Set of tools to use hexagon based tilemap in Godot with A* pathfinding and cube coordinates system.- A* pathfinding support- Cube coordinates system- Conversion between different coordinate systems- Both offset axis support (horizontal, vertical)- All layout support (stacked, stacked offset, stairs right, stairs down, diamond right, diamond down)- Toolbar actions to fix tilemaps after layout changes- Debug visualization
Godot Plugin for a touchscreen optimized camera control system for common 2D top-down strategy games. (Works also with mouse when "Emulate Touch with Mouse" is enabled)
2D Top-down world generationAllows you to create smooth and high-quality landscapes, supports the creation of objects (scenes) on them depending on the height.High performance even with a large world size
A plugin for flash animation, The plugin can bring Flash animations into Godot.
This plugin attempts to make it easy to start drawing terrains with tilesheets via a basic Tileset importer and TileMapLayer nodes.## Importer Features- importing tilesheets in a preset format to automatically generate connected terrains (4 sides)- a couple of preset collision polygons to use with these templates- generation of a navigation layer## Drawing Features- Square and circle brush- Draggable area draw- Stamps (fast copy/paste)- Several modes of terrain-connectingFor a complete showcase, please take a look at the youtube showcase.## Attributions:https://opengameart.org/content/tileset-floating-dirt-isleshttps://opengameart.org/content/zelda-like-tilesets-and-sprites
Easily set up both hurtboxes and hitboxes for any type of 2D game.To use just add the combat collider node to a scene, I suggest under the sprite for better organization, and then use the buttons to modify the colliders. Then to actually make it so that works with the animation use the Animation's call method line to call the start(), end(), and next frame functions of the colliders.For hurtboxes click the Is hitbox button twice to initialize it to the correct color and layer. This uses both layers 2 and 3 for player and enemies respectively.This addon also allows for custom resources to be used to add to hitboxes that can be called with a signal such that when a hurtbox collides with a hitbox the damage and the extra resources get passed onto the signal
This is an addon for the Godot Engine for importing files (.tmx, .tmj) created by the Tiled Map Editor (http://mapeditor.org).Most if not all Tiled features are supported:- all kinds of layers- all kinds of objects- all map orientations- visibility, opacity, tint, offsets, probability- tile flips & rotation, collisions, animations, custom data - parallaxes- templates- custom propertiesBy setting class entry / custom properties on tiled objects the scene created by the importer can be largely customized.INSTALLATION: The 'Download' button downloads the newest GDScript addon version.For other versions (e.g. C# or runtime) or further info please press 'View files' which opens the project Readme where embedded links can be found in the Installation chapter.Change log and Reference documentation can also be found there.
# 2D Controls Toolkit2D Controls plugin For Godot 4.3:Includes:* Side-Scrolling Controller* Top-Down ControllerPlug-and-Play* just add as a child of the Character2D node, and it will work.* Requires the following actions on input map: "up", "down", "left", "right", optionally: "sprint", "jump"those values can be changed on the node inspector.Other configurations:* Movement (For all control types):* Walk Speed* Sprint Speed* Acceleration* Deacceleration* Movement Type = "Move and Slide" or "Move and Collide" or "None" (Movement must be handled on player code)* Jump (For Side Scrolling):* Jump Height* Jump time to peak = Time to reach the top of the jump* Jump time to descend = Time fall* Variable Jump = If the jump can be interrupted by releasing the jump action key* Air control on jump = If player can be controlled in middle-air* Coyote Time = time that player can jump after leaving a platform* Jump Buffer Time = time that player can activate jump before hit the ground* Side-Scrolling* Handle Camera* Camera Smooth Distance* Camera Smooth Speed* Camera Look at Player* Camera Lock Y Rotation* Camera Max Boundary* Camera Min Boundary* Camera Zoom* Horizontal Offset* Vertical Offset* Custom Camera (Optional)* Top-Down* Action Type = Use actions to move or move to mouse click* Floor Group = Required to find floor StaticBody3D to handle mouse click on click mode.* Turn Speed* Handle Camera* Camera Smooth Distance* Camera Smooth Speed* Camera Zoom* Horizontal Offset* Vertical Offset* Custom Camera (Optional)Check out CiaNCI Chanel on YouTube for more: https://www.youtube.com/@CiaNCIStudio
QuarkPhysics is a 2D physics engine designed for games. Its goal is to provide a reasonable approach to simulate rigid bodies, soft bodies, and different physics models together.Wiki: https://github.com/erayzesen/godot-quarkphysics/wikiLet's go over what this plugin includes:-A native plugin that integrates the entire QuarkPhysics library into Godot, with builds for all platforms.-An editor plugin that provides unlimited editing capabilities for QMesh inside Godot.-An example project and 8 example scenes to help you try QuarkPhysics and explore how it works.
A simple Godot editor plugin that allows to modify only anchors and grow-direction without change current rect of controls.
# godot-dice-rollerA Godot UI control that rolls 3D dices in a box.## Features* Configurable setup: - Dynamic set of dices: d4, d6 and d10 - Custom colors for each dice - Configurable box size and color* 3 ways to roll: - Physics based dice rolling (slow but cool) - Turning dices to a computer generated random value (faster but unnatural) - Turning dices to a given value (useful when the actual rolling is done remotely)* Easy to integrate in your code: - Trigger rolling programmatically from buttons or shortcuts - A signal notifies after the rolling - Obtain results for individual dices or add up.* Responsive to layouts: - The control adapts to the available space given by the layout - Whichever the resulting size, the camera adapts the zoom to fully see the rolling box floor - Automatically rotates the rolling box if the control aspect ratio is inverse to the one of the box## Usage- Install the addon in your project from the AssetLib - Exclude files outside `addons/` to avoid conflicts- Enable the plugin in the project settings- Insert a `DiceRollerControl` as part of your UI - Depending on the layout you might want to set a minimum control size - Setup the dice set attribute with some dices - You might want to adapt the box size to the number of dices to avoid rolls impossible to fit in- Trigger a roll by calling `roll()` method on the control. - Alternativelly, use the `quick_roll() to skip physics simulation - Also you may enable the `interactive` flag to roll on click or quickroll on right-click- Connect the `rollFinished(value)` to your code - Use the incoming value from the signal as the added value or use the `result()` method - You can also use the `per_dice_result()` to get individual values for each dice- You can emulate external rolls with `show_faces(result)`# Changelog## 1.4.0 (2025-02-10)- New dice: d20- New dice: d10x10- `interactive` flag to enable/disable roll on click- Expose in control the `show_faces` method to represent external rolls- Control icon clearer without outline and bigger dices- Improved documentation (README and reference)## 1.3.0 (2025-01-28)- New dice: d10- d4: proper shape for the highlight- Android support- Example scene, now available as Android App- Generate F-Droid metadata## 1.2.1 (2025-01-07)- Example: Full dice set editor: Add, Remove, Edit- d4 and d6 code mostly merged## 1.2.0 (2025-01-06)- New dice: d4- Beveled borders for d6- Generalization to favor inclusion of more shapes of dices## 1.1.1 (2025-01-03)- Cleaner installs- screenshots and build files excluded from package- examples moved to `examples/dice_roller/` for cleaner merge in user's project along with other plugins.## 1.1.0 (2024-12-23)- API stabilized. From now on, api changes will imply major and minor version changes following semantic versioning.- Highlights without artifacts- New script to upload to the asset lib using project metadata## 1.0.5 (2024-12-19)- DiceRollerControl can be created without instantiating the scene, just by creating selecting the node type.- Expose roller attributes in Control (box size and color)- Method `per_dice_result` returns the value of each dice- Example: New button to add dices interactivelly- Added Environment with ambient light for more natural look- Fix: rolling after fastrolling kept the highlight- Fix: avoid changing the dice set while rolling- Removed non essential files from the package## 1.0.4 (2024-12-13)- More natural initial arrangement of dices- `DiceRollerControl` signal `roll_started`- `DiceRollerControl` method `quick_rolling`- Example updated to show how to use them- Scenes cleanup of uneeded properties- Packaging: Added previews and fixed name to match## 1.0.3 (2024-12-11)- Dices set can be defined with control properties- Dices are auto-named if no name given or the name conflicts with other dices- Lights adjustments.- Fix: Dice colors looked as dark as far they were from yellow. Svg texture was loaded with a yellow background. Using png export instead.- Fix: Dice highlight position degradated with each roll. Floor offset was not properly oriented and accomulated.- Fix: Freeze when when quick rolling a set bigger than two.## 1.0.2 (2024-12-02)- CI to release from github actions- Icon and classname for RollerBox## 1.0.1 (2024-12-02)- Example out of the addon- Documentation and metadata## 1.0.0 (2024-12-02)- First public release- Extracted from godatan project- Reorganized object responsability- Code distributed into a folder per scene- Roller box can be resized- Generated collision shapes to enable dinamic- Set camera so that the viewport adjust the floor of the box- Rotate the camera so that box and viewport matches portrait/landscape orientation- Added an example of usage within a UI- Debug tools
A replacement for Godot 4's TileMapLayer terrain system that allows for simpler, more flexible rules. It covers all features of Godot 3's autotiles, along with big improvements on Godot 4's rule system, and has a straightforward API for applying and updating terrains from code.