amplitude, param),
+ canvas_group.global_position = at_vector.lerp(at_vector + amplitude, param),
0.0,
1.0,
UP_DURATION,
@@ -116,7 +120,7 @@ func add_bounce_operation(loops := 2, at := Callable()) -> void:
tween.tween_method(
func(param: float) -> void:
var at_vector: Vector2 = last_to.call()
- global_position = (at_vector + amplitude).lerp(at_vector, param),
+ canvas_group.global_position = (at_vector + amplitude).lerp(at_vector, param),
0.0,
1.0,
DOWN_DURATION,
diff --git a/addons/godot_tours/mouse/mouse.tscn b/addons/godot_tours/mouse/mouse.tscn
index 6d841f7..5beef49 100644
--- a/addons/godot_tours/mouse/mouse.tscn
+++ b/addons/godot_tours/mouse/mouse.tscn
@@ -4,19 +4,23 @@
[ext_resource type="Texture2D" uid="uid://x62xms6s656a" path="res://addons/godot_tours/assets/icons/white_circle.png" id="2_odi3x"]
[ext_resource type="Texture2D" uid="uid://dwjvpjb2kpbip" path="res://addons/godot_tours/mouse/mouse_texture.png" id="3_bgpww"]
-[node name="Mouse" type="CanvasGroup"]
+[node name="Mouse" type="CanvasLayer"]
+layer = 2
+script = ExtResource("1_bmo3f")
+
+[node name="CanvasGroup" type="CanvasGroup" parent="."]
+unique_name_in_owner = true
modulate = Color(1, 1, 1, 0)
top_level = true
z_index = 999
scale = Vector2(0.4, 0.4)
-script = ExtResource("1_bmo3f")
-[node name="PressSprite2D" type="Sprite2D" parent="."]
+[node name="PressSprite2D" type="Sprite2D" parent="CanvasGroup"]
unique_name_in_owner = true
scale = Vector2(1e-05, 1e-05)
texture = ExtResource("2_odi3x")
-[node name="PointerSprite2D" type="Sprite2D" parent="."]
+[node name="PointerSprite2D" type="Sprite2D" parent="CanvasGroup"]
unique_name_in_owner = true
texture = ExtResource("3_bgpww")
centered = false
diff --git a/addons/godot_tours/overlays/dimmer/dimmer.gd b/addons/godot_tours/overlays/dimmer/dimmer.gd
index d0eb53e..0535b3c 100644
--- a/addons/godot_tours/overlays/dimmer/dimmer.gd
+++ b/addons/godot_tours/overlays/dimmer/dimmer.gd
@@ -3,19 +3,17 @@ extends SubViewportContainer
const DimmerMaskPackedScene := preload("dimmer_mask.tscn")
-var root: Window = null
-
+@onready var window := get_window()
@onready var film_color_rect: ColorRect = %FilmColorRect
func _ready() -> void:
- root = get_tree().root
- root.size_changed.connect(refresh)
+ window.size_changed.connect(refresh)
refresh()
func clean_up() -> void:
- root.size_changed.disconnect(refresh)
+ window.size_changed.disconnect(refresh)
func add_mask() -> ColorRect:
@@ -25,7 +23,7 @@ func add_mask() -> ColorRect:
func refresh() -> void:
- size = root.size
+ size = window.size
func toggle_dimmer_mask(is_on: bool) -> void:
diff --git a/addons/godot_tours/overlays/dimmer/dimmer.tscn b/addons/godot_tours/overlays/dimmer/dimmer.tscn
index f58342e..2188cfa 100644
--- a/addons/godot_tours/overlays/dimmer/dimmer.tscn
+++ b/addons/godot_tours/overlays/dimmer/dimmer.tscn
@@ -7,11 +7,12 @@ blend_mode = 3
[node name="Dimmer" type="SubViewportContainer" groups=["dimmer"]]
self_modulate = Color(1, 1, 1, 0.6)
+top_level = true
material = SubResource("CanvasItemMaterial_cvwys")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
-offset_bottom = -69.0
+offset_bottom = -37.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
@@ -20,7 +21,7 @@ script = ExtResource("1_30fag")
[node name="SubViewport" type="SubViewport" parent="."]
handle_input_locally = false
-size = Vector2i(1920, 1011)
+size = Vector2i(1920, 1043)
render_target_update_mode = 4
[node name="FilmColorRect" type="ColorRect" parent="SubViewport"]
diff --git a/addons/godot_tours/overlays/highlight/highlight.gd b/addons/godot_tours/overlays/highlight/highlight.gd
index 59dbfe9..ca6001f 100644
--- a/addons/godot_tours/overlays/highlight/highlight.gd
+++ b/addons/godot_tours/overlays/highlight/highlight.gd
@@ -6,15 +6,14 @@ extends Panel
const Dimmer := preload("../dimmer/dimmer.gd")
-var rect_getters: Array[Callable] = []
var dimmer_mask: ColorRect = null
-var control: Control = null
+var controls: Array[Control] = []
+var rect_getters: Array[Callable] = []
@onready var flash_area: ColorRect = %FlashArea
-func setup(control: Control, rect_getter: Callable, dimmer: Dimmer, stylebox: StyleBoxFlat) -> void:
- self.control = control
+func setup(rect_getter: Callable, dimmer: Dimmer, stylebox: StyleBoxFlat) -> void:
self.dimmer_mask = dimmer.add_mask()
self.rect_getters.push_back(rect_getter)
refresh.call_deferred()
@@ -27,6 +26,10 @@ func _exit_tree() -> void:
dimmer_mask.queue_free()
+func _process(_delta: float) -> void:
+ refresh()
+
+
func flash() -> void:
flash_area.visible = true
@@ -43,7 +46,7 @@ func refresh() -> void:
)
global_position = rect.position
custom_minimum_size = rect.size
- visible = rect != Rect2() and control.is_visible_in_tree()
+ visible = rect != Rect2() and controls.any(control_is_visible_in_tree)
dimmer_mask.global_position = global_position
dimmer_mask.size = custom_minimum_size
dimmer_mask.visible = visible
@@ -52,3 +55,7 @@ func refresh() -> void:
func refresh_tabs(_index: int) -> void:
refresh()
+
+
+func control_is_visible_in_tree(c: Control) -> bool:
+ return c.is_visible_in_tree()
diff --git a/addons/godot_tours/overlays/highlight/highlight.tres b/addons/godot_tours/overlays/highlight/highlight.tres
index 72e4461..2cfb2eb 100644
--- a/addons/godot_tours/overlays/highlight/highlight.tres
+++ b/addons/godot_tours/overlays/highlight/highlight.tres
@@ -7,7 +7,7 @@ border_width_left = 4
border_width_top = 4
border_width_right = 4
border_width_bottom = 4
-border_color = Color(0.396078, 0.733333, 0.960784, 1)
+border_color = Color(0.552941, 0.0980392, 0.843137, 1)
corner_radius_top_left = 4
corner_radius_top_right = 4
corner_radius_bottom_right = 4
diff --git a/addons/godot_tours/overlays/overlays.gd b/addons/godot_tours/overlays/overlays.gd
index 38ee9e9..098c581 100644
--- a/addons/godot_tours/overlays/overlays.gd
+++ b/addons/godot_tours/overlays/overlays.gd
@@ -56,13 +56,16 @@ func _process(_delta: float) -> void:
## Highlights a control, allowing the end user to interact with it using the mouse, and carving into the dimmers.
-func add_highlight_to_control(control: Control, rect_getter := Callable(), play_flash := false) -> void:
+func add_highlight_to_control(control: Control, rect_getter := Callable(), play_flash := false, do_grow := false) -> void:
var dimmer := ensure_get_dimmer_for(control)
# Calculate overlapping highlights to avoid stacking highlights and outlines.
var overlaps := []
if rect_getter.is_null():
- rect_getter = control.get_global_rect
+ if interface.inspector_editor.is_ancestor_of(control):
+ rect_getter = func() -> Rect2: return control.get_global_rect().intersection(interface.inspector_editor.get_global_rect())
+ else:
+ rect_getter = control.get_global_rect
var editor_scale := EditorInterface.get_editor_scale()
var rect := rect_getter.call()
@@ -70,7 +73,7 @@ func add_highlight_to_control(control: Control, rect_getter := Callable(), play_
if child is Highlight:
child.refresh()
var child_rect := Rect2(child.global_position, child.custom_minimum_size)
- if rect.grow(RECT_GROW * editor_scale).intersects(child_rect):
+ if (rect.grow(RECT_GROW * editor_scale) if do_grow else rect).intersects(child_rect):
overlaps.push_back(child)
var highlight := HighlightPackedScene.instantiate()
@@ -78,15 +81,15 @@ func add_highlight_to_control(control: Control, rect_getter := Callable(), play_
if play_flash:
highlight.flash()
- highlight.setup(control, rect_getter, dimmer, _highlight_style_scaled)
+ highlight.setup(rect_getter, dimmer, _highlight_style_scaled)
+ highlight.controls.push_back(control)
if overlaps.is_empty() and control is TabBar:
control.tab_changed.connect(highlight.refresh_tabs)
elif not overlaps.is_empty():
for other_highlight: Highlight in overlaps:
+ highlight.controls.append_array(other_highlight.controls)
highlight.rect_getters.append_array(other_highlight.rect_getters)
other_highlight.queue_free()
- control.draw.connect(highlight.refresh)
- control.visibility_changed.connect(highlight.refresh)
## Removes all dimmers and consequently highlights from the editor.
@@ -106,8 +109,8 @@ func toggle_dimmers(is_on: bool) -> void:
## Get the dimmer associated with a [Control]. There is only one dimmer per [Viewport] so the dimmer is really
## associated with the Control's Viewport. If there is no such dimmer, create one on the fly and return it.
func ensure_get_dimmer_for(control: Control) -> Dimmer:
- var viewport := control.get_viewport()
- var result: Dimmer = viewport.get_node_or_null("Dimmer")
+ var window := control.get_window()
+ var result: Dimmer = window.get_node_or_null("Dimmer")
# Ensure that when we create a new Dimmer, the name Dimmer won't be taken.
if result != null and result.is_queued_for_deletion():
@@ -115,7 +118,7 @@ func ensure_get_dimmer_for(control: Control) -> Dimmer:
if result == null or result.is_queued_for_deletion():
result = DimmerPackedScene.instantiate()
- viewport.add_child(result)
+ window.add_child(result)
dimmers.push_back(result)
return result
@@ -123,15 +126,15 @@ func ensure_get_dimmer_for(control: Control) -> Dimmer:
## Highlight [TreeItem]s from the given [code]tree[/code] that match the [code]predicate[/code]. The highlight can
## also play a flash animation if [code]play_flash[/code] is [code]true[/code]. [code]button_index[/code] specifies
## which button to highlight from the [TreeItem] instead of the whole item.
-func highlight_tree_items(tree: Tree, predicate: Callable, button_index := -1, play_flash := false) -> void:
+func highlight_tree_items(tree: Tree, predicate: Callable, button_index := -1, do_center := true, play_flash := false) -> void:
var root := tree.get_root()
if root == null:
return
-
+
var height_fix := 6 * EditorInterface.get_editor_scale()
for item in Utils.filter_tree_items(root, predicate):
interface.unfold_tree_item(item)
- tree.scroll_to_item(item)
+ tree.scroll_to_item(item, do_center)
var item_path := Utils.get_tree_item_path(item)
var rect_getter := func() -> Rect2:
@@ -143,56 +146,57 @@ func highlight_tree_items(tree: Tree, predicate: Callable, button_index := -1, p
rect.position.y += height_fix - tree.get_scroll().y
return rect.intersection(tree.get_global_rect())
return Rect2()
- add_highlight_to_control.call_deferred(tree, rect_getter, play_flash)
+ add_highlight_to_control.call_deferred(tree, rect_getter, play_flash, true)
## Highlights multiple Scene dock [TreeItem]s by [code]names[/code]. See [method highlight_tree_items]
## for details on the other parameters.
-func highlight_scene_nodes_by_name(names: Array[String], button_index := -1, play_flash := false) -> void:
+func highlight_scene_nodes_by_name(names: Array[String], button_index := -1, do_center := true, play_flash := false) -> void:
highlight_tree_items(
interface.scene_tree,
func(item: TreeItem) -> bool: return item.get_text(0) in names,
button_index,
+ do_center,
play_flash,
)
## Highlights multiple Scene dock [TreeItem]s by [code]paths[/code]. See [method highlight_tree_items]
## for details on the other parameters.
-func highlight_scene_nodes_by_path(paths: Array[String], button_index := -1, play_flash := false) -> void:
+func highlight_scene_nodes_by_path(paths: Array[String], button_index := -1, do_center := true, play_flash := false) -> void:
highlight_tree_items(
interface.scene_tree,
func(item: TreeItem) -> bool: return Utils.get_tree_item_path(item) in paths,
button_index,
+ do_center,
play_flash,
)
## Highlights FileSystem dock [TreeItem]s by [code]paths[/code]. See [method highlight_tree_items]
## for [code]play_flash[/code].
-func highlight_filesystem_paths(paths: Array[String], play_flash := false) -> void:
+func highlight_filesystem_paths(paths: Array[String], do_center := true, play_flash := false) -> void:
highlight_tree_items(
interface.filesystem_tree,
func(item: TreeItem) -> bool: return Utils.get_tree_item_path(item) in paths,
-1,
+ do_center,
play_flash,
)
## Highlights Inspector dock properties by (programmatic) [code]name[/code]. See [method highlight_tree_items]
## for [code]play_flash[/code].
-func highlight_inspector_properties(names: Array[StringName], play_flash := false) -> void:
- for name in names:
- var property: EditorProperty = Utils.find_child_by_type(
- interface.inspector_editor,
- "EditorProperty",
- true,
- func(ep: EditorProperty) -> bool: return ep.get_edited_property() == name,
- )
- if property != null:
+func highlight_inspector_properties(names: Array[StringName], do_center := true, play_flash := false) -> void:
+ var scroll_offset := 200 * EditorInterface.get_editor_scale()
+ var all_properties := interface.inspector_editor.find_children("", "EditorProperty", true, false)
+ for n in names:
+ var predicate_first := func predicate_first(p: EditorProperty) -> bool:
+ return p.get_edited_property() == n
+
+ for property: EditorProperty in all_properties.filter(predicate_first):
# Unfold parent sections recursively if necessary.
- var current_parent: Node = property.get_parent()
- var last_section = null
+ var current_parent := property.get_parent()
const MAX_ITERATION_COUNT := 10
for i in MAX_ITERATION_COUNT:
if current_parent.get_class() == "EditorInspectorSection":
@@ -200,29 +204,38 @@ func highlight_inspector_properties(names: Array[StringName], play_flash := fals
current_parent = current_parent.get_parent()
if current_parent == interface.inspector_editor:
break
-
- if last_section:
- await last_section.draw
-
- interface.inspector_editor.ensure_control_visible(property)
- var dimmer := ensure_get_dimmer_for(interface.inspector_dock)
- var rect_getter := func() -> Rect2:
- var rect := property.get_global_rect()
- rect.position.x = interface.inspector_editor.global_position.x
- rect.size.x = interface.inspector_editor.size.x
- return rect
- add_highlight_to_control.call_deferred(interface.inspector_editor, rect_getter, play_flash)
+ if do_center:
+ interface.inspector_editor.scroll_vertical += (
+ property.global_position.y + scroll_offset
+ - interface.inspector_editor.global_position.y
+ - interface.inspector_editor.size.y / 2.0
+ )
+ else:
+ interface.inspector_editor.ensure_control_visible(property)
+
+ var dimmer := ensure_get_dimmer_for(interface.inspector_dock)
+ var rect_getter := func inspector_property_rect_getter() -> Rect2:
+ all_properties = interface.inspector_editor.find_children("", "EditorProperty", true, false)
+ for property: EditorProperty in all_properties.filter(predicate_first):
+ if property.is_visible_in_tree():
+ var rect := property.get_global_rect()
+ rect.position.x = interface.inspector_editor.global_position.x
+ rect.size.x = interface.inspector_editor.size.x
+ return rect.intersection(interface.inspector_editor.get_global_rect())
+ return Rect2()
+ add_highlight_to_control.call_deferred(interface.inspector_editor, rect_getter, play_flash, true)
## Highlights Node > Signals dock [TreeItem]s by [code]signal_names[/code]. See [method highlight_tree_items]
## for details on the other parameters.
-func highlight_signals(signal_names: Array[String], play_flash := false) -> void:
+func highlight_signals(signal_names: Array[String], do_center := true, play_flash := false) -> void:
highlight_tree_items(
interface.node_dock_signals_tree,
func(item: TreeItem) -> bool:
var predicate := func(sn: String) -> bool: return item.get_text(0).begins_with(sn)
return signal_names.any(predicate),
-1,
+ do_center,
play_flash,
)
@@ -266,7 +279,7 @@ func highlight_controls(controls: Array[Control], play_flash := false) -> void:
for control in controls:
if control == null:
continue
- add_highlight_to_control(control, control.get_global_rect, play_flash)
+ add_highlight_to_control(control, Callable(), play_flash)
## Highlights either the whole [code]tabs[/code] [TabBar] if [code]index == -1[/code] or the given [TabContainer] tab
diff --git a/addons/godot_tours/plugin.gd b/addons/godot_tours/plugin.gd
index e479437..b14ec28 100644
--- a/addons/godot_tours/plugin.gd
+++ b/addons/godot_tours/plugin.gd
@@ -238,7 +238,7 @@ func _reset_tour_files(tour_path: String) -> bool:
var tour_dir_path := "%s/" % tour_path.get_base_dir()
var tour_file_paths := Utils.fs_find("*", tour_dir_path).filter(
- func(path: String) -> bool: return not (path.get_extension() == "import" or path == tour_path)
+ func(path: String) -> bool: return not (path.get_extension() == "import" or path.get_extension() == "md" or path == tour_path)
)
var open_scene_paths := EditorInterface.get_open_scenes()
diff --git a/addons/godot_tours/shortcuts.gd b/addons/godot_tours/shortcuts.gd
new file mode 100644
index 0000000..36ad99f
--- /dev/null
+++ b/addons/godot_tours/shortcuts.gd
@@ -0,0 +1,28 @@
+var ctrl := "Ctrl"
+
+var context_2d := "Ctrl+F1"
+var context_3d := "Ctrl+F2"
+var context_script := "Ctrl+F3"
+
+var run_project := "F5"
+var run_current := "F6"
+var stop := "F8"
+var focus := "F"
+var select_mode := "Q"
+var move_mode := "W"
+var rotate_mode := "E"
+var top_view := "Kp 7"
+
+
+func _init() -> void:
+ if OS.get_name() != "macOS":
+ return
+
+ ctrl = "Cmd"
+
+ context_2d = "Alt+1"
+ context_3d = "Alt+2"
+ context_script = "Alt+3"
+
+ run_current = "%s+R" % ctrl
+ stop = "%s+." % ctrl
diff --git a/addons/godot_tours/tour.gd b/addons/godot_tours/tour.gd
index 7c03f36..d419a9e 100644
--- a/addons/godot_tours/tour.gd
+++ b/addons/godot_tours/tour.gd
@@ -42,6 +42,7 @@ class Command:
await callable.callv(parameters)
const Log := preload("log.gd")
+const Shortcuts := preload("shortcuts.gd")
const EditorInterfaceAccess := preload("editor_interface_access.gd")
const Utils := preload("utils.gd")
const Overlays := preload("overlays/overlays.gd")
@@ -50,7 +51,9 @@ const Task := preload("bubble/task/task.gd")
const Mouse := preload("mouse/mouse.gd")
const TranslationService := preload("translation/translation_service.gd")
const FlashArea := preload("overlays/flash_area/flash_area.gd")
+const Guide3D := preload("assets/guide_3d.gd")
+const Guide3DPackedScene := preload("assets/guide_3d.tscn")
const FlashAreaPackedScene := preload("overlays/flash_area/flash_area.tscn")
const WARNING_MESSAGE := "[color=orange][WARN][/color] %s for [b]'%s()'[/b] at [b]'step_commands(=%d)'[/b]."
@@ -64,8 +67,10 @@ const EVENTS := {
var index := -1: set = set_index
var steps: Array[Array] = []
var step_commands: Array[Command] = []
+var guides: Dictionary = {}
var log := Log.new()
+var shortcuts := Shortcuts.new()
var editor_selection: EditorSelection = null
## Object that provides access to many nodes in the editor's user interface.
var interface: EditorInterfaceAccess = null
@@ -80,8 +85,14 @@ func _init(interface: EditorInterfaceAccess, overlays: Overlays, translation_se
self.interface = interface
self.overlays = overlays
self.translation_service = translation_service
+ interface.run_bar.stop_pressed.connect(_close_bottom_panel)
translation_service.update_tour_key(get_script().resource_path)
+ for key in EVENTS:
+ var action: StringName = "tour_%s" % key
+ InputMap.add_action(action)
+ InputMap.action_add_event(action, EVENTS[key])
+
# Applies the default layout so every tour starts from the same UI state.
interface.restore_default_layout()
_build()
@@ -98,7 +109,13 @@ func _build() -> void:
func clean_up() -> void:
+ for key in EVENTS:
+ var action: StringName = "tour_%s" % key
+ if InputMap.has_action(action):
+ InputMap.erase_action(action)
+
clear_mouse()
+ clear_guides()
log.clean_up()
if is_instance_valid(bubble):
bubble.queue_free()
@@ -177,6 +194,7 @@ func complete_step() -> void:
Command.new(overlays.clean_up),
Command.new(overlays.ensure_get_dimmer_for.bind(interface.base_control)),
Command.new(clear_mouse),
+ Command.new(clear_guides),
]
step_commands.push_back(Command.new(play_mouse))
steps.push_back(step_start + step_commands)
@@ -213,9 +231,11 @@ func scene_open(path: String) -> void:
func scene_select_nodes_by_path(paths: Array[String] = []) -> void:
scene_deselect_all_nodes()
queue_command(func() -> void:
- var nodes := Utils.find_children_by_path(EditorInterface.get_edited_scene_root(), paths)
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var nodes := ([scene_root] if scene_root.name in paths else []) + Utils.find_children_by_path(scene_root, paths)
for node in nodes:
editor_selection.add_node(node)
+ EditorInterface.edit_node(node)
)
@@ -232,6 +252,17 @@ func scene_deselect_all_nodes() -> void:
queue_command(editor_selection.clear)
+## Frees the `Guide3D` nodes from the currently edited scene.
+func clear_guides() -> void:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ if scene_root == null:
+ return
+
+ for guide in guides.values():
+ guide.queue_free()
+ guides = {}
+
+
func tabs_set_to_index(tabs: TabBar, index: int) -> void:
if index < 0 or index >= tabs.tab_count:
warn("[b]'index(=%d)'[/b] not in [b]'range(0, tabs.tab_count(=%d))'[/b]." % [index, tabs.tab_count], "tabs_set_to_index")
@@ -321,13 +352,48 @@ func canvas_item_editor_flash_area(rect: Rect2) -> void:
# TODO: test?
func spatial_editor_focus() -> void:
- queue_command(func() -> void: interface.spatial_editor_surface.gui_input.emit(EVENTS.f))
+ queue_command(func() -> void:
+ for surface in interface.spatial_editor_surfaces:
+ if surface.is_inside_tree():
+ surface.gui_input.emit(EVENTS.f)
+ )
# TODO: test?
func spatial_editor_focus_node_by_paths(paths: Array[String]) -> void:
scene_select_nodes_by_path(paths)
- queue_command(func() -> void: interface.spatial_editor_surface.gui_input.emit(EVENTS.f))
+ spatial_editor_focus()
+
+
+enum ViewportLayouts {
+ ONE = 0, TWO = 1, TWO_ALT = 2, THREE = 3, THREE_ALT = 4, FOUR = 5
+}
+## Changes the layout of the 3D viewport. Corresponds to clicking items in the
+## View menu in the toolbar above the 3D viewport.
+func spatial_editor_change_viewport_layout(layout: ViewportLayouts) -> void:
+ queue_command(func spatial_editor_change_viewport_layout() -> void:
+ var popup := interface.spatial_editor_toolbar_view_menu_button.get_popup()
+ var event := InputEventKey.new()
+ event.pressed = true
+ event.ctrl_pressed = true
+
+ if layout == ViewportLayouts.ONE:
+ event.keycode = KEY_1
+ elif layout == ViewportLayouts.TWO:
+ event.keycode = KEY_2
+ elif layout == ViewportLayouts.TWO_ALT:
+ event.keycode = KEY_2
+ event.alt = true
+ elif layout == ViewportLayouts.THREE:
+ event.keycode = KEY_3
+ elif layout == ViewportLayouts.THREE_ALT:
+ event.keycode = KEY_3
+ event.alt = true
+ elif layout == ViewportLayouts.FOUR:
+ event.keycode = KEY_4
+
+ popup.activate_item_by_event(event)
+ )
func context_set(type: String) -> void:
@@ -358,8 +424,10 @@ func bubble_add_text(text: Array[String]) -> void:
queue_command(func bubble_add_text() -> void: bubble.add_text(text))
-func bubble_add_texture(texture: Texture2D) -> void:
- queue_command(func bubble_add_texture() -> void: bubble.add_texture(texture))
+func bubble_add_texture(texture: Texture2D, max_height := 0.0) -> void:
+ queue_command(func bubble_add_texture() -> void:
+ bubble.add_texture(texture, max_height * EditorInterface.get_editor_scale())
+ )
func bubble_add_code(lines: Array[String]) -> void:
@@ -408,12 +476,7 @@ func bubble_add_task_press_button(button: Button, description := "") -> void:
func bubble_add_task_toggle_button(button: Button, is_toggled := true, description := "") -> void:
- var text: String = description
- if text.is_empty():
- if button.text.is_empty():
- text = button.tooltip_text
- else:
- text = button.text
+ var text := button.tooltip_text if button.text.is_empty() else button.text
text = text.replace(".", "")
if not button.toggle_mode:
@@ -421,7 +484,9 @@ func bubble_add_task_toggle_button(button: Button, is_toggled := true, descripti
return
const TOGGLE_MAP := {true: "ON", false: "OFF"}
- description = gtr("Turn the [b]%s[/b] button %s.") % [text, TOGGLE_MAP[is_toggled]]
+ if description.is_empty():
+ description = gtr("Turn the [b]%s[/b] button %s.") % [text, TOGGLE_MAP[is_toggled]]
+
bubble_add_task(
description,
1,
@@ -475,15 +540,20 @@ func bubble_add_task_set_tilemap_tab_by_control(control: Control, description :=
bubble_add_task_set_tab_to_index(interface.tilemap_tabs, index, description)
-func bubble_add_task_select_node(node_name: String) -> void:
+func bubble_add_task_select_nodes_by_path(node_paths: Array[String], description_override := "") -> void:
+ var description := description_override
+ if description.is_empty():
+ description = gtr("Select the %s %s in the [b]Scene Dock[/b].") % [", ".join(node_paths.map(func(s: String) -> String: return "[b]%s[/b]" % s.get_file())), "node" if node_paths.size() == 1 else "nodes"]
bubble_add_task(
- "Select the [b]" + node_name + "[/b] node in the [b]Scene Dock[/b].",
+ description,
1,
func task_select_node(_task: Task) -> int:
- var scene_root: Node = EditorInterface.get_edited_scene_root()
- var target_node: Node = scene_root if node_name == scene_root.name else scene_root.find_child(node_name)
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var nodes := get_scene_nodes_by_path(node_paths)
+ nodes.sort_custom(sort_ascending_by_path)
var selected_nodes := EditorInterface.get_selection().get_selected_nodes()
- return 1 if selected_nodes.size() == 1 and selected_nodes.front() == target_node else 0,
+ selected_nodes.sort_custom(sort_ascending_by_path)
+ return 1 if nodes == selected_nodes else 0
)
@@ -496,11 +566,10 @@ func bubble_add_task_set_ranges(ranges: Dictionary, label_text: String, descript
if description.is_empty():
description = gtr(
"""Set [b]%s[/b] to [code]%s[/code]"""
- % [
+ ) % [
label_text,
"x".join(ranges.keys().map(func(r: Range) -> String: return str(snappedf(ranges[r], r.step)))),
]
- )
bubble_add_task(
description,
1,
@@ -509,6 +578,172 @@ func bubble_add_task_set_ranges(ranges: Dictionary, label_text: String, descript
)
+func bubble_add_task_set_node_property(node_name: String, property_name: String, property_value: Variant, description := "") -> void:
+ if description.is_empty():
+ description = gtr("""Set [b]%s[/b]'s [b]%s[/b] property to [b]%s[/b]""") % [node_name, property_name.capitalize(), str(property_value).get_file()]
+ bubble_add_task(description, 1, func set_node_property(_task: Task) -> int:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var node := scene_root if node_name == scene_root.name else scene_root.find_child(node_name)
+ if node == null:
+ return 0
+
+ var node_property := node.get(property_name)
+ var is_equal := false
+ if (
+ node_property is Vector2 or
+ node_property is Vector2i or
+ node_property is Vector3 or
+ node_property is Vector3i or
+ node_property is Vector4 or
+ node_property is Vector4i or
+ node_property is Rect2 or
+ node_property is Transform2D or
+ node_property is Plane or
+ node_property is Quaternion or
+ node_property is AABB or
+ node_property is Basis or
+ node_property is Transform3D or
+ node_property is Color
+ ):
+ is_equal = node_property.is_equal_approx(property_value)
+ elif node_property is float:
+ is_equal = is_equal_approx(node_property, property_value)
+ elif node_property is Node:
+ is_equal = node_property == get_scene_node_by_path(property_value)
+ else:
+ is_equal = node_property == property_value
+
+ var result := 1 if is_equal else 0
+ if mouse != null:
+ mouse.visible = result == 0
+ return result
+ )
+
+
+func bubble_add_task_open_scene(path: String, description := "") -> void:
+ if description.is_empty():
+ description = gtr("""Open the scene [b]%s[/b]""") % path.get_file()
+ bubble_add_task(description, 1, func open_scene(_task: Task) -> int:
+ var current_tab := interface.main_screen_tabs.current_tab
+ var current_tab_title = interface.main_screen_tabs.get_tab_title(current_tab)
+ return 1 if path in EditorInterface.get_open_scenes() and current_tab_title == path.get_file().get_basename() else 0
+ )
+
+
+func bubble_add_task_expand_inspector_property(property_name: String, description := "") -> void:
+ if description.is_empty():
+ description = gtr("""Expand the property [b]%s[/b] in the [b]Inspector[/b]""") % property_name.capitalize()
+ bubble_add_task(description, 1, func expand_property(_task: Task) -> int:
+ var result := 0
+ var properties := interface.inspector_editor.find_children("", "EditorProperty", true, false)
+ for property: EditorProperty in properties:
+ if property.is_class("EditorPropertyResource") and property.get_edited_property() == property_name and property.get_child_count() > 1:
+ result = 1
+ return result
+ )
+
+## Used to tell [method bubble_add_task_node_to_guide] to check if the node position perfectly matches the guide's position or if it's just in the guide box's bounding box.
+enum Guide3DCheckMode {
+ ## The node's position must be the same as the guide's position, or within a small margin of error.
+ POSITION,
+ ## The node's position must be within the guide box's bounding box.
+ IN_BOUNDING_BOX
+}
+
+## Parameters to add a task to move a node to a specific position. The location to move to is represented by a transparent guide box.
+## Used by the function [method bubble_add_task_node_to_guide].
+class Guide3DTaskParameters:
+ ## The name of the node to check.
+ var node_name: String
+ var global_position: Vector3
+ ## The offset of the guide box relative to the node's position.
+ ## This is useful when the checked node's origin is not at the center of the object.
+ var box_offset := Vector3.ZERO
+ ## The size of the guide box in meters.
+ var box_size := Vector3.ONE
+ ## The mode to check the node's position. See [enum Guide3DCheckMode] for more information.
+ var check_mode: Guide3DCheckMode = Guide3DCheckMode.POSITION
+ ## The margin of error to check the node's position, in meters. Only used when [member check_mode] is set to [constant Guide3DCheckMode.POSITION]
+ var position_margin := 0.1
+ ## The description of the task. If not set, the function generates the description automatically.
+ var description_override := ""
+
+ func _init(p_node_name: String, p_global_position: Vector3, p_check_mode := Guide3DCheckMode.POSITION) -> void:
+ self.node_name = p_node_name
+ self.global_position = p_global_position
+ self.check_mode = p_check_mode
+
+## Adds a task to move a given node to a specific position or within a box. The location to move to is represented by a transparent guide box.
+func bubble_add_task_node_to_guide(parameters: Guide3DTaskParameters) -> void:
+ if parameters.description_override.is_empty():
+ parameters.description_override = gtr("""Move [b]%s[/b] inside the guide box""") % parameters.node_name
+
+ queue_command(func() -> void:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var guide := Guide3DPackedScene.instantiate()
+ guides[parameters.node_name] = guide
+ guide.global_position = parameters.global_position
+ guide.box_offset = parameters.box_offset
+ guide.size = parameters.box_size
+ scene_root.add_child(guide)
+ )
+ bubble_add_task(parameters.description_override, 1, func node_to_guide(_task: Task) -> int:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var node: Node3D = null
+ if parameters.node_name == scene_root.name:
+ node = scene_root
+ else:
+ node = scene_root.find_child(parameters.node_name)
+
+ var guide: Guide3D = guides.get(parameters.node_name, null)
+ var does_match := node != null and guide != null
+ if not does_match:
+ return 0
+
+ if parameters.check_mode == Guide3DCheckMode.POSITION:
+ does_match = does_match and node.global_position.distance_to(guide.global_position) < parameters.position_margin
+ elif parameters.check_mode == Guide3DCheckMode.IN_BOUNDING_BOX:
+ var aabb := guide.get_aabb()
+ aabb.position += guide.global_position
+ does_match = does_match and aabb.has_point(node.global_position)
+
+ return 1 if does_match else 0
+ )
+
+
+func bubble_add_task_instantiate_scene(file_path: String, node_name: String, parent_node_name: String, description := "") -> void:
+ if description.is_empty():
+ description = gtr("Instantiate the [b]%s[/b] scene as a child of [b]%s[/b]") % [file_path.get_file(), parent_node_name]
+ bubble_add_task(
+ description,
+ 1,
+ func instantiate_platform_goal(_task: Task) -> int:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var parent := scene_root if parent_node_name == scene_root.name else scene_root.find_child(parent_node_name)
+ var node := parent.get_node_or_null(node_name)
+ var result := 1 if node != null and node.scene_file_path == file_path else 0
+ if mouse != null:
+ mouse.visible = result == 0
+ return result
+ )
+
+
+func bubble_add_task_focus_node(node_name: String, description := "") -> void:
+ if description.is_empty():
+ description = gtr("""Focus the [b]%s[/b] node""" % node_name)
+ bubble_add_task(
+ description,
+ 1,
+ func focus_camera_task(task: Task) -> int:
+ var scene_root := EditorInterface.get_edited_scene_root()
+ var node := scene_root if node_name == scene_root.name else scene_root.find_child(node_name)
+ var selected_nodes := EditorInterface.get_selection().get_selected_nodes()
+ var is_node_selected := node in selected_nodes
+ var is_focus_on_node := interface.spatial_editor_surfaces.any(control_has_focus) and Input.is_action_just_pressed("tour_f")
+ return 1 if task.is_done() or is_node_selected and is_focus_on_node else 0
+ )
+
+
## Moves and anchors the bubble relative to the given control.
## You can optionally set a margin and an offset to fine-tune the bubble's position.
func bubble_move_and_anchor(control: Control, at := Bubble.At.CENTER, margin := 16.0, offset := Vector2.ZERO) -> void:
@@ -527,27 +762,27 @@ func bubble_set_avatar_at(at: Bubble.AvatarAt) -> void:
## you can call this function with a [code]size[/code] of [constant Vector2.ZERO] on the following
## [member step_commands] to let the bubble automatically control its size again.
func bubble_set_minimum_size_scaled(size := Vector2.ZERO) -> void:
- queue_command(func() -> void: bubble.panel.set_custom_minimum_size(size * EditorInterface.get_editor_scale()))
+ queue_command(func() -> void: bubble.panel_container.set_custom_minimum_size(size * EditorInterface.get_editor_scale()))
-func highlight_scene_nodes_by_name(names: Array[String], button_index := -1, play_flash := true) -> void:
- queue_command(overlays.highlight_scene_nodes_by_name, [names, button_index, play_flash])
+func highlight_scene_nodes_by_name(names: Array[String], button_index := -1, do_center := true, play_flash := true) -> void:
+ queue_command(overlays.highlight_scene_nodes_by_name, [names, button_index, do_center, play_flash])
-func highlight_scene_nodes_by_path(paths: Array[String], button_index := -1, play_flash := true) -> void:
- queue_command(overlays.highlight_scene_nodes_by_path, [paths, button_index, play_flash])
+func highlight_scene_nodes_by_path(paths: Array[String], button_index := -1, do_center := true, play_flash := true) -> void:
+ queue_command(overlays.highlight_scene_nodes_by_path, [paths, button_index, do_center, play_flash])
-func highlight_filesystem_paths(paths: Array[String], play_flash := true) -> void:
- queue_command(overlays.highlight_filesystem_paths, [paths, play_flash])
+func highlight_filesystem_paths(paths: Array[String], do_center := true, play_flash := true) -> void:
+ queue_command(overlays.highlight_filesystem_paths, [paths, do_center, play_flash])
-func highlight_inspector_properties(names: Array[StringName], play_flash := true) -> void:
- queue_command(overlays.highlight_inspector_properties, [names, play_flash])
+func highlight_inspector_properties(names: Array[StringName], do_center := true, play_flash := true) -> void:
+ queue_command(overlays.highlight_inspector_properties, [names, do_center, play_flash])
-func highlight_signals(paths: Array[String], play_flash := true) -> void:
- queue_command(overlays.highlight_signals, [paths, play_flash])
+func highlight_signals(paths: Array[String], do_center := true, play_flash := true) -> void:
+ queue_command(overlays.highlight_signals, [paths, do_center, play_flash])
func highlight_code(start: int, end := 0, caret := 0, do_center := true, play_flash := false) -> void:
@@ -601,6 +836,19 @@ func highlight_spatial_editor_camera_region(start: Vector3, end: Vector3, index
)
+# FIXME: follow scroll and parametrize to highlight a previoew other than "material" property.
+func highlight_material_preview() -> void:
+ queue_command(func highlight_preview() -> void:
+ interface.inspector_editor.scroll_vertical = 0
+ var properties := interface.inspector_editor.find_children("", "EditorProperty", true, false)
+ for property: EditorProperty in properties:
+ if property.is_class("EditorPropertyResource") and property.get_edited_property() == "material" and property.get_child_count() > 1:
+ var controls: Array[Control] = []
+ controls.assign(property.find_children("", "MaterialEditor", true, false))
+ overlays.highlight_controls(controls)
+ )
+
+
func mouse_move_by_position(from: Vector2, to: Vector2) -> void:
queue_command(func() -> void:
ensure_mouse()
@@ -719,7 +967,7 @@ func get_tree_item_center_by_path(tree: Tree, path: String, button_index := -1)
return result
for item in Utils.filter_tree_items(root, func(ti: TreeItem) -> bool: return path == Utils.get_tree_item_path(ti)):
var rect := tree.get_global_transform() * tree.get_item_area_rect(item, 0, button_index)
- rect.position.y -= tree.get_scroll().y
+ rect.position -= tree.get_scroll()
result = rect.get_center()
break
return result
@@ -733,7 +981,7 @@ func get_tree_item_center_by_name(tree: Tree, name: String) -> Vector2:
var item := Utils.find_tree_item_by_name(tree, name)
var rect := tree.get_global_transform() * tree.get_item_area_rect(item, 0)
- rect.position.y -= tree.get_scroll().y
+ rect.position -= tree.get_scroll()
result = rect.get_center()
return result
@@ -745,6 +993,17 @@ func get_tilemap_global_rect_pixels(tilemap_node: TileMap) -> Rect2:
return rect
+func get_inspector_property_center(name: String) -> Vector2:
+ var result := Vector2.ZERO
+ var properties := interface.inspector_editor.find_children("", "EditorProperty", true, false)
+ var predicate_first := func predicate_first(p: EditorProperty) -> bool: return p.get_edited_property() == name
+ for property: EditorProperty in properties.filter(predicate_first):
+ result = property.get_global_rect().get_center()
+ break
+ return result
+
+
+
func get_control_global_center(control: Control) -> Vector2:
return control.get_global_rect().get_center()
@@ -813,6 +1072,16 @@ func bbcode_generate_icon_image_string(image_filepath: String) -> String:
return "[img=%sx%s]" % [size, size] + image_filepath + "[/img]"
+## Generates a BBCode [code][img][/code] tag for a Godot editor icon by name,
+## scaling the image size based on the editor scale.
+## The icon name must match the name of the SVG file in the [code]res://addons/godot_tours/bubble/assets/icons[/code] directory, without the extension.
+## Example: For Node2D.svg, the icon name is "Node2D"
+func bbcode_generate_icon_image_by_name(icon_name: String) -> String:
+ var path := "res://addons/godot_tours/bubble/assets/icons/".path_join(icon_name + ".svg")
+ assert(FileAccess.file_exists(path), "Icon file not found: %s" % path)
+ return bbcode_generate_icon_image_string(path)
+
+
## Wraps the text in a [code][font_size][/code] BBCode tag, scaling the value of size_pixels based on the editor
## scale.
func bbcode_wrap_font_size(text: String, size_pixels: int) -> String:
@@ -823,3 +1092,13 @@ func bbcode_wrap_font_size(text: String, size_pixels: int) -> String:
func delay_process_frame(frames := 1) -> void:
for _frame in range(frames):
await interface.base_control.get_tree().process_frame
+
+
+func control_has_focus(c: Control) -> bool: return c.has_focus()
+
+
+func sort_ascending_by_path(a: Node, b: Node) -> bool: return str(a.get_path()) < str(b.get_path())
+
+
+func _close_bottom_panel() -> void:
+ interface.bottom_button_output.button_pressed = false
diff --git a/addons/godot_tours/translation/translation_parser.gd b/addons/godot_tours/translation/translation_parser.gd
index 26ed66c..314f883 100644
--- a/addons/godot_tours/translation/translation_parser.gd
+++ b/addons/godot_tours/translation/translation_parser.gd
@@ -2,8 +2,8 @@
extends EditorTranslationParserPlugin
const PATTERNS := [
- """gtr\\(\\s*['"]+(.*?)['"]+\\s*(?:,\\s*['"]+(.*?)['"]+\\s*)?\\)""",
- """gtr_n\\(\\s*['"]+(.*?)['"]+\\s*,\\s*['"]+(.*?)['"]+\\s*,\\s*(?:\\d+)\\s*(?:,\\s*['"]+(.*?)['"]+\\s*)?\\)""",
+ r"""gtr\(\s*['"]+(.*?(?:\\")?)['"]+\s*(?:,\s*['"]+(.*?)['"]+\s*)?\)""",
+ r"""gtr_n\(\s*['"]+(.*?(?:\\")?)['"]+\s*,\s*['"]+(.*?(?:\\")?)['"]+\s*,\s*(?:\d+)\s*(?:,\s*['"]+(.*?)['"]+\s*)?\)""",
]
var regex := RegEx.new()
@@ -14,14 +14,18 @@ func _parse_file(path: String, msgids: Array[String], msgids_context_plural: Arr
for pattern in PATTERNS:
regex.compile(pattern)
for regex_match in regex.search_all(source_code):
- var singular := regex_match.strings[1]
+ var singular := _replace_quotes(regex_match.strings[1])
var context := regex_match.strings[2]
var plural := ""
if regex_match.get_group_count() > 2:
- plural = regex_match.strings[2]
+ plural = _replace_quotes(regex_match.strings[2])
context = regex_match.strings[3]
msgids_context_plural.push_back([singular, context, plural])
func _get_recognized_extensions() -> PackedStringArray:
return ["gd"]
+
+
+func _replace_quotes(s: String) -> String:
+ return s.replace(r"\'", "'").replace(r'\"', '"')
diff --git a/addons/godot_tours/ui/theme_utils.gd b/addons/godot_tours/ui/theme_utils.gd
index a914d66..96fc9f3 100644
--- a/addons/godot_tours/ui/theme_utils.gd
+++ b/addons/godot_tours/ui/theme_utils.gd
@@ -1,6 +1,16 @@
## Functions to process UI Theme properties. In particular, provides functions to scale theme values with the editor scale.
@tool
+const FALLBACK_FONT_LANGUAGES := ["ja"]
+const FALLBACK_FONT_FMT := "res://addons/godot_tours/assets/fonts/fallback/noto_sans%s_%s.ttf"
+const FALLBACK_FONT_MAP := {
+ "bold_font": "bold",
+ "italics_font": "italic",
+ "mono_font": "mono",
+ "normal_font": "regular",
+ "font": "regular"
+}
+
## Gets and scales the font_size theme override of the input text_node using the editor scale.
## Adds a font size override to text_node directly.
@@ -76,3 +86,22 @@ static func generate_scaled_theme(theme_resource: Theme) -> Theme:
stylebox.content_margin_bottom *= editor_scale
return new_theme
+
+
+static func request_fallback_font(theme: Theme) -> Theme:
+ var settings := EditorInterface.get_editor_settings()
+ var language: String = settings.get("interface/editor/editor_language")
+ if not language in FALLBACK_FONT_LANGUAGES:
+ return theme
+
+ language = "_%s" % language
+ var result := theme.duplicate()
+ result.default_font = load(FALLBACK_FONT_FMT % [language, "regular"])
+ for type in result.get_font_type_list():
+ for font: String in result.get_font_list(type):
+ if result.has_font(font, type):
+ var font_file_path: String = FALLBACK_FONT_FMT % [language, FALLBACK_FONT_MAP[font]]
+ prints(font, font_file_path, FileAccess.file_exists(font_file_path))
+ if FileAccess.file_exists(font_file_path):
+ result.set_font(font, type, load(font_file_path))
+ return result
diff --git a/addons/godot_tours/ui/theme_welcome_menu.tres b/addons/godot_tours/ui/theme_welcome_menu.tres
index 3735a00..3bffa67 100644
--- a/addons/godot_tours/ui/theme_welcome_menu.tres
+++ b/addons/godot_tours/ui/theme_welcome_menu.tres
@@ -1,9 +1,11 @@
-[gd_resource type="Theme" load_steps=15 format=3 uid="uid://7hcgepakmhxl"]
+[gd_resource type="Theme" load_steps=18 format=3 uid="uid://7hcgepakmhxl"]
-[ext_resource type="FontFile" uid="uid://cxeo2n3ky21xb" path="res://addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf" id="1_dub3d"]
+[ext_resource type="FontFile" uid="uid://cxeo2n3ky21xb" path="res://addons/godot_tours/assets/fonts/mukta_bold.ttf" id="1_dub3d"]
[ext_resource type="Texture2D" uid="uid://dmv0g5yqal8s7" path="res://addons/godot_tours/assets/icons/lock.svg" id="2_h5oj8"]
-[ext_resource type="FontFile" uid="uid://b0tcgxag5h452" path="res://addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf" id="2_q27tu"]
-[ext_resource type="FontFile" uid="uid://b0egmv7mkouwp" path="res://addons/godot_tours/bubble/assets/fonts/poppins_bold.ttf" id="3_0qm4b"]
+[ext_resource type="FontFile" uid="uid://b0tcgxag5h452" path="res://addons/godot_tours/assets/fonts/poppins_regular.ttf" id="2_q27tu"]
+[ext_resource type="FontFile" uid="uid://b0egmv7mkouwp" path="res://addons/godot_tours/assets/fonts/poppins_bold.ttf" id="3_0qm4b"]
+[ext_resource type="FontFile" uid="uid://cowlnwvq0rikj" path="res://addons/godot_tours/assets/fonts/poppins_italic.ttf" id="5_jtekx"]
+[ext_resource type="FontFile" uid="uid://c3xincxynype7" path="res://addons/godot_tours/assets/fonts/hasklug_nerd_mono.otf" id="6_42au4"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_t2qdf"]
content_margin_left = -5.0625
@@ -114,6 +116,8 @@ shadow_color = Color(0, 0, 0, 0.184314)
shadow_size = 8
shadow_offset = Vector2(0, 8)
+[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_dlql6"]
+
[resource]
default_font = ExtResource("2_q27tu")
default_font_size = 16
@@ -147,4 +151,9 @@ NextButton/styles/hover = SubResource("StyleBoxFlat_rngto")
NextButton/styles/normal = SubResource("StyleBoxFlat_mkome")
NextButton/styles/pressed = SubResource("StyleBoxFlat_x34p0")
PanelContainer/styles/panel = SubResource("StyleBoxFlat_7nwh6")
+RichTextLabel/fonts/bold_font = ExtResource("3_0qm4b")
+RichTextLabel/fonts/italics_font = ExtResource("5_jtekx")
+RichTextLabel/fonts/mono_font = ExtResource("6_42au4")
+RichTextLabel/fonts/normal_font = ExtResource("2_q27tu")
+RichTextLabel/styles/normal = SubResource("StyleBoxEmpty_dlql6")
VBoxContainer/constants/separation = 16
diff --git a/addons/godot_tours/ui/ui_button_godot_tours.tscn b/addons/godot_tours/ui/ui_button_godot_tours.tscn
index 4cdca20..7bcbb87 100644
--- a/addons/godot_tours/ui/ui_button_godot_tours.tscn
+++ b/addons/godot_tours/ui/ui_button_godot_tours.tscn
@@ -1,6 +1,6 @@
[gd_scene load_steps=7 format=3 uid="uid://boy5tvkasxato"]
-[ext_resource type="FontFile" uid="uid://cxeo2n3ky21xb" path="res://addons/godot_tours/bubble/assets/fonts/mukta_bold.ttf" id="1_k0khj"]
+[ext_resource type="FontFile" uid="uid://cxeo2n3ky21xb" path="res://addons/godot_tours/assets/fonts/mukta_bold.ttf" id="1_k0khj"]
[ext_resource type="Script" path="res://addons/godot_tours/ui/ui_button_godot_tours.gd" id="1_m0m61"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_nq4yk"]
diff --git a/addons/godot_tours/ui/ui_welcome_menu.gd b/addons/godot_tours/ui/ui_welcome_menu.gd
index e573be4..fcf53d0 100644
--- a/addons/godot_tours/ui/ui_welcome_menu.gd
+++ b/addons/godot_tours/ui/ui_welcome_menu.gd
@@ -30,7 +30,7 @@ const UISelectableTourPackedScene = preload("ui_selectable_tour.tscn")
# Nodes for reset view and confirmation
@onready var view_menu: VBoxContainer = %ViewMenu
@onready var view_reset_confirmation: VBoxContainer = %ViewResetConfirmation
-@onready var label_reset_explanation: Label = %LabelResetExplanation
+@onready var label_reset_explanation: RichTextLabel = %LabelResetExplanation
@onready var button_reset_no: Button = %ButtonResetNo
@onready var button_reset_yes: Button = %ButtonResetYes
@onready var label_reset_title: Label = %LabelResetTitle
@@ -67,7 +67,7 @@ func setup(translation_service: TranslationService, tour_list: GodotTourList) ->
button_reset_no.show()
button_reset_yes.show()
label_reset_title.text = tr("Reset the tour?")
- label_reset_explanation.text = tr("Do you want to reset \"%s\"?" % get_selectable_tour().title)
+ label_reset_explanation.text = tr("Do you want to reset [b]%s[/b]?" % get_selectable_tour().title)
label_reset_explanation.text += "\n" + tr("This will reset the files to the tour starting point, overwriting your changes.")
)
button_reset_no.pressed.connect(func open_welcome_menu() -> void:
@@ -89,10 +89,11 @@ func setup(translation_service: TranslationService, tour_list: GodotTourList) ->
# Scale with editor scale
if Engine.is_editor_hint() and owner != self:
+ control.theme = ThemeUtils.generate_scaled_theme(control.theme)
+ for node: Control in [label_title, button_start_learning]:
+ ThemeUtils.scale_font_size(node)
var editor_scale := EditorInterface.get_editor_scale()
panel_container.custom_minimum_size.x *= editor_scale
- for node: Control in [label_title, button_start_learning, button_reset_selected, button_reset_no, button_reset_yes, button_reset_ok, label_reset_explanation, label_reset_title]:
- ThemeUtils.scale_font_size(node)
ThemeUtils.scale_margin_container_margins(margin_container)
for button: BaseButton in [button_reset_selected, button_reset_no, button_reset_yes, button_reset_ok, button_start_learning]:
button.custom_minimum_size *= editor_scale
@@ -114,7 +115,7 @@ func toggle_dimmer(is_on := true) -> void:
## Called by the plugin after a tour has been reset.
func show_reset_success() -> void:
label_reset_title.text = tr("Reset successful")
- label_reset_explanation.text = tr("The tour \"%s\" has been reset to its starting point." % get_selectable_tour().title)
+ label_reset_explanation.text = tr("The tour [b]%s[/b] has been reset to its starting point." % get_selectable_tour().title)
label_reset_explanation.text += "\n" + tr("You may need to close and reopen Godot scenes to see the changes.")
button_reset_no.hide()
button_reset_yes.hide()
@@ -124,7 +125,7 @@ func show_reset_success() -> void:
## Called by the plugin after a tour has been reset.
func show_reset_failure() -> void:
label_reset_title.text = tr("Reset failed")
- label_reset_explanation.text = tr("The tour \"%s\" could not be reset. Try closing and reopening Godot or restarting your computer and try resetting again." % get_selectable_tour().title)
+ label_reset_explanation.text = tr("The tour [b]%s[/] could not be reset. Try closing and reopening Godot or restarting your computer and try resetting again." % get_selectable_tour().title)
label_reset_explanation.text += "\n" + tr("If the problem persists, please check the errors in the Output bottom panel and let us know!")
button_reset_no.hide()
button_reset_yes.hide()
diff --git a/addons/godot_tours/ui/ui_welcome_menu.tscn b/addons/godot_tours/ui/ui_welcome_menu.tscn
index a8e1166..878fe5b 100644
--- a/addons/godot_tours/ui/ui_welcome_menu.tscn
+++ b/addons/godot_tours/ui/ui_welcome_menu.tscn
@@ -1,9 +1,8 @@
-[gd_scene load_steps=6 format=3 uid="uid://bhu2wc07q7fxk"]
+[gd_scene load_steps=5 format=3 uid="uid://bhu2wc07q7fxk"]
[ext_resource type="Script" path="res://addons/godot_tours/ui/ui_welcome_menu.gd" id="1_kfmbk"]
[ext_resource type="Theme" uid="uid://7hcgepakmhxl" path="res://addons/godot_tours/ui/theme_welcome_menu.tres" id="2_0icf0"]
[ext_resource type="Texture2D" uid="uid://cb4s7cxc5wtdv" path="res://addons/godot_tours/assets/icons/reload.svg" id="3_rgtlm"]
-[ext_resource type="FontFile" uid="uid://b0tcgxag5h452" path="res://addons/godot_tours/bubble/assets/fonts/poppins_regular.ttf" id="4_joepv"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_1q4hb"]
@@ -156,13 +155,15 @@ text = "Reset the tour?"
horizontal_alignment = 1
autowrap_mode = 2
-[node name="LabelResetExplanation" type="Label" parent="Control/PanelContainer/MarginContainer/ViewResetConfirmation"]
+[node name="LabelResetExplanation" type="RichTextLabel" parent="Control/PanelContainer/MarginContainer/ViewResetConfirmation"]
unique_name_in_owner = true
custom_minimum_size = Vector2(200, 0)
layout_mode = 2
-theme_override_fonts/font = ExtResource("4_joepv")
-text = "Do you want to reset %s?
+bbcode_enabled = true
+text = "Do you want to reset [b]%s[/b]?
This will reset the files to the tour starting point, overwriting your changes."
+fit_content = true
+scroll_active = false
autowrap_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="Control/PanelContainer/MarginContainer/ViewResetConfirmation"]
diff --git a/assets/bubble-background.png b/assets/bubble-background.png
index 1e684b2..e240f64 100644
Binary files a/assets/bubble-background.png and b/assets/bubble-background.png differ
diff --git a/assets/icon_move_tool.svg b/assets/icon_move_tool.svg
new file mode 100644
index 0000000..889afc5
--- /dev/null
+++ b/assets/icon_move_tool.svg
@@ -0,0 +1 @@
+
diff --git a/assets/icon_move_tool.svg.import b/assets/icon_move_tool.svg.import
new file mode 100644
index 0000000..5f0eb4d
--- /dev/null
+++ b/assets/icon_move_tool.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://425wdrcfps52"
+path="res://.godot/imported/icon_move_tool.svg-547fe35f160481be158b880f8e553e81.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/icon_move_tool.svg"
+dest_files=["res://.godot/imported/icon_move_tool.svg-547fe35f160481be158b880f8e553e81.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+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
diff --git a/common/Montserrat-ExtraBold.ttf.import b/common/Montserrat-ExtraBold.ttf.import
index 77064b8..340e7ef 100644
--- a/common/Montserrat-ExtraBold.ttf.import
+++ b/common/Montserrat-ExtraBold.ttf.import
@@ -15,6 +15,7 @@ dest_files=["res://.godot/imported/Montserrat-ExtraBold.ttf-3d8db194fbdbfddf10d1
Rendering=null
antialiasing=1
generate_mipmaps=false
+disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
diff --git a/completed_project.tscn b/completed_project.tscn
index 0f98032..04011d0 100644
--- a/completed_project.tscn
+++ b/completed_project.tscn
@@ -5,7 +5,7 @@
[ext_resource type="TileSet" uid="uid://cqb2wtrubw0n6" path="res://levels/rooms/tileset_invisible_walls.tres" id="3_vklf7"]
[ext_resource type="PackedScene" uid="uid://dds7yrrx56gcy" path="res://player/player.tscn" id="4_idksr"]
[ext_resource type="PackedScene" uid="uid://cce7r30dfjm4r" path="res://interface/bars/ui_health_bar.tscn" id="4_mukgi"]
-[ext_resource type="PackedScene" uid="uid://dq3p4x4do28l6" path="res://levels/rooms/room_a.tscn" id="5_d5k6w"]
+[ext_resource type="PackedScene" uid="uid://cu2rb5dl4ljte" path="res://levels/rooms/room_a.tscn" id="5_d5k6w"]
[ext_resource type="PackedScene" uid="uid://dgayuh42w4v6u" path="res://levels/rooms/room_b.tscn" id="6_d2i4m"]
[ext_resource type="PackedScene" uid="uid://dw1qted83s8gw" path="res://pickups/weapon_pickup.tscn" id="6_w1fjs"]
[ext_resource type="PackedScene" uid="uid://cq0mmphkbrvmm" path="res://levels/rooms/room_c.tscn" id="7_g7cph"]
diff --git a/game.gd b/game.gd
index 582dc51..7b377cd 100644
--- a/game.gd
+++ b/game.gd
@@ -8,7 +8,7 @@ func _ready() -> void:
_invisible_walls.hide()
if _player:
- _player.connect("died", _on_Player_died)
+ _player.connect("died", Callable(self, "_on_Player_died"))
if _health_bar:
_health_bar.set_health(_player.health)
diff --git a/icon.png.import b/icon.png.import
index 9748151..484276d 100644
--- a/icon.png.import
+++ b/icon.png.import
@@ -2,7 +2,7 @@
importer="texture"
type="CompressedTexture2D"
-uid="uid://d3c7tcqiiklxe"
+uid="uid://br451ttp3da4r"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
metadata={
"vram_texture": false
diff --git a/levels/background/background_blue_sky.tscn b/levels/background/background_blue_sky.tscn
index 103f7ac..13aed6d 100644
--- a/levels/background/background_blue_sky.tscn
+++ b/levels/background/background_blue_sky.tscn
@@ -11,12 +11,12 @@
[ext_resource type="Texture2D" uid="uid://ck4a00lm1krmo" path="res://levels/background/far_island_2.png" id="9"]
[sub_resource type="ShaderMaterial" id="32"]
-render_priority = 0
shader = ExtResource("1_e0ril")
+shader_parameter/color = null
[sub_resource type="ShaderMaterial" id="31"]
-render_priority = 0
shader = ExtResource("1_e0ril")
+shader_parameter/color = null
[sub_resource type="Curve" id="34"]
_data = [Vector2(0, 0.0298014), 0.0, 4.09699, 0, 0, Vector2(0.522584, 1), 0.0, 0.0, 0, 0, Vector2(1, 0.00331128), -4.54184, 0.0, 0, 0]
@@ -138,10 +138,10 @@ texture = ExtResource("4")
[node name="AnimationPlayer" type="AnimationPlayer" parent="LayerTop"]
unique_name_in_owner = true
-autoplay = "loop"
libraries = {
"": SubResource("AnimationLibrary_erbys")
}
+autoplay = "loop"
[node name="Fade" type="ColorRect" parent="."]
anchors_preset = 15
diff --git a/levels/background/loop_clouds.gd b/levels/background/loop_clouds.gd
index 935f59f..1d97cc4 100644
--- a/levels/background/loop_clouds.gd
+++ b/levels/background/loop_clouds.gd
@@ -3,5 +3,5 @@ extends Node2D
@export var speed := 0.1
@onready var animation_player := $AnimationPlayer
-func _ready():
+func _ready() -> void:
animation_player.speed_scale = speed
diff --git a/levels/rooms/chests/chest.gd b/levels/rooms/chests/chest.gd
index 346b7e4..e810386 100644
--- a/levels/rooms/chests/chest.gd
+++ b/levels/rooms/chests/chest.gd
@@ -11,15 +11,15 @@ const LOOT_SCENES := [
func loot() -> void:
_animation_player.play("open")
-
+
func create_pickup() -> void:
- var loot = LOOT_SCENES[randi() % LOOT_SCENES.size()].instantiate()
- _path_follow.call_deferred("add_child", loot)
+ var loot_instance = LOOT_SCENES[randi() % LOOT_SCENES.size()].instantiate()
+ _path_follow.add_child.call_deferred(loot_instance)
var tween := create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SINE)
tween.tween_property(_path_follow, "progress_ratio", 1, 0.3)
- tween.start()
+ tween.play()
-func _on_body_entered(body: Node2D) -> void:
+func _on_body_entered(_body: Node2D) -> void:
loot()
diff --git a/levels/rooms/chests/chest.tscn b/levels/rooms/chests/chest.tscn
index bb73198..754f0d2 100644
--- a/levels/rooms/chests/chest.tscn
+++ b/levels/rooms/chests/chest.tscn
@@ -122,17 +122,17 @@ collision_mask = 0
shape = SubResource("1")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
-autoplay = "RESET"
libraries = {
"": SubResource("AnimationLibrary_xyhmo")
}
+autoplay = "RESET"
[node name="Path2D" type="Path2D" parent="."]
curve = SubResource("4")
[node name="PathFollow2D" type="PathFollow2D" parent="Path2D"]
position = Vector2(-0.386932, -0.414749)
-rotation = -2.25364
+rotates = false
loop = false
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
diff --git a/levels/rooms/floating_dungeon_tileset.tres b/levels/rooms/floating_dungeon_tileset.tres
index 980ff6e..310bd0e 100644
--- a/levels/rooms/floating_dungeon_tileset.tres
+++ b/levels/rooms/floating_dungeon_tileset.tres
@@ -8,8 +8,6 @@ texture_region_size = Vector2i(128, 128)
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrain = 0
-0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, 0, 64, 0, 64, 64, -64, 64)
0:0/0/terrains_peering_bit/right_side = 0
0:0/0/terrains_peering_bit/bottom_right_corner = 0
@@ -17,8 +15,6 @@ texture_region_size = Vector2i(128, 128)
1:0/0 = 0
1:0/0/terrain_set = 0
1:0/0/terrain = 0
-1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_0/angular_velocity = 0.0
1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, 0, 64, 0, 64, 64, -64, 64)
1:0/0/terrains_peering_bit/right_side = 0
1:0/0/terrains_peering_bit/bottom_right_corner = 0
@@ -28,8 +24,6 @@ texture_region_size = Vector2i(128, 128)
2:0/0 = 0
2:0/0/terrain_set = 0
2:0/0/terrain = 0
-2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_0/angular_velocity = 0.0
2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, 0, 64, 0, 64, 64, -64, 64)
2:0/0/terrains_peering_bit/bottom_side = 0
2:0/0/terrains_peering_bit/bottom_left_corner = 0
@@ -37,8 +31,6 @@ texture_region_size = Vector2i(128, 128)
3:0/0 = 0
3:0/0/terrain_set = 0
3:0/0/terrain = 0
-3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_0/angular_velocity = 0.0
3:0/0/terrains_peering_bit/right_side = 0
3:0/0/terrains_peering_bit/bottom_side = 0
3:0/0/terrains_peering_bit/bottom_left_corner = 0
@@ -48,14 +40,10 @@ texture_region_size = Vector2i(128, 128)
3:0/0/terrains_peering_bit/top_right_corner = 0
4:0/0 = 0
4:0/0/terrain_set = 0
-4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_0/angular_velocity = 0.0
4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
5:0/0 = 0
5:0/0/terrain_set = 0
5:0/0/terrain = 0
-5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_0/angular_velocity = 0.0
5:0/0/terrains_peering_bit/right_side = 0
5:0/0/terrains_peering_bit/bottom_right_corner = 0
5:0/0/terrains_peering_bit/bottom_side = 0
@@ -64,16 +52,10 @@ texture_region_size = Vector2i(128, 128)
5:0/0/terrains_peering_bit/top_side = 0
5:0/0/terrains_peering_bit/top_right_corner = 0
9:0/0 = 0
-9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_0/angular_velocity = 0.0
11:0/0 = 0
-11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:0/0/physics_layer_0/angular_velocity = 0.0
0:1/0 = 0
0:1/0/terrain_set = 0
0:1/0/terrain = 0
-0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/0/physics_layer_0/angular_velocity = 0.0
0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
0:1/0/terrains_peering_bit/right_side = 0
0:1/0/terrains_peering_bit/bottom_right_corner = 0
@@ -83,8 +65,6 @@ texture_region_size = Vector2i(128, 128)
1:1/0 = 0
1:1/0/terrain_set = 0
1:1/0/terrain = 0
-1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/0/physics_layer_0/angular_velocity = 0.0
1:1/0/terrains_peering_bit/right_side = 0
1:1/0/terrains_peering_bit/bottom_right_corner = 0
1:1/0/terrains_peering_bit/bottom_side = 0
@@ -96,8 +76,6 @@ texture_region_size = Vector2i(128, 128)
2:1/0 = 0
2:1/0/terrain_set = 0
2:1/0/terrain = 0
-2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_0/angular_velocity = 0.0
2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
2:1/0/terrains_peering_bit/bottom_side = 0
2:1/0/terrains_peering_bit/bottom_left_corner = 0
@@ -106,37 +84,19 @@ texture_region_size = Vector2i(128, 128)
2:1/0/terrains_peering_bit/top_side = 0
3:1/0 = 0
3:1/0/terrain_set = 0
-3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_0/angular_velocity = 0.0
3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
5:1/0 = 0
5:1/0/terrain_set = 0
-5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_0/angular_velocity = 0.0
5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
6:1/0 = 0
-6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/0/physics_layer_0/angular_velocity = 0.0
7:1/0 = 0
-7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_0/angular_velocity = 0.0
8:1/0 = 0
-8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_0/angular_velocity = 0.0
9:1/0 = 0
-9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_0/angular_velocity = 0.0
10:1/0 = 0
-10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_0/angular_velocity = 0.0
11:1/0 = 0
-11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_0/angular_velocity = 0.0
0:2/0 = 0
0:2/0/terrain_set = 0
0:2/0/terrain = 0
-0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/0/physics_layer_0/angular_velocity = 0.0
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
0:2/0/terrains_peering_bit/right_side = 0
0:2/0/terrains_peering_bit/top_side = 0
@@ -144,8 +104,6 @@ texture_region_size = Vector2i(128, 128)
1:2/0 = 0
1:2/0/terrain_set = 0
1:2/0/terrain = 0
-1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/0/physics_layer_0/angular_velocity = 0.0
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:2/0/terrains_peering_bit/right_side = 0
1:2/0/terrains_peering_bit/left_side = 0
@@ -155,48 +113,26 @@ texture_region_size = Vector2i(128, 128)
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/terrain = 0
-2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
2:2/0/terrains_peering_bit/left_side = 0
2:2/0/terrains_peering_bit/top_left_corner = 0
2:2/0/terrains_peering_bit/top_side = 0
3:2/0 = 0
3:2/0/terrain_set = 0
-3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/0/physics_layer_0/angular_velocity = 0.0
4:2/0 = 0
4:2/0/terrain_set = 0
-4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_0/angular_velocity = 0.0
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
5:2/0 = 0
5:2/0/terrain_set = 0
-5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/0/physics_layer_0/angular_velocity = 0.0
6:2/0 = 0
-6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/0/physics_layer_0/angular_velocity = 0.0
7:2/0 = 0
-7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_0/angular_velocity = 0.0
8:2/0 = 0
-8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_0/angular_velocity = 0.0
9:2/0 = 0
-9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_0/angular_velocity = 0.0
10:2/0 = 0
-10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_0/angular_velocity = 0.0
11:2/0 = 0
-11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:2/0/physics_layer_0/angular_velocity = 0.0
0:3/0 = 0
0:3/0/terrain_set = 0
0:3/0/terrain = 0
-0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:3/0/physics_layer_0/angular_velocity = 0.0
0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
0:3/0/terrains_peering_bit/right_side = 0
0:3/0/terrains_peering_bit/bottom_right_corner = 0
@@ -208,8 +144,6 @@ texture_region_size = Vector2i(128, 128)
1:3/0 = 0
1:3/0/terrain_set = 0
1:3/0/terrain = 0
-1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:3/0/physics_layer_0/angular_velocity = 0.0
1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:3/0/terrains_peering_bit/right_side = 0
1:3/0/terrains_peering_bit/bottom_right_corner = 0
@@ -219,361 +153,169 @@ texture_region_size = Vector2i(128, 128)
1:3/0/terrains_peering_bit/top_left_corner = 0
1:3/0/terrains_peering_bit/top_side = 0
2:3/0 = 0
-2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:3/0/physics_layer_0/angular_velocity = 0.0
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
3:3/0 = 0
-3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:3/0/physics_layer_0/angular_velocity = 0.0
3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
4:3/0 = 0
4:3/0/terrain_set = 0
4:3/0/terrain = 0
-4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_0/angular_velocity = 0.0
4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
4:3/0/terrains_peering_bit/bottom_side = 0
4:3/0/terrains_peering_bit/top_side = 0
5:3/0 = 0
5:3/0/terrain_set = 0
5:3/0/terrain = 0
-5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_0/angular_velocity = 0.0
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
5:3/0/terrains_peering_bit/bottom_side = 0
6:3/0 = 0
-6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:3/0/physics_layer_0/angular_velocity = 0.0
7:3/0 = 0
-7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_0/angular_velocity = 0.0
8:3/0 = 0
-8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_0/angular_velocity = 0.0
9:3/0 = 0
-9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_0/angular_velocity = 0.0
10:3/0 = 0
-10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_0/angular_velocity = 0.0
11:3/0 = 0
-11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_0/angular_velocity = 0.0
0:4/0 = 0
-0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:4/0/physics_layer_0/angular_velocity = 0.0
0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:4/0 = 0
-1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:4/0/physics_layer_0/angular_velocity = 0.0
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
2:4/0 = 0
-2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:4/0/physics_layer_0/angular_velocity = 0.0
2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
3:4/0 = 0
-3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:4/0/physics_layer_0/angular_velocity = 0.0
3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
4:4/0 = 0
-4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_0/angular_velocity = 0.0
4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
5:4/0 = 0
-5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_0/angular_velocity = 0.0
5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
6:4/0 = 0
-6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:4/0/physics_layer_0/angular_velocity = 0.0
7:4/0 = 0
-7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_0/angular_velocity = 0.0
8:4/0 = 0
-8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:4/0/physics_layer_0/angular_velocity = 0.0
9:4/0 = 0
-9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:4/0/physics_layer_0/angular_velocity = 0.0
10:4/0 = 0
-10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:4/0/physics_layer_0/angular_velocity = 0.0
11:4/0 = 0
-11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:4/0/physics_layer_0/angular_velocity = 0.0
0:5/0 = 0
-0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:5/0/physics_layer_0/angular_velocity = 0.0
0:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:5/0 = 0
-1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:5/0/physics_layer_0/angular_velocity = 0.0
1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
2:5/0 = 0
-2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:5/0/physics_layer_0/angular_velocity = 0.0
2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
4:5/0 = 0
-4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:5/0/physics_layer_0/angular_velocity = 0.0
4:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
5:5/0 = 0
-5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:5/0/physics_layer_0/angular_velocity = 0.0
5:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
7:5/0 = 0
-7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:5/0/physics_layer_0/angular_velocity = 0.0
8:5/0 = 0
-8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:5/0/physics_layer_0/angular_velocity = 0.0
9:5/0 = 0
-9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:5/0/physics_layer_0/angular_velocity = 0.0
10:5/0 = 0
-10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:5/0/physics_layer_0/angular_velocity = 0.0
11:5/0 = 0
-11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:5/0/physics_layer_0/angular_velocity = 0.0
0:6/0 = 0
-0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:6/0/physics_layer_0/angular_velocity = 0.0
0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:6/0 = 0
-1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:6/0/physics_layer_0/angular_velocity = 0.0
1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
2:6/0 = 0
-2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:6/0/physics_layer_0/angular_velocity = 0.0
2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
3:6/0 = 0
-3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:6/0/physics_layer_0/angular_velocity = 0.0
3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
4:6/0 = 0
-4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:6/0/physics_layer_0/angular_velocity = 0.0
4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
5:6/0 = 0
-5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:6/0/physics_layer_0/angular_velocity = 0.0
5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
6:6/0 = 0
-6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:6/0/physics_layer_0/angular_velocity = 0.0
8:6/0 = 0
-8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:6/0/physics_layer_0/angular_velocity = 0.0
9:6/0 = 0
-9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:6/0/physics_layer_0/angular_velocity = 0.0
0:7/0 = 0
-0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:7/0/physics_layer_0/angular_velocity = 0.0
0:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:7/0 = 0
-1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:7/0/physics_layer_0/angular_velocity = 0.0
1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
2:7/0 = 0
-2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:7/0/physics_layer_0/angular_velocity = 0.0
2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
3:7/0 = 0
-3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:7/0/physics_layer_0/angular_velocity = 0.0
3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
4:7/0 = 0
-4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_0/angular_velocity = 0.0
4:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
6:7/0 = 0
-6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:7/0/physics_layer_0/angular_velocity = 0.0
7:7/0 = 0
-7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:7/0/physics_layer_0/angular_velocity = 0.0
8:7/0 = 0
-8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:7/0/physics_layer_0/angular_velocity = 0.0
9:7/0 = 0
-9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:7/0/physics_layer_0/angular_velocity = 0.0
10:7/0 = 0
-10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:7/0/physics_layer_0/angular_velocity = 0.0
11:7/0 = 0
-11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:7/0/physics_layer_0/angular_velocity = 0.0
0:8/0 = 0
-0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:8/0/physics_layer_0/angular_velocity = 0.0
0:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:8/0 = 0
-1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:8/0/physics_layer_0/angular_velocity = 0.0
1:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
2:8/0 = 0
-2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:8/0/physics_layer_0/angular_velocity = 0.0
2:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
3:8/0 = 0
-3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:8/0/physics_layer_0/angular_velocity = 0.0
3:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
4:8/0 = 0
-4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:8/0/physics_layer_0/angular_velocity = 0.0
4:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
6:8/0 = 0
-6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:8/0/physics_layer_0/angular_velocity = 0.0
7:8/0 = 0
-7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:8/0/physics_layer_0/angular_velocity = 0.0
8:8/0 = 0
-8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:8/0/physics_layer_0/angular_velocity = 0.0
9:8/0 = 0
-9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:8/0/physics_layer_0/angular_velocity = 0.0
10:8/0 = 0
-10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:8/0/physics_layer_0/angular_velocity = 0.0
0:9/0 = 0
-0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:9/0/physics_layer_0/angular_velocity = 0.0
1:9/0 = 0
-1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:9/0/physics_layer_0/angular_velocity = 0.0
2:9/0 = 0
-2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:9/0/physics_layer_0/angular_velocity = 0.0
3:9/0 = 0
-3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:9/0/physics_layer_0/angular_velocity = 0.0
4:9/0 = 0
-4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:9/0/physics_layer_0/angular_velocity = 0.0
6:9/0 = 0
-6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:9/0/physics_layer_0/angular_velocity = 0.0
7:9/0 = 0
-7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:9/0/physics_layer_0/angular_velocity = 0.0
8:9/0 = 0
-8:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:9/0/physics_layer_0/angular_velocity = 0.0
9:9/0 = 0
-9:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:9/0/physics_layer_0/angular_velocity = 0.0
10:9/0 = 0
-10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:9/0/physics_layer_0/angular_velocity = 0.0
11:9/0 = 0
-11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:9/0/physics_layer_0/angular_velocity = 0.0
1:10/0 = 0
-1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:10/0/physics_layer_0/angular_velocity = 0.0
1:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
2:10/0 = 0
-2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:10/0/physics_layer_0/angular_velocity = 0.0
2:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
3:10/0 = 0
-3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:10/0/physics_layer_0/angular_velocity = 0.0
4:10/0 = 0
-4:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:10/0/physics_layer_0/angular_velocity = 0.0
5:10/0 = 0
-5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:10/0/physics_layer_0/angular_velocity = 0.0
6:10/0 = 0
-6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:10/0/physics_layer_0/angular_velocity = 0.0
7:10/0 = 0
-7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:10/0/physics_layer_0/angular_velocity = 0.0
8:10/0 = 0
-8:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:10/0/physics_layer_0/angular_velocity = 0.0
9:10/0 = 0
-9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:10/0/physics_layer_0/angular_velocity = 0.0
10:10/0 = 0
-10:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:10/0/physics_layer_0/angular_velocity = 0.0
11:10/0 = 0
-11:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:10/0/physics_layer_0/angular_velocity = 0.0
0:11/0 = 0
-0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:11/0/physics_layer_0/angular_velocity = 0.0
0:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:11/0 = 0
1:11/0/terrain_set = 0
1:11/0/terrain = 0
-1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:11/0/physics_layer_0/angular_velocity = 0.0
1:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:11/0/terrains_peering_bit/top_side = 0
2:11/0 = 0
-2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:11/0/physics_layer_0/angular_velocity = 0.0
2:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
3:11/0 = 0
-3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:11/0/physics_layer_0/angular_velocity = 0.0
4:11/0 = 0
-4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:11/0/physics_layer_0/angular_velocity = 0.0
5:11/0 = 0
-5:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:11/0/physics_layer_0/angular_velocity = 0.0
6:11/0 = 0
6:11/0/terrain_set = 0
6:11/0/terrain = 1
-6:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:11/0/physics_layer_0/angular_velocity = 0.0
6:11/0/terrains_peering_bit/bottom_side = 1
6:11/0/terrains_peering_bit/left_side = 1
7:11/0 = 0
7:11/0/terrain_set = 0
7:11/0/terrain = 1
-7:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:11/0/physics_layer_0/angular_velocity = 0.0
7:11/0/terrains_peering_bit/right_side = 1
7:11/0/terrains_peering_bit/bottom_side = 1
8:11/0 = 0
8:11/0/terrain_set = 0
8:11/0/terrain = 1
-8:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:11/0/physics_layer_0/angular_velocity = 0.0
8:11/0/terrains_peering_bit/right_side = 1
8:11/0/terrains_peering_bit/left_side = 1
9:11/0 = 0
9:11/0/terrain_set = 0
9:11/0/terrain = 1
-9:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:11/0/physics_layer_0/angular_velocity = 0.0
9:11/0/terrains_peering_bit/right_side = 1
9:11/0/terrains_peering_bit/top_side = 1
10:11/0 = 0
10:11/0/terrain_set = 0
10:11/0/terrain = 1
-10:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:11/0/physics_layer_0/angular_velocity = 0.0
10:11/0/terrains_peering_bit/bottom_side = 1
10:11/0/terrains_peering_bit/top_side = 1
11:11/0 = 0
11:11/0/terrain_set = 0
11:11/0/terrain = 1
-11:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:11/0/physics_layer_0/angular_velocity = 0.0
11:11/0/terrains_peering_bit/left_side = 1
11:11/0/terrains_peering_bit/top_side = 1
diff --git a/levels/rooms/invisible_walls.gd b/levels/rooms/invisible_walls.gd
index 961bf5e..c6b97c7 100644
--- a/levels/rooms/invisible_walls.gd
+++ b/levels/rooms/invisible_walls.gd
@@ -1,5 +1,5 @@
extends TileMap
-func _ready():
+func _ready() -> void:
visible = false
diff --git a/levels/rooms/room_a.tscn b/levels/rooms/room_a.tscn
index 444bf07..839c0a6 100644
--- a/levels/rooms/room_a.tscn
+++ b/levels/rooms/room_a.tscn
@@ -1,14 +1,15 @@
-[gd_scene load_steps=2 format=3 uid="uid://dq3p4x4do28l6"]
+[gd_scene load_steps=2 format=3 uid="uid://cu2rb5dl4ljte"]
-[ext_resource type="PackedScene" uid="uid://bupkynq73ufaa" path="res://levels/base_room.tscn" id="1"]
+[ext_resource type="PackedScene" uid="uid://bupkynq73ufaa" path="res://levels/base_room.tscn" id="1_plgur"]
-[node name="RoomA" instance=ExtResource("1")]
+[node name="RoomA" instance=ExtResource("1_plgur")]
rotation = -0.00114604
[node name="Floor" parent="." index="0"]
-layer_0/tile_data = PackedInt32Array(65537, 393221, 6, 65538, 393221, 7, 65539, 393221, 7, 196610, 393221, 7, 131073, 393221, 7, 262146, 393221, 7, 327680, 393221, 6, 393216, 393221, 7, 458752, 589829, 7, 458762, 393221, 7, 393226, 393221, 7, 327690, 393221, 7, 262154, 393221, 7, 196618, 393221, 7, 131082, 393221, 7, 65546, 524293, 6, 8, 524293, 6, 7, 393221, 7, 6, 393221, 7, 5, 393221, 6, 65540, 393221, 7, 65545, 524293, 8, 327681, 393221, 7, 393223, 393221, 7, 327687, 393221, 7, 262151, 393221, 9, 196615, 393221, 7, 131079, 393221, 7, 65543, 393221, 7, 65542, 393221, 7, 65541, 393221, 7, 131077, 393221, 8, 131076, 393221, 7, 131075, 393221, 7, 131074, 393221, 7, 196611, 393221, 7, 262147, 393221, 7, 327683, 524293, 9, 327682, 393221, 7, 393218, 393221, 7, 393217, 393221, 7, 458753, 393221, 7, 458754, 393221, 7, 458755, 393221, 7, 393219, 393221, 7, 393220, 393221, 7, 327684, 393221, 7, 262148, 393221, 7, 196612, 393221, 7, 196613, 393221, 7, 262149, 393221, 7, 327685, 393221, 7, 393221, 458757, 9, 458757, 458757, 9, 458756, 393221, 7, 458758, 458757, 9, 393222, 458757, 9, 327686, 393221, 7, 262150, 393221, 7, 196614, 393221, 7, 131078, 393221, 7, 458759, 393221, 7, 458760, 393221, 7, 393224, 393221, 7, 327688, 393221, 7, 262152, 458757, 9, 196616, 458757, 9, 131080, 393221, 7, 65544, 393221, 7, 131081, 393221, 7, 196617, 458757, 9, 262153, 458757, 9, 327689, 393221, 7, 393225, 393221, 7, 458761, 393221, 7, 196609, 589829, 7, 524289, 589829, 7, 524290, 393221, 7, 589826, 589829, 7, 524291, 393221, 7, 524292, 393221, 7, 589828, 655365, 9, 524293, 393221, 9, 589829, 655365, 9, 524294, 393221, 7, 589830, 655365, 9, 524295, 393221, 7, 589831, 655365, 9, 524296, 393221, 7, 589832, 655365, 10, 524297, 524293, 8, 589833, 655365, 9, 524298, 393221, 7, 589834, 720901, 7, 589827, 589829, 8)
+rendering_quadrant_size = 64
+layer_0/tile_data = PackedInt32Array(327680, 393221, 6, 393216, 393221, 7, 458752, 589829, 7, 65537, 393221, 6, 131073, 393221, 7, 196609, 589829, 7, 327681, 393221, 7, 393217, 393221, 7, 458753, 393221, 7, 524289, 589829, 7, 65538, 393221, 7, 131074, 393221, 7, 196610, 393221, 7, 262146, 393221, 7, 327682, 393221, 7, 393218, 393221, 7, 458754, 393221, 7, 524290, 393221, 7, 589826, 589829, 7, 65539, 393221, 7, 131075, 393221, 7, 196611, 393221, 7, 262147, 393221, 7, 327683, 524293, 9, 393219, 393221, 7, 458755, 393221, 7, 524291, 393221, 7, 589827, 589829, 8, 65540, 393221, 7, 131076, 393221, 7, 196612, 393221, 7, 262148, 393221, 7, 327684, 393221, 7, 393220, 393221, 7, 458756, 393221, 7, 524292, 393221, 7, 589828, 655365, 9, 5, 393221, 6, 65541, 393221, 7, 131077, 393221, 8, 196613, 393221, 7, 262149, 393221, 7, 327685, 393221, 7, 393221, 458757, 9, 458757, 458757, 9, 524293, 393221, 9, 589829, 655365, 9, 6, 393221, 7, 65542, 393221, 7, 131078, 393221, 7, 196614, 393221, 7, 262150, 393221, 7, 327686, 393221, 7, 393222, 458757, 9, 458758, 458757, 9, 524294, 393221, 7, 589830, 655365, 9, 7, 393221, 7, 65543, 393221, 7, 131079, 393221, 7, 196615, 393221, 7, 262151, 393221, 9, 327687, 393221, 7, 393223, 393221, 7, 458759, 393221, 7, 524295, 393221, 7, 589831, 655365, 9, 8, 524293, 6, 65544, 393221, 7, 131080, 393221, 7, 196616, 458757, 9, 262152, 458757, 9, 327688, 393221, 7, 393224, 393221, 7, 458760, 393221, 7, 524296, 393221, 7, 589832, 655365, 10, 65545, 524293, 8, 131081, 393221, 7, 196617, 458757, 9, 262153, 458757, 9, 327689, 393221, 7, 393225, 393221, 7, 458761, 393221, 7, 524297, 524293, 8, 589833, 655365, 9, 65546, 524293, 6, 131082, 393221, 7, 196618, 393221, 7, 262154, 393221, 7, 327690, 393221, 7, 393226, 393221, 7, 458762, 393221, 7, 524298, 393221, 7, 589834, 720901, 7)
layer_1/tile_data = PackedInt32Array(589829, 655365, 4, 589830, 655365, 4, 589831, 720901, 4, 589828, 589829, 4, 524295, 458757, 2, 524294, 458757, 2, 524293, 458757, 2, 458757, 458757, 2, 458756, 458757, 2, 458755, 458757, 2, 458754, 655365, 2, 393218, 458757, 2, 393219, 589829, 3, 393221, 458757, 2, 458758, 458757, 2, 393217, 458757, 2, 458753, 458757, 2, 524289, 589829, 5, 458752, 589829, 5, 393216, 655365, 3, 524290, 458757, 3, 524291, 458757, 3, 524292, 458757, 2, 393222, 458757, 2, 327686, 458757, 2, 262150, 458757, 2, 196615, 458757, 2, 327683, 524293, 1, 327682, 458757, 1, 327681, 458757, 1, 262149, 458757, 2, 196614, 458757, 2, 131078, 458757, 2, 131079, 458757, 2, 131080, 524293, 2, 196616, 524293, 2, 196613, 458757, 1, 65542, 458757, 1, 65543, 458757, 1, 65544, 524293, 1, 262152, 524293, 3, 327687, 524293, 3, 262151, 589829, 1, 458759, 458757, 1, 327685, 458757, 2, 393220, 720901, 3, 196612, 393221, 1, 262148, 393221, 2, 327684, 393221, 2)
layer_2/tile_data = PackedInt32Array(262145, 262149, 5, 262146, 5, 4, 262147, 327685, 4, 393221, 262149, 5, 393222, 5, 4, 393223, 196613, 6, 393224, 327685, 5, 65546, 327685, 5, 65545, 5, 6, 65544, 131077, 7, 65543, 262149, 5)
[node name="InvisibleWalls" parent="." index="1"]
-layer_0/tile_data = PackedInt32Array(-65532, 0, 0, -65531, 0, 0, -65530, 0, 0, -65529, 0, 0, -65528, 0, 0, -65527, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 9, 0, 0, 10, 0, 0, 11, 0, 0, 65536, 0, 0, 65547, 0, 0, 131072, 0, 0, 131083, 0, 0, 196608, 0, 0, 196609, 65536, 0, 196619, 0, 0, 327679, 0, 0, 262144, 0, 0, 262145, 0, 0, 393215, 0, 0, 327691, 0, 0, 458751, 0, 0, 393227, 0, 0, 524287, 0, 0, 458752, 65536, 0, 458763, 0, 0, 524288, 0, 0, 524289, 65536, 0, 524299, 0, 0, 589825, 0, 0, 589826, 65536, 0, 589827, 65536, 0, 589828, 65536, 0, 589829, 65536, 0, 589830, 65536, 0, 589832, 65536, 0, 589833, 65536, 0, 589834, 65536, 0, 589835, 0, 0, 589824, 0, 0, 655361, 0, 0, 655362, 0, 0, 655363, 0, 0, 655371, 0, 0, 655370, 0, 0, 655369, 0, 0, 655368, 0, 0, 655366, 0, 0, 655365, 0, 0, 655364, 0, 0, 589831, 65536, 0, 655367, 0, 0)
+layer_0/tile_data = PackedInt32Array(-65532, 0, 0, -65529, 0, 0, -65528, 0, 0, -65527, 0, 0, 11, 0, 0, 65547, 0, 0, 131083, 0, 0, 196619, 0, 0, 327691, 0, 0, 458751, 0, 0, 524287, 0, 0, 524299, 0, 0, 589835, 0, 0, 655371, 0, 0, 393215, 0, 0, 327679, 0, 0, -65531, 0, 0, -65530, 0, 0, 393227, 0, 0, 458763, 0, 0, 655361, 0, 0, 655362, 0, 0, 655363, 0, 0, 655364, 0, 0, 655365, 0, 0, 655366, 0, 0, 655367, 0, 0, 655368, 0, 0, 655369, 0, 0, 655370, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0, 4, 0, 0, 9, 0, 0, 10, 0, 0, 65536, 0, 0, 131072, 0, 0, 196608, 0, 0, 196609, 65536, 0, 262144, 0, 0, 262145, 0, 0, 458752, 65536, 0, 524288, 0, 0, 524289, 65536, 0, 589825, 0, 0, 589826, 65536, 0, 589827, 65536, 0, 589828, 65536, 0, 589829, 65536, 0, 589830, 65536, 0, 589832, 65536, 0, 589833, 65536, 0, 589834, 65536, 0, 589824, 0, 0, 589831, 65536, 0)
diff --git a/levels/rooms/tileset_invisible_walls.tres b/levels/rooms/tileset_invisible_walls.tres
index 72d72a7..7ac64e7 100644
--- a/levels/rooms/tileset_invisible_walls.tres
+++ b/levels/rooms/tileset_invisible_walls.tres
@@ -7,12 +7,8 @@ texture = ExtResource("1")
texture_region_size = Vector2i(128, 128)
0:0/next_alternative_id = 8
0:0/0 = 0
-0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, -64, 64, -64, 64, 64, -64, 64)
1:0/0 = 0
-1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_0/angular_velocity = 0.0
1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-64, 0, 64, 0, 64, 64, -64, 64)
[resource]
diff --git a/locale/ja.po b/locale/ja.po
new file mode 100644
index 0000000..bea324b
--- /dev/null
+++ b/locale/ja.po
@@ -0,0 +1,470 @@
+# LANGUAGE translation for M2. Getting to Know Godot (Interactive Tours) for the following files:
+# res://tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+# res://addons/godot_tours/tour.gd
+# res://tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+#
+# FIRST AUTHOR , YEAR.
+#
+#, fuzzy
+msgid ""
+msgstr ""
+"Project-Id-Version: M2. Getting to Know Godot (Interactive Tours)\n"
+"POT-Creation-Date: \n"
+"PO-Revision-Date: \n"
+"Last-Translator: \n"
+"Language-Team: \n"
+"Language: ja\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8bit\n"
+"X-Generator: Poedit 3.4.4\n"
+
+#: tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+msgid "Open the start scene"
+msgstr "startシーンを開く"
+
+#: tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+msgid "Let's start by opening the scene we will be working with."
+msgstr "それではこれから作業するシーンを開きましょう。"
+
+#: tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+msgid ""
+"In the [b]FileSystem Dock[/b] at the bottom-left, find and [b]double-click[/"
+"b] on the scene we will be working with: [b]%s[/b]."
+msgstr ""
+"左下の[b]ファイルシステムドック[/b]から、これから作業する[b]%s[/b]シーンを見"
+"つけて[b]ダブルクリック[/b]します。"
+
+#: tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+msgid "Open the scene [b]%s[/b]."
+msgstr "[b]%s[/b]シーンを開いてください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Press the [b]%s[/b] button."
+msgstr "[b]%s[/b]ボタンを押してください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Turn the [b]%s[/b] button %s."
+msgstr "[b]%s[/b]ボタンを%sしてください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Change to the [b]%s[/b] tab."
+msgstr "タブを[b]%s[/b]に変更してください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Select the %s %s in the [b]Scene Dock[/b]."
+msgstr "[b]シーンドック[/b]で%s %sを選択してください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Set [b]%s[/b] to [code]%s[/code]"
+msgstr "[b]%s[/b]を[code]%s[/code]に設定してください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Set [b]%s[/b]'s [b]%s[/b] property to [b]%s[/b]"
+msgstr "[b]%s[/b]の[b]%s[/b]プロパティを[b]%s[/b] に設定してください"
+
+#: addons/godot_tours/tour.gd
+msgid "Open the scene [b]%s[/b]"
+msgstr "[b]%s[/b]シーンを開いてください"
+
+#: addons/godot_tours/tour.gd
+msgid "Expand the property [b]%s[/b] in the [b]Inspector[/b]"
+msgstr "[b]Inspector[/b]のプロパティ[b]%s[/b]を展開してください"
+
+#: addons/godot_tours/tour.gd
+msgid "Move [b]%s[/b] inside the guide box"
+msgstr "ガイドボックスの内側に[b]%s[/b]を移動してください"
+
+#: addons/godot_tours/tour.gd
+msgid "Instantiate the [b]%s[/b] scene as a child of [b]%s[/b]"
+msgstr "[b]%s[/b] シーンを [b]%s[/b] の子としてインスタンス化してください"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Add Bridges"
+msgstr "橋を追加する"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Let's draw bridges to connect the rooms using a [b]TileMap[/b] next."
+msgstr "次に[b]TileMap[/b]を使って部屋と部屋をつなぐ橋を描いてみましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Tilesets and Tilemaps"
+msgstr "タイルセットとタイルマップ"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"As soon as you selected [b]Bridges[/b], a bottom panel expanded and two tabs "
+"appeared: [b]TileSet[/b] and [b]TileMap[/b]."
+msgstr ""
+"[b]Bridges[/b]を選択するとすぐに下のパネルが展開し、[b]TileSet[/b]と"
+"[b]TileMap[/b]の2つのタブが現れます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "It's because [b]Bridges[/b] is a [b]TileMap[/b] node."
+msgstr "[b]Bridges[/b]は[b]タイルマップ[/b]ノードだからです."
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Godot will automatically show you the relevant tabs for the selected node."
+msgstr "Godotは選択されたノードに関連するタブを自動的に表示します。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"That's why we say the [b]Bottom Panels[/b] are \"[b]contextual[/b]\". They "
+"appear in the right context."
+msgstr ""
+"それによって[b]下部のパネル[/b]は「[b]コンテキストに応じた内容[/b]」が表示さ"
+"れます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The TileMap Tab"
+msgstr "タイルマップタブ"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "For drawing bridges, we will use the [b]TileMap[/b] tab."
+msgstr "橋を描くには[b]TileMap[/b]を使います。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Tilemaps are an efficient way to draw game levels using a grid and [b]tiling "
+"images[/b]."
+msgstr ""
+"タイルマップは、グリッドと[b]タイル画像[/b]を使ってゲームレベルを描画できる効"
+"率的な方法です。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Most of your childhood 2D games used tilemaps (like Final Fantasy 6 and "
+"Zelda: Link's Awakening)!"
+msgstr ""
+"皆さんが子供の頃に遊んだ2Dゲームのほとんどはタイルマップを使っていました!\n"
+"(例えばファイナルファンタジーⅥやゼルダの伝説 夢をみる島など)"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Tile Selection"
+msgstr "タイル選択"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"To the right of the panel, you can see the different tile images we have at "
+"our disposal."
+msgstr "パネルの右側には、自由に使えるさまざまなタイル画像が表示されています。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"You can select them one at a time and draw on the map, but there is a faster "
+"way: using [b]Terrains[/b]."
+msgstr ""
+"一度に1つずつ選択してマップに描くこともできますが、[b]地形[/b]を使ったより速"
+"く描く方法もあります。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The Terrains Tab"
+msgstr "地形タブ"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Terrains are a set of rules to create compositions for auto-tiling. They "
+"help us draw faster."
+msgstr ""
+"地形は自動タイル描画のための構成を作るためのルールセットです。より速く描画す"
+"るのに役立ちます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "You'll learn more about creating terrains later in the course."
+msgstr "地形の作成については、コースの後半で詳しく学びます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Click on the [b]Terrains[/b] tab to find the terrain we've set up for the "
+"bridges."
+msgstr ""
+"[b]地形[/b]タブをクリックして、橋のために設定した地形を見つけましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The Bridge Terrain"
+msgstr "橋の地形"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Next, click the terrain named [b]Bridge[/b] in the tree on the left to "
+"select it."
+msgstr ""
+"次に左側のツリーにある[b]Bridge[/b]という名前の地形をクリックして選択しましょ"
+"う。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the [b]Bridge[/b] terrain."
+msgstr "[b]Bridge[/b]地形を選択します。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The Path Drawing Mode"
+msgstr "パスモード"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Now, click on the Path-like icon to select the [b]Path Drawing Mode[/b]."
+msgstr ""
+"次にパスのようなアイコンをクリックして[b]パスモード[/b]に切り替えます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "With this tool active, you can draw your bridges."
+msgstr "このモードを有効にすると橋を描くことができます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the [b]Path Drawing Mode[/b]."
+msgstr "[b]パスモード[/b]を選択します。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Restore the Select mode"
+msgstr "選択モードに戻す"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"As we are currently in the [b]Move Mode[/b], we cannot draw the bridges. To "
+"draw, we need to be in the [b]Select Mode[/b]."
+msgstr ""
+"現在は[b]移動モード[/b]のため、橋を描くことができません。\n"
+"描画するために[b]選択モード[/b]に変更する必要があります。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Click the [b]Select Mode[/b] button to activate it."
+msgstr "[b]選択モード[/b]ボタンをクリックして有効化しましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select Mode"
+msgstr "選択モード"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Draw The Bridges"
+msgstr "橋を描く"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgctxt "[b]Right-click[/b] to erase bridges."
+msgid "[b]Left Click and drag[/b] on the map to draw bridges between rooms."
+msgstr ""
+"マップ上で[b]左クリック&ドラッグ[/b]すると、部屋と部屋の間に橋をかけることが"
+"できます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Try to connect the openings in the rooms. The openings are located where "
+"there are red crosses around the perimeter of the room."
+msgstr ""
+"部屋の開口部をつなげてみてください。開口部は、部屋の周囲に赤いバッテンがある"
+"場所にあります。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "You are free to draw the bridges however you like."
+msgstr "あなたの思うがままに自由に橋を描いてみましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Reconnecting bridges"
+msgstr "橋の再接続"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"If you lift the mouse button when drawing bridges, you may see gaps like "
+"this:"
+msgstr ""
+"ブリッジを描画するときにマウスボタンを離すと、次のようなギャップが表示される"
+"場合があります:"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"To correct that and get clean corners, click and drag over the already drawn "
+"tiles."
+msgstr ""
+"これを修正してきれいな角を作るには、すでに描かれているタイルの上をクリック&"
+"ドラッグしましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"This allows the tilemap's terrain to apply its rules and clean up the bridge "
+"for you. That's the power of terrains!"
+msgstr ""
+"この操作によりタイルマップの地形がそのルールを適用し、あなたのために橋をきれ"
+"いにすることができます。これが地形の力です!"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Excellent! Time to play!"
+msgstr "素晴らしい!早速遊んでみましょう!"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Let's see if everything works as expected."
+msgstr "全てが期待通りに機能するか確認してみましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"The [b]Play[/b] button we used earlier is for running the [b]%s[/b] scene."
+msgstr ""
+"先ほど使った[b]プロジェクトを実行[/b]ボタンは、[b]%s[/b]シーンを実行するため"
+"のものです。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"To play the [b]current[/b] scene, click the [b]Play Edited Scene[/b] button "
+"to run the scene."
+msgstr ""
+"[b]現在のシーン[/b]を再生するには、[b]現在のシーンを実行[/b]ボタンをクリック"
+"してシーンを実行します。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Alternatively, you can press press [b]%s[/b] on your keyboard."
+msgstr "または、キーボードの[b]%s[/b]を押すこともできます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Then, press [b]%s[/b] or close the game window to stop the game."
+msgstr "次に[b]%s[/b]を押すか、ゲームウィンドウを閉じてゲームを停止します。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The missing \"walls\""
+msgstr "見えない壁"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"While playing, did you notice something strange? The player can move outside "
+"of the bridges!"
+msgstr ""
+"遊んでいる時に不思議なことに気づきましたか?そう、プレイヤーは橋の外側を移動"
+"できるんです!"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"This is because the bridges lack [b]collision shapes[/b]. They are invisible "
+"geometric shapes that control where characters can move."
+msgstr ""
+"その理由は橋に[b]コリジョン領域[/b]が無いからです。\n"
+"コリジョン領域は目に見えない幾何学的な領域で、キャラクターが移動できる場所を"
+"制限できます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"What you see on screen and the physical limits of the world are two separate "
+"layers."
+msgstr ""
+"スクリーンから見えるものと、ゲーム世界の物理的な制限は別のレイヤーなのです。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Our bridges currently lack this invisible layer. We'll add it next."
+msgstr ""
+"現在、あなたが作った橋にはこの見えないレイヤーがないので追加しましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the InvisibleWalls node"
+msgstr "InvisibleWallsノードを選択します"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Did you notice the red crosses around the rooms? They are collision shapes "
+"we pre-added to the rooms to give them \"walls\", or limits."
+msgstr ""
+"部屋の周りに赤いバッテンがあるのに気づきましたか?\n"
+"これは部屋に「壁」、つまり移動を制限するためにあらかじめ追加したコリジョン領"
+"域です。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "We can draw them using the [b]InvisibleWalls[/b] tilemap."
+msgstr "[b]InvisibleWalls[/b]タイルマップを使って描くことができます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Let's add \"walls\" to prevent players from walking outside of the bridges."
+msgstr "プレイヤーが橋の外を歩けないように「壁」を追加しましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the Tiles tab"
+msgstr "タイルタブを選択する"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"In the [b]TileMap[/b] bottom panel, we need to find and select the red cross."
+msgstr ""
+"下部のタイルマップパネルで、赤いバッテンを見つけて選択する必要があります。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Since we were previously looking at the [b]Terrains[/b] tab, we need to "
+"switch back to the [b]Tiles[/b] tab first, where the red cross is."
+msgstr ""
+"この前まで[b]地形[/b]タブを見ていたので、赤いバッテンのある[b]タイル[/b]タブ"
+"に戻る必要があります。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Draw the invisible walls"
+msgstr "見えない壁を描く"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the big [b]red cross[/b] in the [b]TileMap[/b] bottom panel."
+msgstr ""
+"[b]タイルマップ[/b]の下部パネルで大きな[b]赤いバッテン[/b]を選択します。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Then, [b]Left Click and drag[/b] around bridges in the viewport to draw red "
+"cross tiles. They will prevent the player from moving off the bridges."
+msgstr ""
+"次に[b]左クリックしてドラッグ[/b]し、ビューポートの橋の周りに赤いバッテンのタ"
+"イルを描きます。\n"
+"このタイルはプレイヤーが橋の上から移動できないようにします。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"If you make a mistake, you can use the [b]Right Click[/b] to remove tiles."
+msgstr "間違えたら、[b]右クリック[/b]でタイルを削除しましょう。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Take your time and draw the invisible walls around all bridges. Once you're "
+"done, click the [b]Next[/b] button"
+msgstr ""
+"時間をかけて全ての橋の周りに見えない壁を描いてください。\n"
+"描き終わったら[b]次へ[/b]ボタンをクリックします"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Let's try this!"
+msgstr "試してみよう!"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"If you run the scene, you should see the player can't walk anywhere you drew "
+"a red cross."
+msgstr ""
+"シーンを実行すると、赤いバッテンを引いたところはプレイヤーが歩けないのがわか"
+"るはずです。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"Click the [b]Play Edited Scene[/b] button in the top-right or press [b]%s[/"
+"b] to run the scene."
+msgstr ""
+"右上の[b]現在のシーンを実行[/b]ボタンをクリックするか、[b]%s[/b]を押してシー"
+"ンを実行します。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Press [b]%s[/b] to close the game window once you're done."
+msgstr "完了したら、[b]%s[/b]を押してゲームウィンドウを閉じます。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Play Edited Scene"
+msgstr "現在のシーンを実行"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Excellent!"
+msgstr "素晴らしい!"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"You learned to use tilemaps to draw bridges and add collision shapes that "
+"prevent the player from walking outside of the bridges."
+msgstr ""
+"タイルマップを使用して橋を描画し、プレイヤーが橋の外を歩けないようにするコリ"
+"ジョン領域を追加する方法を学びました。"
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid ""
+"In the next part, you'll make the level feel fuller by adding a sky and a "
+"health bar."
+msgstr ""
+"次のパートでは、青空とHPバーを追加して、レベルをより充実感のあるものに変えて"
+"いきます。"
diff --git a/locale/locale.pot b/locale/locale.pot
new file mode 100644
index 0000000..55742cf
--- /dev/null
+++ b/locale/locale.pot
@@ -0,0 +1,343 @@
+# LANGUAGE translation for M2. Getting to Know Godot (Interactive Tours) for the following files:
+# res://tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+# res://addons/godot_tours/tour.gd
+# res://tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+#
+# FIRST AUTHOR , YEAR.
+#
+#, fuzzy
+msgid ""
+msgstr ""
+"Project-Id-Version: M2. Getting to Know Godot (Interactive Tours)\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8-bit\n"
+
+#: tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+msgid "Open the start scene"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+msgid "Let's start by opening the scene we will be working with."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+msgid "In the [b]FileSystem Dock[/b] at the bottom-left, find and [b]double-click[/b] on the scene we will be working with: [b]%s[/b]."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/102_assemble_your_first_game.gd
+msgid "Open the scene [b]%s[/b]."
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Press the [b]%s[/b] button."
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Turn the [b]%s[/b] button %s."
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Change to the [b]%s[/b] tab."
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Select the %s %s in the [b]Scene Dock[/b]."
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Set [b]%s[/b] to [code]%s[/code]"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Set [b]%s[/b]'s [b]%s[/b] property to [b]%s[/b]"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Open the scene [b]%s[/b]"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Expand the property [b]%s[/b] in the [b]Inspector[/b]"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Move [b]%s[/b] inside the guide box"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Instantiate the [b]%s[/b] scene as a child of [b]%s[/b]"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Add Bridges"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Let's draw bridges to connect the rooms using a [b]TileMap[/b] next."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Tilesets and Tilemaps"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "As soon as you selected [b]Bridges[/b], a bottom panel expanded and two tabs appeared: [b]TileSet[/b] and [b]TileMap[/b]."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "It's because [b]Bridges[/b] is a [b]TileMap[/b] node."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Godot will automatically show you the relevant tabs for the selected node."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "That's why we say the [b]Bottom Panels[/b] are \"[b]contextual[/b]\". They appear in the right context."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The TileMap Tab"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "For drawing bridges, we will use the [b]TileMap[/b] tab."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Tilemaps are an efficient way to draw game levels using a grid and [b]tiling images[/b]."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Most of your childhood 2D games used tilemaps (like Final Fantasy 6 and Zelda: Link's Awakening)!"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Tile Selection"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "To the right of the panel, you can see the different tile images we have at our disposal."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "You can select them one at a time and draw on the map, but there is a faster way: using [b]Terrains[/b]."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The Terrains Tab"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Terrains are a set of rules to create compositions for auto-tiling. They help us draw faster."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "You'll learn more about creating terrains later in the course."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Click on the [b]Terrains[/b] tab to find the terrain we've set up for the bridges."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The Bridge Terrain"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Next, click the terrain named [b]Bridge[/b] in the tree on the left to select it."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the [b]Bridge[/b] terrain."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The Path Drawing Mode"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Now, click on the Path-like icon to select the [b]Path Drawing Mode[/b]."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "With this tool active, you can draw your bridges."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the [b]Path Drawing Mode[/b]."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Restore the Select mode"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "As we are currently in the [b]Move Mode[/b], we cannot draw the bridges. To draw, we need to be in the [b]Select Mode[/b]."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Click the [b]Select Mode[/b] button to activate it."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select Mode"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Draw The Bridges"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgctxt "[b]Right-click[/b] to erase bridges."
+msgid "[b]Left Click and drag[/b] on the map to draw bridges between rooms."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Try to connect the openings in the rooms. The openings are located where there are red crosses around the perimeter of the room."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "You are free to draw the bridges however you like."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Reconnecting bridges"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "If you lift the mouse button when drawing bridges, you may see gaps like this:"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "To correct that and get clean corners, click and drag over the already drawn tiles."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "This allows the tilemap's terrain to apply its rules and clean up the bridge for you. That's the power of terrains!"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Excellent! Time to play!"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Let's see if everything works as expected."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The [b]Play[/b] button we used earlier is for running the [b]%s[/b] scene."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "To play the [b]current[/b] scene, click the [b]Play Edited Scene[/b] button to run the scene."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Alternatively, you can press press [b]%s[/b] on your keyboard."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Then, press [b]%s[/b] or close the game window to stop the game."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "The missing \"walls\""
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "While playing, did you notice something strange? The player can move outside of the bridges!"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "This is because the bridges lack [b]collision shapes[/b]. They are invisible geometric shapes that control where characters can move."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "What you see on screen and the physical limits of the world are two separate layers."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Our bridges currently lack this invisible layer. We'll add it next."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the InvisibleWalls node"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Did you notice the red crosses around the rooms? They are collision shapes we pre-added to the rooms to give them \"walls\", or limits."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "We can draw them using the [b]InvisibleWalls[/b] tilemap."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Let's add \"walls\" to prevent players from walking outside of the bridges."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the Tiles tab"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "In the [b]TileMap[/b] bottom panel, we need to find and select the red cross."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Since we were previously looking at the [b]Terrains[/b] tab, we need to switch back to the [b]Tiles[/b] tab first, where the red cross is."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Draw the invisible walls"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Select the big [b]red cross[/b] in the [b]TileMap[/b] bottom panel."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Then, [b]Left Click and drag[/b] around bridges in the viewport to draw red cross tiles. They will prevent the player from moving off the bridges."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "If you make a mistake, you can use the [b]Right Click[/b] to remove tiles."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Take your time and draw the invisible walls around all bridges. Once you're done, click the [b]Next[/b] button"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Let's try this!"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "If you run the scene, you should see the player can't walk anywhere you drew a red cross."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Click the [b]Play Edited Scene[/b] button in the top-right or press [b]%s[/b] to run the scene."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Press [b]%s[/b] to close the game window once you're done."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Play Edited Scene"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "Excellent!"
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "You learned to use tilemaps to draw bridges and add collision shapes that prevent the player from walking outside of the bridges."
+msgstr ""
+
+#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
+msgid "In the next part, you'll make the level feel fuller by adding a sky and a health bar."
+msgstr ""
diff --git a/pickups/pickup.gd b/pickups/pickup.gd
index 52217f9..62389e9 100644
--- a/pickups/pickup.gd
+++ b/pickups/pickup.gd
@@ -1,6 +1,7 @@
class_name Pickup
extends Area2D
+@warning_ignore("unused_private_class_variable")
@onready var _audio := $AudioStreamPlayer2D as AudioStreamPlayer2D
@onready var _animation_player := $AnimationPlayer as AnimationPlayer
diff --git a/player/godot_armor.gd b/player/godot_armor.gd
index c43812c..73ce167 100644
--- a/player/godot_armor.gd
+++ b/player/godot_armor.gd
@@ -16,8 +16,8 @@ var look_direction := Vector2.RIGHT
func _process(_delta: float) -> void:
var input_vector := Vector2(
- float(Input.is_action_pressed("ui_right")) - float(Input.is_action_pressed("ui_left")),
- float(Input.is_action_pressed("ui_down")) - float(Input.is_action_pressed("ui_up"))
+ float(Input.is_action_pressed("move_right")) - float(Input.is_action_pressed("move_left")),
+ float(Input.is_action_pressed("move_down")) - float(Input.is_action_pressed("move_up"))
)
if input_vector.length() > 0.0 and input_vector != look_direction:
diff --git a/player/player.gd b/player/player.gd
index 9af05ef..1586adb 100644
--- a/player/player.gd
+++ b/player/player.gd
@@ -46,7 +46,6 @@ func _physics_process(_delta: float) -> void:
velocity += steering / drag_factor
set_velocity(velocity)
move_and_slide()
- velocity = velocity
func take_damage(amount: int) -> void:
diff --git a/plug.gd b/plug.gd
old mode 100755
new mode 100644
index fbf894a..b52290a
--- a/plug.gd
+++ b/plug.gd
@@ -3,7 +3,4 @@ extends "res://addons/gd-plug/plug.gd"
func _plugging() -> void:
- plug(
- "git@github.com:GDQuest/godot-tours.git",
- {include = ["addons/godot_tours"]}
- )
+ plug("git@github.com:GDQuest/godot-tours.git", {include = ["addons/godot_tours"]})
diff --git a/project.godot b/project.godot
index 387129e..f403437 100644
--- a/project.godot
+++ b/project.godot
@@ -10,9 +10,9 @@ config_version=5
[application]
-config/name="Godot Tour 101: The Godot Editor (GDQuest)"
+config/name="M2. Get to Know Godot (Interactive Tours)"
run/main_scene="res://completed_project.tscn"
-config/features=PackedStringArray("4.2")
+config/features=PackedStringArray("4.3")
config/icon="res://icon.png"
[autoload]
@@ -43,67 +43,67 @@ import/blender/enabled=false
ui_select={
"deadzone": 0.5,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":90,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":88,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":90,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":88,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
ui_left={
"deadzone": 0.5,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
ui_right={
"deadzone": 0.5,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
ui_up={
"deadzone": 0.5,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
ui_down={
"deadzone": 0.5,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
]
}
move_right={
"deadzone": 0.2,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
]
}
move_up={
"deadzone": 0.2,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
]
}
move_down={
"deadzone": 0.2,
-"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
]
}
@@ -111,7 +111,7 @@ shoot={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":5,"axis_value":1.0,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
-, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
+, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
cycle_weapon_up={
@@ -147,6 +147,10 @@ aim_down={
]
}
+[internationalization]
+
+locale/translations_pot_files=PackedStringArray("res://addons/godot_tours/tour.gd", "res://tours/godot-first-tour/godot_first_tour.gd", "res://tours/learn-gamedev-from-zero/assemble_path_of_sorcerers.gd")
+
[layer_names]
2d_physics/layer_1="Player"
diff --git a/spells/bullets/fireball.gd b/spells/bullets/fireball.gd
index 182ca9a..9c0eb51 100644
--- a/spells/bullets/fireball.gd
+++ b/spells/bullets/fireball.gd
@@ -1,6 +1,7 @@
extends Bullet
@onready var _animation_player := $AnimationPlayer as AnimationPlayer
+@warning_ignore("unused_private_class_variable")
@onready var _particles := $GPUParticles2D as GPUParticles2D
diff --git a/spells/spell.gd b/spells/spell.gd
index e87ec5a..eccd5a6 100644
--- a/spells/spell.gd
+++ b/spells/spell.gd
@@ -12,6 +12,7 @@ extends Node2D
var _audio := AudioStreamPlayer2D.new()
+@warning_ignore("unused_private_class_variable")
@onready var _random_angle := deg_to_rad(random_angle_degrees)
diff --git a/start.tscn b/start.tscn
index 93e0139..a52c430 100644
--- a/start.tscn
+++ b/start.tscn
@@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=3 uid="uid://dfrp0km2xjcr6"]
[ext_resource type="Script" path="res://game.gd" id="2"]
-[ext_resource type="TileSet" path="res://levels/rooms/tileset_bridges.tres" id="2_vnf5n"]
+[ext_resource type="TileSet" uid="uid://crkgfdw1y80hc" path="res://levels/rooms/tileset_bridges.tres" id="2_vnf5n"]
[ext_resource type="TileSet" uid="uid://cqb2wtrubw0n6" path="res://levels/rooms/tileset_invisible_walls.tres" id="3"]
[node name="Start" type="Node2D"]
@@ -11,8 +11,10 @@ script = ExtResource("2")
tile_set = ExtResource("2_vnf5n")
format = 2
layer_0/name = "Bridges"
+metadata/_edit_lock_ = true
[node name="InvisibleWalls" type="TileMap" parent="."]
tile_set = ExtResource("3")
format = 2
layer_0/name = "Invisible walls"
+metadata/_edit_lock_ = true
diff --git a/tours/godot-first-tour/assets/bubble-background.png b/tours/godot-first-tour/assets/bubble-background.png
deleted file mode 100644
index e4e9f88..0000000
Binary files a/tours/godot-first-tour/assets/bubble-background.png and /dev/null differ
diff --git a/tours/godot-first-tour/assets/gdquest-logo.png b/tours/godot-first-tour/assets/gdquest-logo.png
deleted file mode 100644
index a9409e8..0000000
Binary files a/tours/godot-first-tour/assets/gdquest-logo.png and /dev/null differ
diff --git a/tours/godot-first-tour/godot_first_tour.gd b/tours/godot-first-tour/godot_first_tour.gd
index f7e88a0..8595e22 100644
--- a/tours/godot-first-tour/godot_first_tour.gd
+++ b/tours/godot-first-tour/godot_first_tour.gd
@@ -75,7 +75,7 @@ func steps_010_intro() -> void:
bubble_set_background(TEXTURE_BUBBLE_BACKGROUND)
bubble_add_texture(TEXTURE_GDQUEST_LOGO)
bubble_set_title("")
- bubble_add_text([bbcode_wrap_font_size("[center][b]Welcome to Godot[/b][/center]", 32)])
+ bubble_add_text([bbcode_wrap_font_size(gtr("[center][b]Welcome to Godot[/b][/center]"), 32)])
bubble_add_text(
[gtr("[center]In this tour, you take your first steps in the [b]Godot editor[/b].[/center]"),
gtr("[center]You get an overview of the engine's four pillars: [b]Scenes[/b], [b]Nodes[/b], [b]Scripts[/b], and [b]Signals[/b].[/center]"),
@@ -96,7 +96,7 @@ func steps_010_intro() -> void:
bubble_add_text(
[gtr("When a project is first opened in Godot, we land on the [b]Main Scene[/b]. It is the entry point of a Godot game."),
gtr("Click the play icon in the top right of the editor to run the Godot project."),
- gtr("Then, press [b]F8[/b] on your keyboard or close the game window to stop the game."),]
+ gtr("Then, press [b]%s[/b] on your keyboard or close the game window to stop the game.") % shortcuts.stop]
)
complete_step()
@@ -121,7 +121,7 @@ func steps_020_first_look() -> void:
bubble_set_avatar_at(Bubble.AvatarAt.LEFT)
bubble_set_title(gtr("The viewport"))
bubble_add_text(
- [gtr("The central part of the editor outlined in blue is the viewport. It's a view of the currently open [b]scene[/b]."),]
+ [gtr("The central part of the editor outlined in purple is the viewport. It's a view of the currently open [b]scene[/b]."),]
)
complete_step()
diff --git a/tours/godot-first-tour/locale/ja.po b/tours/godot-first-tour/locale/ja.po
index 00eb137..3f1e70d 100644
--- a/tours/godot-first-tour/locale/ja.po
+++ b/tours/godot-first-tour/locale/ja.po
@@ -1,21 +1,6 @@
# LANGUAGE translation for M2. Getting to Know Godot (Interactive Tours) for the following files:
-# res://addons/gdquest_welcome_tour/tours/learn-gamedev-from-zero/tour.gd
-# res://addons/gdquest_welcome_tour/tours/welcome/welcome.gd
-# res://addons/gdquest_welcome_tour/tours/godot-first-tour/godot_first_tour.gd
-# res://addons/gdquest_welcome_tour/tours/learn-gamedev-from-zero/assemble_path_of_sorcerers.gd
-# res://addons/gdquest_welcome_tour/tours/test/debug_and_tests.gd
-# res://addons/godot_tours/tours/godot-first-tour/godot_first_tour.gd
-# res://addons/godot_tours/tours/learn-gamedev-from-zero/assemble_path_of_sorcerers.gd
-# res://addons/godot_tours/tours/test/debug_and_tests.gd
-# res://tours/learn-gamedev-from-zero/assemble_path_of_sorcerers_1.gd
-# res://tours/learn-gamedev-from-zero/assemble_path_of_sorcerers_2.gd
# res://addons/godot_tours/tour.gd
# res://tours/godot-first-tour/godot_first_tour.gd
-# res://tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-# res://tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-# res://tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-# res://tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-# res://tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
#
# FIRST AUTHOR , YEAR.
#
@@ -31,7 +16,7 @@ msgstr ""
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
-"X-Generator: Poedit 3.4.2\n"
+"X-Generator: Poedit 3.4.4\n"
#: addons/godot_tours/tour.gd
msgid "Press the [b]%s[/b] button."
@@ -39,18 +24,50 @@ msgstr "[b]%s[/b]ボタンを押してください。"
#: addons/godot_tours/tour.gd
msgid "Turn the [b]%s[/b] button %s."
-msgstr "[b]%s[/b]ボタンを押してください。"
+msgstr "[b]%s[/b]ボタンを%sしてください。"
#: addons/godot_tours/tour.gd
msgid "Change to the [b]%s[/b] tab."
-msgstr "tabを[b]%s[/b]に変更します。"
+msgstr "タブを[b]%s[/b]に変更してください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Select the %s %s in the [b]Scene Dock[/b]."
+msgstr "[b]シーンドック[/b]で%s %sを選択してください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Set [b]%s[/b] to [code]%s[/code]"
+msgstr "[b]%s[/b]を[code]%s[/code]に設定してください。"
+
+#: addons/godot_tours/tour.gd
+msgid "Set [b]%s[/b]'s [b]%s[/b] property to [b]%s[/b]"
+msgstr "[b]%s[/b]の[b]%s[/b]プロパティを[b]%s[/b] に設定してください"
+
+#: addons/godot_tours/tour.gd
+msgid "Open the scene [b]%s[/b]"
+msgstr "[b]%s[/b]シーンを開いてください"
+
+#: addons/godot_tours/tour.gd
+msgid "Expand the property [b]%s[/b] in the [b]Inspector[/b]"
+msgstr "[b]Inspector[/b]のプロパティ[b]%s[/b]を展開してください"
+
+#: addons/godot_tours/tour.gd
+msgid "Move [b]%s[/b] inside the guide box"
+msgstr "ガイドボックスの内側に[b]%s[/b]を移動してください"
+
+#: addons/godot_tours/tour.gd
+msgid "Instantiate the [b]%s[/b] scene as a child of [b]%s[/b]"
+msgstr "[b]%s[/b] シーンを [b]%s[/b] の子としてインスタンス化してください"
+
+#: tours/godot-first-tour/godot_first_tour.gd
+msgid "[center][b]Welcome to Godot[/b][/center]"
+msgstr "[center][b]Godot へようこそ![/b][/center]"
#: tours/godot-first-tour/godot_first_tour.gd
msgid ""
"[center]In this tour, you take your first steps in the [b]Godot editor[/b].[/"
"center]"
msgstr ""
-"[center]このツアーでは、[b]Godot editor[/b]の初めの一歩を踏み出します。[/"
+"[center]このツアーでは[b]Godot editor[/b]の初めの一歩を踏み出します。[/"
"center]"
#: tours/godot-first-tour/godot_first_tour.gd
@@ -94,11 +111,11 @@ msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
msgid ""
-"Then, press [b]F8[/b] on your keyboard or close the game window to stop the "
+"Then, press [b]%s[/b] on your keyboard or close the game window to stop the "
"game."
msgstr ""
-"その後はキーボードの[b]F8[/b]を押すか、ゲームウィンドウを閉じるとゲームを終了"
-"できます。"
+"次に、キーボードの[b]%s[/b]を押すか、ゲームウィンドウを閉じてゲームを停止しま"
+"す。"
#: tours/godot-first-tour/godot_first_tour.gd
msgid "Editor tour"
@@ -114,10 +131,10 @@ msgstr "viewport"
#: tours/godot-first-tour/godot_first_tour.gd
msgid ""
-"The central part of the editor outlined in blue is the viewport. It's a view "
+"The central part of the editor outlined in purple is the viewport. It's a view "
"of the currently open [b]scene[/b]."
msgstr ""
-"青く塗られたエディターの中心部分がviewportです。これは現在開いている[b]シーン"
+"紫色で塗られたエディターの中心部分がviewportです。これは現在開いている[b]シーン"
"[/b]の眺めになります。"
#: tours/godot-first-tour/godot_first_tour.gd
@@ -129,8 +146,8 @@ msgid ""
"In Godot, a scene is a template that can represent anything: A character, a "
"chest, an entire level, a menu, or even a complete game!"
msgstr ""
-"Godotではシーンはテンプレートであり、キャラクター・チェスト・レベル全体・メ"
-"ニュー・ゲーム全体など、あらゆるものを表すことができます!"
+"Godotでは、シーンはテンプレートであり、キャラクター・チェスト・レベル全体・メ"
+"ニュー・あるいはゲーム全体など、あらゆるものを表すことができます!"
#: tours/godot-first-tour/godot_first_tour.gd
msgid ""
@@ -460,7 +477,7 @@ msgid ""
"viewport."
msgstr ""
"完成したプロジェクトシーンに戻りましょう。まずエディター上部の2Dワークスペー"
-"スをクリックして、センタービューをビューポートに戻します。"
+"スをクリックして、中央の画面をviewportに戻します。"
#: tours/godot-first-tour/godot_first_tour.gd
msgid "This will show you the player character once again."
@@ -476,15 +493,15 @@ msgstr "アクティブシーンの変更"
#: tours/godot-first-tour/godot_first_tour.gd
msgid "Let's change the active scene to the completed project scene."
-msgstr "アクティブシーン完成したプロジェクトのシーンに変更してみましょう。"
+msgstr "アクティブシーンをcompleted_projectシーンに変更してみましょう。"
#: tours/godot-first-tour/godot_first_tour.gd
msgid ""
"Click on the [b]completed_project[/b] tab above the central viewport to "
"change the scene."
msgstr ""
-"中央のビューポートの上にある[b]completed_project[/b]タブをクリックして、シー"
-"ンを変更します。"
+"中央画面の上にある[b]completed_project[/b]タブをクリックして、シーンを変更し"
+"ます。"
#: tours/godot-first-tour/godot_first_tour.gd
msgid "Navigate to the Completed Project scene."
@@ -546,7 +563,6 @@ msgstr ""
"ドック[/b]を開きましょう。"
#: tours/godot-first-tour/godot_first_tour.gd
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
msgid "The Node Dock"
msgstr "ノードドック"
@@ -586,7 +602,7 @@ msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
msgid "The signal connection"
-msgstr "シグナル接続"
+msgstr "シグナルを接続する"
#: tours/godot-first-tour/godot_first_tour.gd
msgid ""
@@ -600,8 +616,7 @@ msgid ""
"It means that each time the player health changes, Godot will run the "
"connected piece of code."
msgstr ""
-"これはプレイヤーの体力が変化するたびに、ゴドーは接続されたコードを実行しま"
-"す。"
+"これはプレイヤーの体力が変化するたびに、Godotは接続されたコードを実行します。"
#: tours/godot-first-tour/godot_first_tour.gd
msgid ""
@@ -678,16 +693,13 @@ msgid ""
"Move the player character to an enemy and touch them to lose health. You "
"will see the health bar lose one point."
msgstr ""
-"Playerを敵に近づけ、触れるとダメージを受けます。その時HPバーが1ポイント減るで"
-"しょう。"
+"プレイヤーキャラクターが敵に当たるとHPが減ります。HPバーが1ポイント減ること。"
#: tours/godot-first-tour/godot_first_tour.gd
msgid "This happens thanks to the [b]health_changed[/b] signal connection."
msgstr "これは[b]health_changed[/b]シグナル接続のおかげで起きています。"
#: tours/godot-first-tour/godot_first_tour.gd
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
msgid "In summary"
msgstr "まとめ"
@@ -696,7 +708,7 @@ msgid ""
"Godot has four essential concepts on which your games rely: scenes, nodes, "
"scripts, and signals."
msgstr ""
-"Godotには、シーン、ノード、スクリプト、シグナルという、ゲームが依存する4つの"
+"Godotには、シーン・ノード・スクリプト・シグナルという・ゲームが依存する4つの"
"基本概念があります。"
#: tours/godot-first-tour/godot_first_tour.gd
@@ -738,1738 +750,4 @@ msgstr "初のGodot Tourおめでとう!"
#: tours/godot-first-tour/godot_first_tour.gd
msgid ""
"[center]Next, we'll practice and learn more by assembling a game[/center]"
-msgstr "[center]次はゲームを実際に組み立てて、さらに学んでいきます。[/center]"
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#, fuzzy
-msgid "Assemble your first game"
-msgstr "初めてのゲーム組み立て"
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "In this tour, you get to assemble your first game from premade parts."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You will put what you learned in the previous tour into practice."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"You'll select and move nodes, create scene instances, use Godot's tilemap "
-"editor, and more."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#, fuzzy
-msgid "Let's get started!"
-msgstr "早速はじめましょう!"
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Let's make a little game"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"By the end of this tutorial, you'll have a little playable game like this "
-"one."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"In this first part, you'll learn how to instantiate scenes, move entities, "
-"and draw bridges between rooms using a tilemap."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"You can try it right now: click the play icon in the top right of the editor "
-"to run the Godot project."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Then, press [b]F8[/b] or close the game window to stop the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Let's head to the starter scene and assemble the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Open the start scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"In the [b]FileSystem Dock[/b] at the bottom-left, find and [b]double-click[/"
-"b] on the scene we will be working with: [b]\" + SCENE_START.get_file() + "
-"\"[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Open the scene [b]%s[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#, fuzzy
-msgid "Start"
-msgstr "はじめる"
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add Player Scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Now let's add a playable character to the scene! Drag and drop the player "
-"from the [b]FileSystem Dock[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add the [b]Player Scene[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Great job!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Remember [b]a scene is a template[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"By dragging the [b]Player Scene[/b] into the viewport in the center, you "
-"created a copy of the player template in the start scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"You can see in the [b]Scene Dock[/b] that there is now an [b]instance[/b] of "
-"the player scene in the start scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Flesh out the environment"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"We're lacking an environment for players to explore. Let's add a couple of "
-"rooms next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "We've prepared rooms for you to place in the level."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Snap to grid"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To place the rooms accurately, we will use grid snapping."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"You can toggle the grid on and off by clicking the [b]Grid[/b] button at the "
-"top (but keep it on!)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Change grid size"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "The grid is too small. Let's make it bigger."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Click the the three vertical dots in the toolbar to access the grid settings."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Then, click [b]Configure Snap...[/b], and change [b]Grid Step[/b] to "
-"[b]128px[/b] by [b]128px[/b]. Then, click [b]Ok[/b] to confirm."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "How to zoom in and out"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Before adding rooms, let's learn to zoom and pan the view. You'll likely "
-"need to zoom out to place the rooms comfortably."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To zoom in and out, use your [b]Mouse Wheel[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "On touch displays and supported touchpads, you can pinch two fingers."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Give it a try!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Using the zoom buttons"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Alternatively, you can click the [b]Zoom In[/b] button "
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid " and [b]Zoom Out[/b] "
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid " button in the top-left of the viewport to zoom in and out."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "How to pan the view"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To pan the view, click and drag using the [b]Middle Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"If you don't have a mouse wheel, press the [b]Spacebar[/b] and click and "
-"drag with the [b]Left Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"And if you're using a touchpad, you can keep the [b]Ctrl[/b] key down and "
-"slide two fingers over your touchpad."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add Rooms"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Now, you can start placing rooms!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Drag and drop one of each room type (a, b, and c) from the [b]FileSystem "
-"Dock[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Place them so that the rooms do not overlap, and keep some space between "
-"them, as we'll connect the rooms with bridges later."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Use the [b]Middle Mouse Button[/b] to pan the view if you need to."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Use the [b]Mouse Wheel[/b] to zoom in and out."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Don't worry if their position isn't perfect: we'll learn to move the rooms "
-"next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add [b]RoomA[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add [b]RoomB[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add [b]RoomC[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Your game now has 3 rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Did you notice how rooms snap to the grid?"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Next, let's learn to select and move the rooms directly in the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Move the rooms"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"To move a node, like the rooms, you first need to [b]select[/b] it. You can "
-"use the [b]Select Mode[/b] for that."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Ensure that the [b]Select Mode[/b] is active in the toolbar at the top."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Its icon looks like a mouse cursor. If it's active, the icon will be blue."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"The select tool is active by default when you create a new project in Godot."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Select a room"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "With the [b]Select Mode[/b] active, you can now select the rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"To select a room, in the viewport, click on the room's little grey cross \" "
-"+ bbcode_generate_icon_image_string(ICONS_MAP.node_position_unselected) + "
-"gtr(\" with the [b]Left Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Once you've selected a room, the cross will turn orange \" + "
-"bbcode_generate_icon_image_string(ICONS_MAP.node_position_selected) + "
-"gtr(\"."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You can visually select any node that has a cross in the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Select one of the [b]Room[/b] nodes."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Move with the select mode"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Click and drag [b]on the cross[/b] to move the node. Try to move the rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"If you need to pan the view, move the mouse while pressing the [b]Middle "
-"Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Alternatively, you can press down the [b]Spacebar[/b] and click and drag on "
-"the view with the [b]Left Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Excellent!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Take a moment to move the rooms around and arrange them to your liking."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Try to make the openings between rooms align a bit. It will make it easier "
-"to add bridges between them later."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Also, try to keep some space between the rooms so you can add bridges "
-"between them later."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Once you're happy with the layout, move on to the next step."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Moving the player to the first room"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Next, we'll move the player inside [b]RoomA[/b] so that when running the "
-"game, the player starts in the room."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"We'll take this opportunity to learn another useful way of selecting and "
-"moving nodes."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Find RoomA"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"To find [b]RoomA[/b], we'll use the [b]Scene Dock[/b] and the viewport in "
-"the center."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Click each of the room nodes and pay attention to the crosses in the "
-"viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Each cross \" + bbcode_generate_icon_image_string(ICONS_MAP."
-"node_position_unselected) + \" represents the position of one room. When "
-"you select a room, its cross turns orange: \" + "
-"bbcode_generate_icon_image_string(ICONS_MAP.node_position_selected) + \"."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Click on [b]RoomA[/b] to select it and find the room's location."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Select the Player"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"Let's select the player node to move it next. Click on [b]Player[/b] node in "
-"the [b]Scene Dock[/b] to select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Move the Player"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To move a node, you can use the [b]Move Mode[/b] "
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid " in the toolbar. Click the move tool to activate it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"With the move tool selected, click and drag anywhere on the viewport until "
-"the player is inside of [b]RoomA[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Move the [b]Player[/b] inside of [b]RoomA[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"You created several scene instances and learned to select and move them in "
-"the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid ""
-"In the next part, you'll learn how to use the TileMap editor and Terrains to "
-"draw bridges that connect the rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-#, fuzzy
-msgid "Add Bridges"
-msgstr "橋を追加する"
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Let's draw bridges to connect the rooms using a [b]TileMap[/b] next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Tilesets and Tilemaps"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"As soon as you selected [b]Bridges[/b], a bottom panel expanded and two tabs "
-"appeared: [b]TileSet[/b] and [b]TileMap[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "It's because [b]Bridges[/b] is a [b]TileMap[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Godot will automatically show you the relevant tabs for the selected node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"That's why we say the [b]Bottom Panels[/b] are \\\"[b]contextual[/b]\\\". "
-"They appear in the right context."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The TileMap Tab"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "For drawing bridges, we will use the [b]TileMap[/b] tab."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Tilemaps are an efficient way to draw game levels using a grid and [b]tiling "
-"images[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Most of your childhood 2D games used tilemaps (like Final Fantasy 6 and "
-"Zelda: Link's Awakening)!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Tile Selection"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"To the right of the panel, you can see the different tile images we have at "
-"our disposal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"You can select them one at a time and draw on the map, but there is a faster "
-"way: using [b]Terrains[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The Terrains Tab"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Terrains are a set of rules to create compositions for auto-tiling. They "
-"help us draw faster."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "You'll learn more about creating terrains later in the course."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Click on the [b]Terrains[/b] tab to find the terrain we've set up for the "
-"bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The Bridge Terrain"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Next, click the terrain named [b]Bridge[/b] in the tree on the left to "
-"select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the [b]Bridge[/b] terrain."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The Path Drawing Mode"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Now, click on the Path-like icon to select the [b]Path Drawing Mode[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "With this tool active, you can draw your bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the [b]Path Drawing Mode[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Restore the Select mode"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"As we are currently in the [b]Move Mode[/b], we cannot draw the bridges. To "
-"draw, we need to be in the [b]Select Mode[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Click the [b]Select Mode[/b] button to activate it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Draw The Bridges"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgctxt "[b]Right-click[/b] to erase bridges."
-msgid "[b]Left Click and drag[/b] on the map to draw bridges between rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Try to connect the openings in the rooms. The openings are located where "
-"there are red crosses around the perimeter of the room."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "You are free to draw the bridges however you like."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Reconnecting bridges"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"If you lift the mouse button when drawing bridges, you may see gaps like "
-"this:"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"To correct that and get clean corners, click and drag over the already drawn "
-"tiles."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"This allows the tilemap's terrain to apply its rules and clean up the bridge "
-"for you. That's the power of terrains!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Excellent! Time to play!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Let's see if everything works as expected."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The [b]Play[/b] button we used earlier is for running the [b]"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"To play the [b]current[/b] scene, click the [b]Play Edited Scene[/b] button "
-"to run the scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Alternatively, you can press press [b]F6[/b] on your keyboard."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The missing \\\"walls\\"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"While playing, did you notice something strange? The player can move outside "
-"of the bridges!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"This is because the bridges lack [b]collision shapes[/b]. They are invisible "
-"geometric shapes that control where characters can move."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"What you see on screen and the physical limits of the world are two separate "
-"layers."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Our bridges currently lack this invisible layer. We'll add it next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the InvisibleWalls node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Did you notice the red crosses around the rooms? They are collision shapes "
-"we pre-added to the rooms to give them \\\"walls\\\", or limits."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "We can draw them using the [b]InvisibleWalls[/b] tilemap."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Let's add \\\"walls\\\" to prevent players from walking outside of the "
-"bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the Tiles tab"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"In the [b]TileMap[/b] bottom panel, we need to find and select the red cross."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Since we were previously looking at the [b]Terrains[/b] tab, we need to "
-"switch back to the [b]Tiles[/b] tab first, where the red cross is."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Draw the invisible walls"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the big [b]red cross[/b] in the [b]TileMap[/b] bottom panel."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Then, [b]Left Click and drag[/b] around bridges in the viewport to draw red "
-"cross tiles. They will prevent the player from moving off the bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"If you make a mistake, you can use the [b]Right Click[/b] to remove tiles."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Take your time and draw the invisible walls around all bridges. Once you're "
-"done, click the [b]Next[/b] button"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Let's try this!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"If you run the scene, you should see the player can't walk anywhere you drew "
-"a red cross."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"Click the [b]Play Edited Scene[/b] button in the top-right or press [b]F6[/"
-"b] to run the scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Press [b]F8[/b] to close the game window once you're done."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"You learned to use tilemaps to draw bridges and add collision shapes that "
-"prevent the player from walking outside of the bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid ""
-"In the next part, you'll make the level feel fuller by adding a sky and a "
-"health bar."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Fleshing out the game"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"You will usually start creating a game with the character and level "
-"structure, then flesh out the background and add user interface."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"We have the playable character and level, so we'll add a sky and health bar "
-"next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The background is a dull flat color. Let's start with the sky."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Re-select the Start node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"We usually add background elements as children of the scene root node to "
-"keep the scene organized."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "In this case, the scene root node is the [b]Start[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Click on the [b]Start[/b] node in the [b]Scene Dock[/b] to re-select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the sky scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Drag and drop the [b]\" + SCENE_BACKGROUND_SKY.get_file() + \"[/b] file onto "
-"the viewport to create an instance of it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"This will add the sky to the game as a child of the selected [b]Start[/b] "
-"node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the [b]Background Blue Sky Scene[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Perfect!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Run the game to see how the sky always fills up the background and improves "
-"the experience."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"A game's feel improves with all the little things you add: background, "
-"animations, sounds, special effects..."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Click the [b]Play Edited Scene[/b] button to run the scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Adding user interface"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Our next task is to add a health bar to see when the character takes damage."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Until now, we've only created scene instances. This time, we will also "
-"create a node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The CanvasLayer node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"When we add visual elements to the game, by default, they don't move with "
-"the player."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"For the user interface, we want it to move with the player so it always "
-"stays on screen."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"We can use a [b]CanvasLayer node[/b] for this. By default, it keeps visuals "
-"we add as a child of it on screen at all times."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Let's add a CanvasLayer node to the scene so that our user interface moves "
-"with the player."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Select the Start node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"We want to add the [b]CanvasLayer[/b] node as a child of the [b]Start[/b] "
-"node, [b]not[/b] as a child of the currently selected [b]BackgroundBlueSky[/"
-"b], to keep our scene hierarchy organized."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Click on the [b]Start[/b] node in the [b]Scene Dock[/b] to select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The Create Node dialog"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"To add a node, click on the plus icon in the top-left of the [b]Scene Dock[/"
-"b], or press [b]Ctrl A[/b] on your keyboard (Cmd A on macOS)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"This will open a popup window listing all the types of nodes built into "
-"Godot."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Godot's built-in nodes"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "This popup window is the [b]Create Node[/b] dialog."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "It lists over 100 node types Godot provides out of the box!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Each has a specific purpose, like displaying an image, playing a sound, or "
-"letting you draw with a tilemap."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the CanvasLayer node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "We need to add a [b]CanvasLayer node[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Click the search bar at the top to select it and search the node list. It's "
-"the fastest way to find nodes."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"In the central panel of the popup window, click on the [b]CanvasLayer[/b] "
-"node to select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Then, click the [b]Create[/b] button at the bottom of the window to add the "
-"node (or press the [b]Enter[/b] key on your keyboard)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Create the [b]CanvasLayer[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"You just created your first node. Godot automatically selects a newly "
-"created node for you, so that you can immediately change its properties in "
-"the Inspector on the right."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Let's add the health bar next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the health bar"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"To stay on screen at all times, the health bar must be a child of the "
-"[b]CanvasLayer[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Drag and drop the [b]\" + SCENE_HEALTH_BAR.get_file() + \"[/b] scene onto "
-"the [b]CanvasLayer[/b] node in the [b]Scene Dock[/b] to create an instance "
-"of it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Dragging the scene onto a node in the [b]Scene Dock[/b] creates the instance "
-"as a child of the node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the [b]Health Bar Scene[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The screen area"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"We need to ensure that the health bar is positioned correctly to be visible "
-"on-screen."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"In the viewport, four thin lines are forming a rectangle. They represent the "
-"extent of the game window, the window that opens when you run the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"The four lines can be difficult to spot as they're thin. Look at the "
-"flashing area in the viewport. It highlights this window extent area."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Any user interface you want to keep on-screen in the game should be placed "
-"inside this rectangle."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Place the health bar on-screen"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Let's learn a third way to move an element: using the [b]Inspector[/b] and "
-"typing coordinates manually."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"We currently have the [b]UIHealthBar[/b] node selected in the [b]Scene[/b] "
-"dock."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"On the right, in the [b]Inspector Dock[/b], in the section [b]Layout -> "
-"Transform[/b], you can find the [b]Position[/b] property."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Earlier, when you moved and placed rooms around the viewport with the select "
-"and move modes, you changed the [b]Position[/b] property of individual rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The position property"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"The Position property has two coordinates: the [b]x[/b] coordinate controls "
-"the [b]horizontal[/b] position of the health bar, and the [b]y[/b] "
-"coordinate controls its [b]vertical[/b] position."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Click the number of each coordinate to edit it. Type a new number and press "
-"[b]Enter[/b] on your keyboard to confirm the new value."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Change the x coordinate to 60, and the y coordinate to 60 as well. This will "
-"place the health bar in the top-left corner of the game window when playing."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Set the [b]x Position[/b] property of the [b]UIHealthBar[/b] to [b]60px[/b] "
-"(pixels)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Set the [b]y Position[/b] property of the [b]UIHealthBar[/b] to [b]60px[/b] "
-"(pixels)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "You know what time it is? Yes, let's run the scene!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Click the [b]Play Current Scene[/b] button and pay attention to how the "
-"health bar stays on screen as your progress through the level."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"Also, try to go touch an enemy and pay attention to what happens to the "
-"health bar."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"You added a background and a health bar to the game. Most importantly, you "
-"learned to create a node and add the health bar as a child of it to make the "
-"user interface stay on screen."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid ""
-"In the next part, you'll use signals to connect the health bar to the "
-"player's health."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Updating the health bar"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"We have a problem. When we hit an enemy, the character loses one health "
-"point, but this is not reflected in the health bar."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"This is because the [b]UIHealthBar[/b] node is [b]not connected[/b] to "
-"changes in the [b]Player[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"Godot comes with a handy feature to react to changes in a node, like the "
-"player's health changing: [b]signals[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"In this project, when the player takes damage, the [b]Player[/b] node "
-"[b]emits[/b] a signal called [b]health_changed[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"We need to [b]connect[/b] this signal to the [b]UIHealthBar[/b] node to "
-"update the health bar."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Select the player node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"To see and connect the signals of a node, we first need to select that node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "So once again, select the [b]Player[/b] node in the [b]Scene Dock[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"Next to the [b]Inspector[/b] dock on the right lives the [b]Node dock[/b]. "
-"The node dock lists the selected node's signals."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"The node dock is located in its own tab next to the tab of the [b]Inspector[/"
-"b] dock."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Click on the [b]Node[/b] tab in the top-right to select the Node dock."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-#, fuzzy
-msgid "All the signals"
-msgstr ""
-"右側には[b]ノードドック[/b]があります。選択されたノードのすべてのシグナルが表"
-"示されます。この場合、[b]Player[/b]ノードです。"
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"As you can see, the player node has many signals. Most of them come built "
-"into Godot."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Throughout the course, you will learn to use the most useful ones."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "At the top of the list, notice the [b]health_changed[/b] signal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Connect the health_changed signal"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Let's connect the signal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"Double-click the [b]health_changed[/b] signal to open the window [b]Connect "
-"a Signal to a Method[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Double-click the [b]health_changed[/b] signal "
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "The connect signal window"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"This window on the left is the [b]Connect a Signal to a Method[/b] window. "
-"It lists all the nodes in your scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"Many nodes are greyed out. This is because we can only connect signals to a "
-"node that has a code file \" + bbcode_generate_icon_image_string(ICONS_MAP."
-"script) + \" attached to it, like the [b]UIHealthBar[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "The called function"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"At the bottom of the window, Godot lets us pick a \\\"Receiver Method\\\"."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"This is a piece of code that Godot will run when the player node emits the "
-"[b]health_changed[/b] signal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "We can keep the default value."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"You will learn more about what a [b]method[/b] (also called a function) is "
-"in the next module, where we'll learn to write code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Connect the signal"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "To connect the signal, double-click on the [b]UIHealthBar[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"You may need to scroll down the list to find it. You can do so using the "
-"[b]Mouse Wheel[/b] or by clicking and dragging on the scrollbar on the right."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"This will immediately take you to the code file attached to the UI health "
-"bar node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Double-click on the [b]UIHealthBar[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"You are now looking at the code file attached to the [b]UIHealthBar[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"Don't worry if the code doesn't make sense yet. You will learn to read and "
-"write code throughout the course."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "The connected function"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"Your signal is now connected to the function named "
-"[b]_on_player_health_changed[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"Godot indicates the connection with the green icon \" + "
-"bbcode_generate_icon_image_string(ICONS_MAP.script_signal_connected) + \" "
-"in the margin on the left."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Time to play!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Click the [b]Play Current Scene[/b] button and go fight some baddies."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"When you touch an enemy and lose health, the health bar should now update "
-"accordingly."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"In this part, you learned where to find the list of signals a node emits and "
-"how to connect a signal to a function. Thanks to this, the player can now "
-"see their health decreasing when they take damage."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid ""
-"In the next and last part, you will add a chest to one of the room scenes "
-"and write your first line of code to complete the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Changing RoomA"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"We added several scene instances to the [b]Start[/b] scene: the [b]Player[/"
-"b], the [b]UIHealthBar[/b], the [b]BackgroundBlueSky[/b], and the rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"We can open and modify any of those scenes. Any changes we make to the scene "
-"source files in the [b]FileSystem[/b] dock will be reflected in their "
-"instances."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"The opposite is not true: Changes we make to a specific instance of a scene "
-"applies to that instance only."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the RoomA scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Let's give this a try. Open the [b]RoomA[/b] scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Double-click the file [b]\" + room_a_filename + \"[/b] in the [b]FileSystem "
-"dock[/b] in the bottom-left to open the scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The RoomA scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "We're now inside the room's scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Anything we add here will be reflected in the [b]Start[/b] scene when we "
-"play the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-#, fuzzy
-msgid "The chest"
-msgstr "102.e: 拾えるジェムを生成する宝箱を追加する"
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"In the project, we prepared a chest scene for you: [b]\" + "
-"scene_chest_filename + \"[/b]. You can see it in the [b]FileSystem Dock[/b] "
-"in the bottom-left."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Drag and drop the [b]\" + scene_chest_filename + \"[/b] file onto the "
-"viewport to create an instance of it, and place it inside of the room."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Add the [b]Chest Scene[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Place the [b]Chest Scene[/b] inside of the room."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Save the scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Press [b]Ctrl+S[/b] on your keyboard (Cmd+S on macOS) to save the [b]RoomA[/"
-"b] scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "This will save your change and update the [b]Start[/b] scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Head back to the start scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Let's now head back to the [b]Start[/b] scene where you can see the chest."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Click on the scene tab that says \" + SCENE_START.get_file() + \" above the "
-"viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Click the [b]Start[/b] scene tab."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Click the [b]Play Current Scene[/b] button to run the scene and move the "
-"player near the chest."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "What do you observe?"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Press [b]F8[/b] on your keyboard or close the game window to return to the "
-"editor."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Your first line of code"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Currently, when we approach the chest, it opens, and nothing comes out of "
-"it. That's because we're missing the code that spawns pickups when the chest "
-"opens."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Nodes and scenes can fill up the game world but without [b]code[/b], they "
-"don't make a complete game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "To add life and interaction to your game, you need to write code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the chest scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Let's make something come out of the chest by adding a line of code to it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "First, open the [b]Chest[/b] scene by double-clicking on it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the scene [b]chest.tscn[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-#, fuzzy
-msgid "Open the script"
-msgstr "[b]Player[/b]ノードにアタッチされているスクリプトを開きます。"
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"To make nodes interactive, we need to tell the computer how they interact. "
-"We do that using code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "In Godot, we write code in a text file that we attach to a node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"You can see that the chest node has a code file attached to it thanks to the "
-"script icon \" + bbcode_generate_icon_image_string(ICONS_MAP.script) + \". "
-"We call a code file a [b]script[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Click the script icon \" + bbcode_generate_icon_image_string(ICONS_MAP."
-"script) + \" to open this file in the script view."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the script attached to the [b]Chest[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The chest script"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "This file already contains a bunch of GDScript code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"GDScript is a language made by gamedevs for gamedevs. It's designed to code "
-"games fast."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Again, don't worry if you can't understand the code yet: that's what the "
-"next modules are for."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"For now, we'll just add one missing line to get familiar with the script "
-"editor."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The loot function"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"In the highlighted lines of code, we define a [b]function[/b] named [b]loot[/"
-"b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"A function is a group of instructions you can run by [b]calling[/b] the "
-"function's name, like so: [b]loot()[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Connected signal"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"The loot function is [b]called[/b] from the [b]_on_body_entered[/b] function."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Notice the green icon \" + bbcode_generate_icon_image_string(ICONS_MAP."
-"script_signal_connected) + \" in the margin on the left. It tells us that "
-"[b]_on_body_entered[/b] is connected to a signal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "This is why the chest opens when the player approaches it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The open animation"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Inside the loot function, we play the [b]open[/b] animation, which makes the "
-"chest open."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "And currently, that's all! This is why nothing comes out of the chest."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The create_pickup function"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Below the [b]loot[/b] function, in the highlighted lines, there's a function "
-"defined to create pickups. We named it [b]create_pickup[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Don't worry about how it's coded yet. For now, just notice that while this "
-"function is defined, it's not called anywhere in the script file, which "
-"means it's not used by the [b]loot[/b] function."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"We need to call it in the [b]loot[/b] function so that the loot function can "
-"do two things:"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "1. Play the chest open animation."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "2. Create pickups."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Write the code"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"On line 14, type [b]create_pickup()[/b] to call the function. Be careful to "
-"type exactly what you see here, including the parentheses."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"The name \\\"create_pickup\\\" tells the computer which function we want to "
-"refer to, and the parentheses () run the function's lines of code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Also, make sure that there's a [b]tab character[/b] at the start of the "
-"line, just like on line 13: \" + bbcode_generate_icon_image_string(ICONS_MAP."
-"script_indent) + \". That's how Godot knows that the line belongs to the "
-"[b]loot[/b] function."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Press the [b]Tab[/b] key on your keyboard to write a tab character."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Call the function [b]create_pickup[/b] on line 14."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Let's now head back to the [b]Start[/b] scene so we can test the result."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Click on the scene tab that says [b]start[/b] above the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The game is now complete and ready to play!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Click the [b]Play Current Scene[/b] button and move near a chest to test "
-"your code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Feel free to explore the rest of the game and appreciate all you just "
-"learned."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid ""
-"Once you're done, press [b]F8[/b] on your keyboard or close the game window "
-"to return to the editor."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Congratulations on assembling your first game in Godot!"
-msgstr ""
+msgstr "[center]次はゲームを実際に組み立て、さらに学んでいきます。[/center]"
diff --git a/tours/godot-first-tour/locale/locale.pot b/tours/godot-first-tour/locale/locale.pot
index 0b233f5..278fe8f 100644
--- a/tours/godot-first-tour/locale/locale.pot
+++ b/tours/godot-first-tour/locale/locale.pot
@@ -1,21 +1,6 @@
# LANGUAGE translation for M2. Getting to Know Godot (Interactive Tours) for the following files:
-# res://addons/gdquest_welcome_tour/tours/learn-gamedev-from-zero/tour.gd
-# res://addons/gdquest_welcome_tour/tours/welcome/welcome.gd
-# res://addons/gdquest_welcome_tour/tours/godot-first-tour/godot_first_tour.gd
-# res://addons/gdquest_welcome_tour/tours/learn-gamedev-from-zero/assemble_path_of_sorcerers.gd
-# res://addons/gdquest_welcome_tour/tours/test/debug_and_tests.gd
-# res://addons/godot_tours/tours/godot-first-tour/godot_first_tour.gd
-# res://addons/godot_tours/tours/learn-gamedev-from-zero/assemble_path_of_sorcerers.gd
-# res://addons/godot_tours/tours/test/debug_and_tests.gd
-# res://tours/learn-gamedev-from-zero/assemble_path_of_sorcerers_1.gd
-# res://tours/learn-gamedev-from-zero/assemble_path_of_sorcerers_2.gd
# res://addons/godot_tours/tour.gd
# res://tours/godot-first-tour/godot_first_tour.gd
-# res://tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-# res://tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-# res://tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-# res://tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-# res://tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
#
# FIRST AUTHOR , YEAR.
#
@@ -39,20 +24,52 @@ msgstr ""
msgid "Change to the [b]%s[/b] tab."
msgstr ""
+#: addons/godot_tours/tour.gd
+msgid "Select the %s %s in the [b]Scene Dock[/b]."
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Set [b]%s[/b] to [code]%s[/code]"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Set [b]%s[/b]'s [b]%s[/b] property to [b]%s[/b]"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Open the scene [b]%s[/b]"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Expand the property [b]%s[/b] in the [b]Inspector[/b]"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Move [b]%s[/b] inside the guide box"
+msgstr ""
+
+#: addons/godot_tours/tour.gd
+msgid "Instantiate the [b]%s[/b] scene as a child of [b]%s[/b]"
+msgstr ""
+
+#: tours/godot-first-tour/godot_first_tour.gd
+msgid "[center][b]Welcome to Godot[/b][/center]"
+msgstr ""
+
#: tours/godot-first-tour/godot_first_tour.gd
msgid "[center]In this tour, you take your first steps in the [b]Godot editor[/b].[/center]"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "[center]You get an overview of the engine\'s four pillars: [b]Scenes[/b], [b]Nodes[/b], [b]Scripts[/b], and [b]Signals[/b].[/center]"
+msgid "[center]You get an overview of the engine's four pillars: [b]Scenes[/b], [b]Nodes[/b], [b]Scripts[/b], and [b]Signals[/b].[/center]"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "[center]In the next tour, you\'ll get to assemble your first game from premade parts and put all this into practice.[/center]"
+msgid "[center]In the next tour, you'll get to assemble your first game from premade parts and put all this into practice.[/center]"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "[center][b]Let\'s get started![/b][/center]"
+msgid "[center][b]Let's get started![/b][/center]"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -68,7 +85,7 @@ msgid "Click the play icon in the top right of the editor to run the Godot proje
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "Then, press [b]F8[/b] on your keyboard or close the game window to stop the game."
+msgid "Then, press [b]%s[/b] on your keyboard or close the game window to stop the game."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -76,7 +93,7 @@ msgid "Editor tour"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "Great! Now let\'s take a quick tour of the editor."
+msgid "Great! Now let's take a quick tour of the editor."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -84,7 +101,7 @@ msgid "The viewport"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "The central part of the editor outlined in blue is the viewport. It\'s a view of the currently open [b]scene[/b]."
+msgid "The central part of the editor outlined in purple is the viewport. It's a view of the currently open [b]scene[/b]."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -100,11 +117,11 @@ msgid "We are currently looking at a scene file called [b]%s[/b]. This scene con
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "Let\'s look around"
+msgid "Let's look around"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "We\'re going to explore the interface next, so you get a good feel for it."
+msgid "We're going to explore the interface next, so you get a good feel for it."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -176,19 +193,19 @@ msgid "The Bottom Panels"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "At the bottom, you\'ll find editors like the [b]Output[/b] and [b]Debugger[/b] panels."
+msgid "At the bottom, you'll find editors like the [b]Output[/b] and [b]Debugger[/b] panels."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "That\'s where you\'ll edit animations, write visual effects code (shaders), and more."
+msgid "That's where you'll edit animations, write visual effects code (shaders), and more."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "These editors are contextual. We\'ll see what that means in the next tour."
+msgid "These editors are contextual. We'll see what that means in the next tour."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "The complete scene\'s nodes"
+msgid "The complete scene's nodes"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -208,7 +225,7 @@ msgid "Other elements, like the [b]Player[/b], have an [b]Open In Editor[/b] %s
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "When you see this icon, you are looking at a [b]scene instance[/b]. It\'s a copy of another scene. You can think of it as a scene that uses another scene as its template. In Godot, we nest scene instances to create complete games."
+msgid "When you see this icon, you are looking at a [b]scene instance[/b]. It's a copy of another scene. You can think of it as a scene that uses another scene as its template. In Godot, we nest scene instances to create complete games."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -224,11 +241,11 @@ msgid "The Player scene"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "When opening a scene, the [b]Scene Dock[/b] and the viewport update to display the scene\'s contents."
+msgid "When opening a scene, the [b]Scene Dock[/b] and the viewport update to display the scene's contents."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "In the Scene Dock at the top-left, you can see all the nodes that form the player\'s character."
+msgid "In the Scene Dock at the top-left, you can see all the nodes that form the player's character."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -236,7 +253,7 @@ msgid "Scripts bring nodes to life"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "By themselves, nodes and scenes don\'t interact."
+msgid "By themselves, nodes and scenes don't interact."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -244,7 +261,7 @@ msgid "To bring them to life, you need to give them instructions by writing code
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "Let\'s have a look at an example of a script."
+msgid "Let's have a look at an example of a script."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -268,7 +285,7 @@ msgid "The scripting context"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "We\'re now in the scripting context, which displays all the code in the open script file."
+msgid "We're now in the scripting context, which displays all the code in the open script file."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -276,7 +293,7 @@ msgid "This code gives instructions to the computer about how to move the charac
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "Don\'t worry if you can\'t read the code yet: We made a FREE app to help you [color=#ffd500][b][url=https://gdquest.com/tutorial/godot/learning-paths/learn-gdscript-from-zero/]Learn GDScript from Zero[/url][/b][/color]. It\'s a free part of our complete course Learn Gamedev From Zero."
+msgid "Don't worry if you can't read the code yet: We made a FREE app to help you [color=#ffd500][b][url=https://gdquest.com/tutorial/godot/learning-paths/learn-gdscript-from-zero/]Learn GDScript from Zero[/url][/b][/color]. It's a free part of our complete course Learn Gamedev From Zero."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -304,7 +321,7 @@ msgid "We have one more essential pillar of Godot to look at: [b]Signals[/b]."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "Let\'s head back to the completed project scene. First, click the 2D workspace at the top of the editor to change the center view back to the viewport."
+msgid "Let's head back to the completed project scene. First, click the 2D workspace at the top of the editor to change the center view back to the viewport."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -320,7 +337,7 @@ msgid "Change the active scene"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "Let\'s change the active scene to the completed project scene."
+msgid "Let's change the active scene to the completed project scene."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -368,12 +385,11 @@ msgid "Click the signal emission icon next to the [b]Player[/b] node and open th
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
msgid "The Node Dock"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "On the right, you can see the [b]Node Dock[/b]. It lists all the signals of the selected node. In this case, it\'s the [b]Player[/b] node."
+msgid "On the right, you can see the [b]Node Dock[/b]. It lists all the signals of the selected node. In this case, it's the [b]Player[/b] node."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -457,8 +473,6 @@ msgid "This happens thanks to the [b]health_changed[/b] signal connection."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
msgid "In summary"
msgstr ""
@@ -479,7 +493,7 @@ msgid "[b]Scripts[/b] are text files that give instructions to the computer. You
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "And [b]Signals[/b] are events that nodes emit to report what\'s happening in the game. You can connect signals to scripts to run code when an event occurs."
+msgid "And [b]Signals[/b] are events that nodes emit to report what's happening in the game. You can connect signals to scripts to run code when an event occurs."
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
@@ -487,1385 +501,5 @@ msgid "Congratulations on your first Godot Tour!"
msgstr ""
#: tours/godot-first-tour/godot_first_tour.gd
-msgid "[center]Next, we\'ll practice and learn more by assembling a game[/center]"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Assemble your first game"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "In this tour, you get to assemble your first game from premade parts."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You will put what you learned in the previous tour into practice."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You\'ll select and move nodes, create scene instances, use Godot\'s tilemap editor, and more."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Let\'s get started!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Let\'s make a little game"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "By the end of this tutorial, you\'ll have a little playable game like this one."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "In this first part, you\'ll learn how to instantiate scenes, move entities, and draw bridges between rooms using a tilemap."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You can try it right now: click the play icon in the top right of the editor to run the Godot project."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Then, press [b]F8[/b] or close the game window to stop the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Let\'s head to the starter scene and assemble the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Open the start scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "In the [b]FileSystem Dock[/b] at the bottom-left, find and [b]double-click[/b] on the scene we will be working with: [b]\" + SCENE_START.get_file() + \"[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Open the scene [b]%s[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Start"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add Player Scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Now let\'s add a playable character to the scene! Drag and drop the player from the [b]FileSystem Dock[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add the [b]Player Scene[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Great job!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Remember [b]a scene is a template[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "By dragging the [b]Player Scene[/b] into the viewport in the center, you created a copy of the player template in the start scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You can see in the [b]Scene Dock[/b] that there is now an [b]instance[/b] of the player scene in the start scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Flesh out the environment"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "We\'re lacking an environment for players to explore. Let\'s add a couple of rooms next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "We\'ve prepared rooms for you to place in the level."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Snap to grid"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To place the rooms accurately, we will use grid snapping."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You can toggle the grid on and off by clicking the [b]Grid[/b] button at the top (but keep it on!)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Change grid size"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "The grid is too small. Let\'s make it bigger."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Click the the three vertical dots in the toolbar to access the grid settings."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Then, click [b]Configure Snap...[/b], and change [b]Grid Step[/b] to [b]128px[/b] by [b]128px[/b]. Then, click [b]Ok[/b] to confirm."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "How to zoom in and out"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Before adding rooms, let\'s learn to zoom and pan the view. You\'ll likely need to zoom out to place the rooms comfortably."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To zoom in and out, use your [b]Mouse Wheel[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "On touch displays and supported touchpads, you can pinch two fingers."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Give it a try!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Using the zoom buttons"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Alternatively, you can click the [b]Zoom In[/b] button "
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid " and [b]Zoom Out[/b] "
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid " button in the top-left of the viewport to zoom in and out."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "How to pan the view"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To pan the view, click and drag using the [b]Middle Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "If you don\'t have a mouse wheel, press the [b]Spacebar[/b] and click and drag with the [b]Left Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "And if you\'re using a touchpad, you can keep the [b]Ctrl[/b] key down and slide two fingers over your touchpad."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add Rooms"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Now, you can start placing rooms!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Drag and drop one of each room type (a, b, and c) from the [b]FileSystem Dock[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Place them so that the rooms do not overlap, and keep some space between them, as we\'ll connect the rooms with bridges later."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Use the [b]Middle Mouse Button[/b] to pan the view if you need to."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Use the [b]Mouse Wheel[/b] to zoom in and out."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Don\'t worry if their position isn\'t perfect: we\'ll learn to move the rooms next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add [b]RoomA[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add [b]RoomB[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Add [b]RoomC[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Your game now has 3 rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Did you notice how rooms snap to the grid?"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Next, let\'s learn to select and move the rooms directly in the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Move the rooms"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To move a node, like the rooms, you first need to [b]select[/b] it. You can use the [b]Select Mode[/b] for that."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Ensure that the [b]Select Mode[/b] is active in the toolbar at the top."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Its icon looks like a mouse cursor. If it\'s active, the icon will be blue."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "The select tool is active by default when you create a new project in Godot."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Select a room"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "With the [b]Select Mode[/b] active, you can now select the rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To select a room, in the viewport, click on the room\'s little grey cross \" + bbcode_generate_icon_image_string(ICONS_MAP.node_position_unselected) + gtr(\" with the [b]Left Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Once you\'ve selected a room, the cross will turn orange \" + bbcode_generate_icon_image_string(ICONS_MAP.node_position_selected) + gtr(\"."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You can visually select any node that has a cross in the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Select one of the [b]Room[/b] nodes."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Move with the select mode"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Click and drag [b]on the cross[/b] to move the node. Try to move the rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "If you need to pan the view, move the mouse while pressing the [b]Middle Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Alternatively, you can press down the [b]Spacebar[/b] and click and drag on the view with the [b]Left Mouse Button[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Excellent!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Take a moment to move the rooms around and arrange them to your liking."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Try to make the openings between rooms align a bit. It will make it easier to add bridges between them later."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Also, try to keep some space between the rooms so you can add bridges between them later."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Once you\'re happy with the layout, move on to the next step."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Moving the player to the first room"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Next, we\'ll move the player inside [b]RoomA[/b] so that when running the game, the player starts in the room."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "We\'ll take this opportunity to learn another useful way of selecting and moving nodes."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Find RoomA"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To find [b]RoomA[/b], we\'ll use the [b]Scene Dock[/b] and the viewport in the center."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Click each of the room nodes and pay attention to the crosses in the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Each cross \" + bbcode_generate_icon_image_string(ICONS_MAP.node_position_unselected) + \" represents the position of one room. When you select a room, its cross turns orange: \" + bbcode_generate_icon_image_string(ICONS_MAP.node_position_selected) + \"."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Click on [b]RoomA[/b] to select it and find the room\'s location."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Select the Player"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Let\'s select the player node to move it next. Click on [b]Player[/b] node in the [b]Scene Dock[/b] to select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Move the Player"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "To move a node, you can use the [b]Move Mode[/b] "
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid " in the toolbar. Click the move tool to activate it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "With the move tool selected, click and drag anywhere on the viewport until the player is inside of [b]RoomA[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "Move the [b]Player[/b] inside of [b]RoomA[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "You created several scene instances and learned to select and move them in the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/01_add_player_and_rooms/01_add_player_and_rooms.gd
-msgid "In the next part, you\'ll learn how to use the TileMap editor and Terrains to draw bridges that connect the rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Add Bridges"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Let\'s draw bridges to connect the rooms using a [b]TileMap[/b] next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Tilesets and Tilemaps"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "As soon as you selected [b]Bridges[/b], a bottom panel expanded and two tabs appeared: [b]TileSet[/b] and [b]TileMap[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "It\'s because [b]Bridges[/b] is a [b]TileMap[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Godot will automatically show you the relevant tabs for the selected node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "That\'s why we say the [b]Bottom Panels[/b] are \\\"[b]contextual[/b]\\\". They appear in the right context."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The TileMap Tab"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "For drawing bridges, we will use the [b]TileMap[/b] tab."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Tilemaps are an efficient way to draw game levels using a grid and [b]tiling images[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Most of your childhood 2D games used tilemaps (like Final Fantasy 6 and Zelda: Link\'s Awakening)!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Tile Selection"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "To the right of the panel, you can see the different tile images we have at our disposal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "You can select them one at a time and draw on the map, but there is a faster way: using [b]Terrains[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The Terrains Tab"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Terrains are a set of rules to create compositions for auto-tiling. They help us draw faster."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "You\'ll learn more about creating terrains later in the course."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Click on the [b]Terrains[/b] tab to find the terrain we\'ve set up for the bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The Bridge Terrain"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Next, click the terrain named [b]Bridge[/b] in the tree on the left to select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the [b]Bridge[/b] terrain."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The Path Drawing Mode"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Now, click on the Path-like icon to select the [b]Path Drawing Mode[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "With this tool active, you can draw your bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the [b]Path Drawing Mode[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Restore the Select mode"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "As we are currently in the [b]Move Mode[/b], we cannot draw the bridges. To draw, we need to be in the [b]Select Mode[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Click the [b]Select Mode[/b] button to activate it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Draw The Bridges"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgctxt "[b]Right-click[/b] to erase bridges."
-msgid "[b]Left Click and drag[/b] on the map to draw bridges between rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Try to connect the openings in the rooms. The openings are located where there are red crosses around the perimeter of the room."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "You are free to draw the bridges however you like."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Reconnecting bridges"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "If you lift the mouse button when drawing bridges, you may see gaps like this:"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "To correct that and get clean corners, click and drag over the already drawn tiles."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "This allows the tilemap\'s terrain to apply its rules and clean up the bridge for you. That\'s the power of terrains!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Excellent! Time to play!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Let\'s see if everything works as expected."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The [b]Play[/b] button we used earlier is for running the [b]"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "To play the [b]current[/b] scene, click the [b]Play Edited Scene[/b] button to run the scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Alternatively, you can press press [b]F6[/b] on your keyboard."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "The missing \\\"walls\\"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "While playing, did you notice something strange? The player can move outside of the bridges!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "This is because the bridges lack [b]collision shapes[/b]. They are invisible geometric shapes that control where characters can move."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "What you see on screen and the physical limits of the world are two separate layers."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Our bridges currently lack this invisible layer. We\'ll add it next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the InvisibleWalls node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Did you notice the red crosses around the rooms? They are collision shapes we pre-added to the rooms to give them \\\"walls\\\", or limits."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "We can draw them using the [b]InvisibleWalls[/b] tilemap."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Let\'s add \\\"walls\\\" to prevent players from walking outside of the bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the Tiles tab"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "In the [b]TileMap[/b] bottom panel, we need to find and select the red cross."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Since we were previously looking at the [b]Terrains[/b] tab, we need to switch back to the [b]Tiles[/b] tab first, where the red cross is."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Draw the invisible walls"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Select the big [b]red cross[/b] in the [b]TileMap[/b] bottom panel."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Then, [b]Left Click and drag[/b] around bridges in the viewport to draw red cross tiles. They will prevent the player from moving off the bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "If you make a mistake, you can use the [b]Right Click[/b] to remove tiles."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Take your time and draw the invisible walls around all bridges. Once you\'re done, click the [b]Next[/b] button"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Let\'s try this!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "If you run the scene, you should see the player can\'t walk anywhere you drew a red cross."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Click the [b]Play Edited Scene[/b] button in the top-right or press [b]F6[/b] to run the scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "Press [b]F8[/b] to close the game window once you\'re done."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "You learned to use tilemaps to draw bridges and add collision shapes that prevent the player from walking outside of the bridges."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/02_add_bridges/02_add_bridges.gd
-msgid "In the next part, you\'ll make the level feel fuller by adding a sky and a health bar."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Fleshing out the game"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "You will usually start creating a game with the character and level structure, then flesh out the background and add user interface."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "We have the playable character and level, so we\'ll add a sky and health bar next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The background is a dull flat color. Let\'s start with the sky."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Re-select the Start node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "We usually add background elements as children of the scene root node to keep the scene organized."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "In this case, the scene root node is the [b]Start[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Click on the [b]Start[/b] node in the [b]Scene Dock[/b] to re-select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the sky scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Drag and drop the [b]\" + SCENE_BACKGROUND_SKY.get_file() + \"[/b] file onto the viewport to create an instance of it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "This will add the sky to the game as a child of the selected [b]Start[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the [b]Background Blue Sky Scene[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Perfect!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Run the game to see how the sky always fills up the background and improves the experience."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "A game\'s feel improves with all the little things you add: background, animations, sounds, special effects..."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Click the [b]Play Edited Scene[/b] button to run the scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Adding user interface"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Our next task is to add a health bar to see when the character takes damage."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Until now, we\'ve only created scene instances. This time, we will also create a node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The CanvasLayer node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "When we add visual elements to the game, by default, they don\'t move with the player."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "For the user interface, we want it to move with the player so it always stays on screen."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "We can use a [b]CanvasLayer node[/b] for this. By default, it keeps visuals we add as a child of it on screen at all times."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Let\'s add a CanvasLayer node to the scene so that our user interface moves with the player."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Select the Start node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "We want to add the [b]CanvasLayer[/b] node as a child of the [b]Start[/b] node, [b]not[/b] as a child of the currently selected [b]BackgroundBlueSky[/b], to keep our scene hierarchy organized."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Click on the [b]Start[/b] node in the [b]Scene Dock[/b] to select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The Create Node dialog"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "To add a node, click on the plus icon in the top-left of the [b]Scene Dock[/b], or press [b]Ctrl A[/b] on your keyboard (Cmd A on macOS)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "This will open a popup window listing all the types of nodes built into Godot."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Godot\'s built-in nodes"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "This popup window is the [b]Create Node[/b] dialog."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "It lists over 100 node types Godot provides out of the box!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Each has a specific purpose, like displaying an image, playing a sound, or letting you draw with a tilemap."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the CanvasLayer node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "We need to add a [b]CanvasLayer node[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Click the search bar at the top to select it and search the node list. It\'s the fastest way to find nodes."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "In the central panel of the popup window, click on the [b]CanvasLayer[/b] node to select it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Then, click the [b]Create[/b] button at the bottom of the window to add the node (or press the [b]Enter[/b] key on your keyboard)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Create the [b]CanvasLayer[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "You just created your first node. Godot automatically selects a newly created node for you, so that you can immediately change its properties in the Inspector on the right."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Let\'s add the health bar next."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the health bar"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "To stay on screen at all times, the health bar must be a child of the [b]CanvasLayer[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Drag and drop the [b]\" + SCENE_HEALTH_BAR.get_file() + \"[/b] scene onto the [b]CanvasLayer[/b] node in the [b]Scene Dock[/b] to create an instance of it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Dragging the scene onto a node in the [b]Scene Dock[/b] creates the instance as a child of the node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Add the [b]Health Bar Scene[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The screen area"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "We need to ensure that the health bar is positioned correctly to be visible on-screen."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "In the viewport, four thin lines are forming a rectangle. They represent the extent of the game window, the window that opens when you run the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The four lines can be difficult to spot as they\'re thin. Look at the flashing area in the viewport. It highlights this window extent area."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Any user interface you want to keep on-screen in the game should be placed inside this rectangle."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Place the health bar on-screen"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Let\'s learn a third way to move an element: using the [b]Inspector[/b] and typing coordinates manually."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "We currently have the [b]UIHealthBar[/b] node selected in the [b]Scene[/b] dock."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "On the right, in the [b]Inspector Dock[/b], in the section [b]Layout -> Transform[/b], you can find the [b]Position[/b] property."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Earlier, when you moved and placed rooms around the viewport with the select and move modes, you changed the [b]Position[/b] property of individual rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The position property"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "The Position property has two coordinates: the [b]x[/b] coordinate controls the [b]horizontal[/b] position of the health bar, and the [b]y[/b] coordinate controls its [b]vertical[/b] position."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Click the number of each coordinate to edit it. Type a new number and press [b]Enter[/b] on your keyboard to confirm the new value."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Change the x coordinate to 60, and the y coordinate to 60 as well. This will place the health bar in the top-left corner of the game window when playing."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Set the [b]x Position[/b] property of the [b]UIHealthBar[/b] to [b]60px[/b] (pixels)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Set the [b]y Position[/b] property of the [b]UIHealthBar[/b] to [b]60px[/b] (pixels)."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "You know what time it is? Yes, let\'s run the scene!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Click the [b]Play Current Scene[/b] button and pay attention to how the health bar stays on screen as your progress through the level."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "Also, try to go touch an enemy and pay attention to what happens to the health bar."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "You added a background and a health bar to the game. Most importantly, you learned to create a node and add the health bar as a child of it to make the user interface stay on screen."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/03_add_sky_and_healthbar/03_add_sky_and_healthbar.gd
-msgid "In the next part, you\'ll use signals to connect the health bar to the player\'s health."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Updating the health bar"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "We have a problem. When we hit an enemy, the character loses one health point, but this is not reflected in the health bar."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "This is because the [b]UIHealthBar[/b] node is [b]not connected[/b] to changes in the [b]Player[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Godot comes with a handy feature to react to changes in a node, like the player\'s health changing: [b]signals[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "In this project, when the player takes damage, the [b]Player[/b] node [b]emits[/b] a signal called [b]health_changed[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "We need to [b]connect[/b] this signal to the [b]UIHealthBar[/b] node to update the health bar."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Select the player node"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "To see and connect the signals of a node, we first need to select that node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "So once again, select the [b]Player[/b] node in the [b]Scene Dock[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Next to the [b]Inspector[/b] dock on the right lives the [b]Node dock[/b]. The node dock lists the selected node\'s signals."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "The node dock is located in its own tab next to the tab of the [b]Inspector[/b] dock."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Click on the [b]Node[/b] tab in the top-right to select the Node dock."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "All the signals"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "As you can see, the player node has many signals. Most of them come built into Godot."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Throughout the course, you will learn to use the most useful ones."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "At the top of the list, notice the [b]health_changed[/b] signal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Connect the health_changed signal"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Let\'s connect the signal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Double-click the [b]health_changed[/b] signal to open the window [b]Connect a Signal to a Method[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Double-click the [b]health_changed[/b] signal "
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "The connect signal window"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "This window on the left is the [b]Connect a Signal to a Method[/b] window. It lists all the nodes in your scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Many nodes are greyed out. This is because we can only connect signals to a node that has a code file \" + bbcode_generate_icon_image_string(ICONS_MAP.script) + \" attached to it, like the [b]UIHealthBar[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "The called function"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "At the bottom of the window, Godot lets us pick a \\\"Receiver Method\\\"."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "This is a piece of code that Godot will run when the player node emits the [b]health_changed[/b] signal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "We can keep the default value."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "You will learn more about what a [b]method[/b] (also called a function) is in the next module, where we\'ll learn to write code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Connect the signal"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "To connect the signal, double-click on the [b]UIHealthBar[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "You may need to scroll down the list to find it. You can do so using the [b]Mouse Wheel[/b] or by clicking and dragging on the scrollbar on the right."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "This will immediately take you to the code file attached to the UI health bar node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Double-click on the [b]UIHealthBar[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "You are now looking at the code file attached to the [b]UIHealthBar[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Don\'t worry if the code doesn\'t make sense yet. You will learn to read and write code throughout the course."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "The connected function"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Your signal is now connected to the function named [b]_on_player_health_changed[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Godot indicates the connection with the green icon \" + bbcode_generate_icon_image_string(ICONS_MAP.script_signal_connected) + \" in the margin on the left."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Time to play!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "Click the [b]Play Current Scene[/b] button and go fight some baddies."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "When you touch an enemy and lose health, the health bar should now update accordingly."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "In this part, you learned where to find the list of signals a node emits and how to connect a signal to a function. Thanks to this, the player can now see their health decreasing when they take damage."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/04_connect_healthbar_to_player/04_connect_healthbar_to_player.gd
-msgid "In the next and last part, you will add a chest to one of the room scenes and write your first line of code to complete the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Changing RoomA"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "We added several scene instances to the [b]Start[/b] scene: the [b]Player[/b], the [b]UIHealthBar[/b], the [b]BackgroundBlueSky[/b], and the rooms."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "We can open and modify any of those scenes. Any changes we make to the scene source files in the [b]FileSystem[/b] dock will be reflected in their instances."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The opposite is not true: Changes we make to a specific instance of a scene applies to that instance only."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the RoomA scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Let\'s give this a try. Open the [b]RoomA[/b] scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Double-click the file [b]\" + room_a_filename + \"[/b] in the [b]FileSystem dock[/b] in the bottom-left to open the scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The RoomA scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "We\'re now inside the room\'s scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Anything we add here will be reflected in the [b]Start[/b] scene when we play the game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The chest"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "In the project, we prepared a chest scene for you: [b]\" + scene_chest_filename + \"[/b]. You can see it in the [b]FileSystem Dock[/b] in the bottom-left."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Drag and drop the [b]\" + scene_chest_filename + \"[/b] file onto the viewport to create an instance of it, and place it inside of the room."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Add the [b]Chest Scene[/b] to the [b]Scene[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Place the [b]Chest Scene[/b] inside of the room."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Save the scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Press [b]Ctrl+S[/b] on your keyboard (Cmd+S on macOS) to save the [b]RoomA[/b] scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "This will save your change and update the [b]Start[/b] scene."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Head back to the start scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Let\'s now head back to the [b]Start[/b] scene where you can see the chest."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Click on the scene tab that says \" + SCENE_START.get_file() + \" above the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Click the [b]Start[/b] scene tab."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Click the [b]Play Current Scene[/b] button to run the scene and move the player near the chest."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "What do you observe?"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Press [b]F8[/b] on your keyboard or close the game window to return to the editor."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Your first line of code"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Currently, when we approach the chest, it opens, and nothing comes out of it. That\'s because we\'re missing the code that spawns pickups when the chest opens."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Nodes and scenes can fill up the game world but without [b]code[/b], they don\'t make a complete game."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "To add life and interaction to your game, you need to write code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the chest scene"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Let\'s make something come out of the chest by adding a line of code to it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "First, open the [b]Chest[/b] scene by double-clicking on it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the scene [b]chest.tscn[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the script"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "To make nodes interactive, we need to tell the computer how they interact. We do that using code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "In Godot, we write code in a text file that we attach to a node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "You can see that the chest node has a code file attached to it thanks to the script icon \" + bbcode_generate_icon_image_string(ICONS_MAP.script) + \". We call a code file a [b]script[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Click the script icon \" + bbcode_generate_icon_image_string(ICONS_MAP.script) + \" to open this file in the script view."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Open the script attached to the [b]Chest[/b] node."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The chest script"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "This file already contains a bunch of GDScript code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "GDScript is a language made by gamedevs for gamedevs. It\'s designed to code games fast."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Again, don\'t worry if you can\'t understand the code yet: that\'s what the next modules are for."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "For now, we\'ll just add one missing line to get familiar with the script editor."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The loot function"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "In the highlighted lines of code, we define a [b]function[/b] named [b]loot[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "A function is a group of instructions you can run by [b]calling[/b] the function\'s name, like so: [b]loot()[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Connected signal"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The loot function is [b]called[/b] from the [b]_on_body_entered[/b] function."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Notice the green icon \" + bbcode_generate_icon_image_string(ICONS_MAP.script_signal_connected) + \" in the margin on the left. It tells us that [b]_on_body_entered[/b] is connected to a signal."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "This is why the chest opens when the player approaches it."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The open animation"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Inside the loot function, we play the [b]open[/b] animation, which makes the chest open."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "And currently, that\'s all! This is why nothing comes out of the chest."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The create_pickup function"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Below the [b]loot[/b] function, in the highlighted lines, there\'s a function defined to create pickups. We named it [b]create_pickup[/b]."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Don\'t worry about how it\'s coded yet. For now, just notice that while this function is defined, it\'s not called anywhere in the script file, which means it\'s not used by the [b]loot[/b] function."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "We need to call it in the [b]loot[/b] function so that the loot function can do two things:"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "1. Play the chest open animation."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "2. Create pickups."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Write the code"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "On line 14, type [b]create_pickup()[/b] to call the function. Be careful to type exactly what you see here, including the parentheses."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The name \\\"create_pickup\\\" tells the computer which function we want to refer to, and the parentheses () run the function\'s lines of code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Also, make sure that there\'s a [b]tab character[/b] at the start of the line, just like on line 13: \" + bbcode_generate_icon_image_string(ICONS_MAP.script_indent) + \". That\'s how Godot knows that the line belongs to the [b]loot[/b] function."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Press the [b]Tab[/b] key on your keyboard to write a tab character."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Call the function [b]create_pickup[/b] on line 14."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Let\'s now head back to the [b]Start[/b] scene so we can test the result."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Click on the scene tab that says [b]start[/b] above the viewport."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "The game is now complete and ready to play!"
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Click the [b]Play Current Scene[/b] button and move near a chest to test your code."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Feel free to explore the rest of the game and appreciate all you just learned."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Once you\'re done, press [b]F8[/b] on your keyboard or close the game window to return to the editor."
-msgstr ""
-
-#: tours/102_assemble_your_first_game/05_add_chest_that_spawns_pickups/05_add_chest_that_spawns_pickups.gd
-msgid "Congratulations on assembling your first game in Godot!"
+msgid "[center]Next, we'll practice and learn more by assembling a game[/center]"
msgstr ""