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https://github.com/adrenallen/watermap
Add water physics to any Godot TileMap with a single node!
https://github.com/adrenallen/watermap
godot godot-engine tilemap
Last synced: 2 months ago
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Add water physics to any Godot TileMap with a single node!
- Host: GitHub
- URL: https://github.com/adrenallen/watermap
- Owner: adrenallen
- License: mit
- Created: 2022-04-08T15:05:35.000Z (almost 3 years ago)
- Default Branch: main
- Last Pushed: 2022-05-04T15:33:47.000Z (almost 3 years ago)
- Last Synced: 2023-03-07T12:18:12.344Z (almost 2 years ago)
- Topics: godot, godot-engine, tilemap
- Language: GDScript
- Homepage:
- Size: 167 KB
- Stars: 9
- Watchers: 2
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- Contributing: CONTRIBUTING.md
- License: LICENSE
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README
![WaterMap](addons/water-map/title.png)
# Add water physics to any TileMap in Godot.## Installation
You can install the plugin using this repository by following the [instructions found here](https://docs.godotengine.org/en/stable/tutorials/plugins/editor/installing_plugins.html)
This addon is pending approval to the official Godot Asset Library at this time.
Once the plugin is installed in your project, simply add a `WaterMap` node as a child to any TileMap!
![WaterMap added to scene](readme-images/water-map-install-1.png)## Demos
### Demo1
![Demo 1](readme-images/watermap_demo_1.gif)
You can find Demo 1 under `demos/WaterMapDemo1.tscn`. This shows a few of the basic features such as click add liquid tiles and TileMap index translation to liquid tiles.## Configuration
### Node Parameters
`Cell Capacity` - Maximum number of liquid units a given cell can contain`Liquid Color` - Base color for the liquid
`Click Spawn Liquid` - Enable mouse left click to spawn liquid cell
`Liquid Spawn Tile Indices` - Add tile indices here from the TileMap's TileSet that you'd like to have converted into full capacity liquid cells at scene ready.
`Should Remove Liquid Spawn Tiles` - Remove tiles from the TileMap that are given as liquid spawn tiles. This is useful if you want a water tile on your tilemap to just turn into actual liquid at scene ready.
`Liquid Cell Capacity Signal Threshold` - The cell liquid capacity that should trigger signals. If the capacity becomes equal to or greater than this then the WaterMap will emit a `liquid_cell_capacity_over_threshold` with the cell's coordinates. If the capacity becomes less than the threshold it will emit a `liquid_cell_capacity_under_threshold` with the cell's coordinates.
### Node Signals
`liquid_cell_capacity_over_threshold` (cell coordinates) - Emitted when a cell's liquid capacity becomes equal to or greater than the configured threshold value.`liquid_cell_capacity_under_threshold` (cell coordinates) - Emitted when a cell's liquid capacity becomes less than the configured threshold value.
## Reporting Issues
Please use Github's issue tracker!