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09fbc40b
编写于
4月 25, 2022
作者:
开发游戏的老王
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Version 1
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252 addition
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data/1.游戏开发入门初阶/1.Godot Engine入门/1.用Godot Engine开发一个FlappyBird小游戏/config.json
...dot Engine入门/1.用Godot Engine开发一个FlappyBird小游戏/config.json
+4
-17
data/1.游戏开发入门初阶/1.Godot Engine入门/10.无尽水管子滚滚来(一)/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/10.无尽水管子滚滚来(一)/config.json
+1
-1
data/1.游戏开发入门初阶/1.Godot Engine入门/11.无尽水管子滚滚来(二)/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/11.无尽水管子滚滚来(二)/config.json
+1
-1
data/1.游戏开发入门初阶/1.Godot Engine入门/12.[知识点]用自动加载(AutoLoad)实现单例模式(Singleton Pattern)/config.json
...[知识点]用自动加载(AutoLoad)实现单例模式(Singleton Pattern)/config.json
+1
-1
data/1.游戏开发入门初阶/1.Godot Engine入门/13.来点MUSIC(音效系统)/config.json
.../1.游戏开发入门初阶/1.Godot Engine入门/13.来点MUSIC(音效系统)/config.json
+1
-1
data/1.游戏开发入门初阶/1.Godot Engine入门/14.[知识点]本地数据存取的帮助类(加密非加密)/config.json
...初阶/1.Godot Engine入门/14.[知识点]本地数据存取的帮助类(加密非加密)/config.json
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-1
data/1.游戏开发入门初阶/1.Godot Engine入门/15.心里有数(计分系统)/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/15.心里有数(计分系统)/config.json
+1
-1
data/1.游戏开发入门初阶/1.Godot Engine入门/16.[知识点]如何使用外部字体和Label节点制作一个计时器/config.json
...odot Engine入门/16.[知识点]如何使用外部字体和Label节点制作一个计时器/config.json
+1
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data/1.游戏开发入门初阶/1.Godot Engine入门/17.让数据说话(显示分数)/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/17.让数据说话(显示分数)/config.json
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-1
data/1.游戏开发入门初阶/1.Godot Engine入门/18.[知识点]两行代码实现观察者模式(Observer Pattern),就问你服不服?/config.json
...18.[知识点]两行代码实现观察者模式(Observer Pattern),就问你服不服?/config.json
+1
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data/1.游戏开发入门初阶/1.Godot Engine入门/19.天下没有不OVER的GAME/config.json
...1.游戏开发入门初阶/1.Godot Engine入门/19.天下没有不OVER的GAME/config.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/2.新建Godot项目/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/2.新建Godot项目/config.json
+1
-1
data/1.游戏开发入门初阶/1.Godot Engine入门/20.[知识点]用Call Method Track(方法回调轨道)实现动画回调/config.json
...ne入门/20.[知识点]用Call Method Track(方法回调轨道)实现动画回调/config.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/20.[知识点]用Call Method Track(方法回调轨道)实现动画回调/learn.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/20.[知识点]用Call Method Track(方法回调轨道)实现动画回调/learn.md
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data/1.游戏开发入门初阶/1.Godot Engine入门/21.大不了从头再来(新局启动)/config.json
.../1.游戏开发入门初阶/1.Godot Engine入门/21.大不了从头再来(新局启动)/config.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/21.大不了从头再来(新局启动)/learn.json
data/1.游戏开发入门初阶/1.Godot Engine入门/21.大不了从头再来(新局启动)/learn.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/21.大不了从头再来(新局启动)/learn.md
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data/1.游戏开发入门初阶/1.Godot Engine入门/22.番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)/config.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/22.番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)/learn.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/22.番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)/learn.md
.../1.Godot Engine入门/22.番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)/learn.md
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data/1.游戏开发入门初阶/1.Godot Engine入门/3.Godot界面介绍/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/3.Godot界面介绍/config.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/4.Hello World/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/4.Hello World/config.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/5.坠落吧,小鸟/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/5.坠落吧,小鸟/config.json
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data/1.游戏开发入门初阶/1.Godot Engine入门/6.在哪坠落就在哪飞起来/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/6.在哪坠落就在哪飞起来/config.json
+1
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data/1.游戏开发入门初阶/1.Godot Engine入门/7.无限循环的地面/config.json
data/1.游戏开发入门初阶/1.Godot Engine入门/7.无限循环的地面/config.json
+1
-1
data/1.游戏开发入门初阶/1.Godot Engine入门/8.[知识点]5种碰撞体以及RigidBody的4种模式/config.json
...1.Godot Engine入门/8.[知识点]5种碰撞体以及RigidBody的4种模式/config.json
+1
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data/1.游戏开发入门初阶/1.Godot Engine入门/9.[知识点]Timer节点使用范例/config.json
....游戏开发入门初阶/1.Godot Engine入门/9.[知识点]Timer节点使用范例/config.json
+1
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data/tree.json
data/tree.json
+86
-31
未找到文件。
data/1.游戏开发入门初阶/1.Godot Engine入门/1.用Godot Engine开发一个FlappyBird小游戏/config.json
浏览文件 @
09fbc40b
{
"node_id"
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"game-
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,
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"game-
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{
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{
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data/1.游戏开发入门初阶/1.Godot Engine入门/10.无尽水管子滚滚来(一)/config.json
浏览文件 @
09fbc40b
{
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"game-
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[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/11.无尽水管子滚滚来(二)/config.json
浏览文件 @
09fbc40b
{
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"game-4
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[
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...
data/1.游戏开发入门初阶/1.Godot Engine入门/12.[知识点]用自动加载(AutoLoad)实现单例模式(Singleton Pattern)/config.json
浏览文件 @
09fbc40b
{
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:
"game-5
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data/1.游戏开发入门初阶/1.Godot Engine入门/13.来点MUSIC(音效系统)/config.json
浏览文件 @
09fbc40b
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"keywords"
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[],
"export"
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[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/14.[知识点]本地数据存取的帮助类(加密非加密)/config.json
浏览文件 @
09fbc40b
{
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:
"game-
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:
[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/15.心里有数(计分系统)/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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"node_id"
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[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/16.[知识点]如何使用外部字体和Label节点制作一个计时器/config.json
浏览文件 @
09fbc40b
{
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:
"game-
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,
"node_id"
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[
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...
data/1.游戏开发入门初阶/1.Godot Engine入门/17.让数据说话(显示分数)/config.json
浏览文件 @
09fbc40b
{
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:
"game-
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[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/18.[知识点]两行代码实现观察者模式(Observer Pattern),就问你服不服?/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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[
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...
data/1.游戏开发入门初阶/1.Godot Engine入门/19.天下没有不OVER的GAME/config.json
浏览文件 @
09fbc40b
{
"node_id"
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"game-
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:
[
...
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data/1.游戏开发入门初阶/1.Godot Engine入门/2.新建Godot项目/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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"
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"node_id"
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[
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...
data/1.游戏开发入门初阶/1.Godot Engine入门/20.[知识点]用Call Method Track(方法回调轨道)实现动画回调/config.json
0 → 100644
浏览文件 @
09fbc40b
{
"node_id"
:
"game-bb9e4ae20c1c4af38af69636d09793ee"
,
"keywords"
:
[],
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:
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],
"keywords_must"
:
[],
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:
[],
"group"
:
0
}
\ No newline at end of file
data/1.游戏开发入门初阶/1.Godot Engine入门/20.[知识点]用Call Method Track(方法回调轨道)实现动画回调/learn.json
0 → 100644
浏览文件 @
09fbc40b
{
"type"
:
"code_options"
,
"author"
:
"hello_tute"
,
"source"
:
"learn.md"
,
"notebook_enable"
:
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,
"exercise_id"
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\ No newline at end of file
data/1.游戏开发入门初阶/1.Godot Engine入门/20.[知识点]用Call Method Track(方法回调轨道)实现动画回调/learn.md
0 → 100644
浏览文件 @
09fbc40b
# [知识点]用Call Method Track(方法回调轨道)实现动画回调
请先阅读本节讲义⬇
[
《用Call Method Track(方法回调轨道)实现动画回调》
](
https://orzgame.blog.csdn.net/article/details/105230844
)
我们想让某段动画播放到特定帧时自动触发(调用)一个函数,下列那种机制是最佳方案?
## 答案
Call Method Track(方法回调轨道)
## 选项
### A
手动计算时间并使用Timer延时触发
### B
使用Group机制
### C
没有开箱即用的方法,只能纯代码实现
data/1.游戏开发入门初阶/1.Godot Engine入门/21.大不了从头再来(新局启动)/config.json
0 → 100644
浏览文件 @
09fbc40b
{
"node_id"
:
"game-1eb635fc0e784edbac7264db4d12a7ff"
,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
"learn.json"
],
"keywords_must"
:
[],
"keywords_forbid"
:
[],
"group"
:
0
}
\ No newline at end of file
data/1.游戏开发入门初阶/1.Godot Engine入门/21.大不了从头再来(新局启动)/learn.json
0 → 100644
浏览文件 @
09fbc40b
{
"type"
:
"code_options"
,
"author"
:
"hello_tute"
,
"source"
:
"learn.md"
,
"notebook_enable"
:
false
,
"exercise_id"
:
"5e328793a87c43c485eb3152a019b0a0"
}
\ No newline at end of file
data/1.游戏开发入门初阶/1.Godot Engine入门/21.大不了从头再来(新局启动)/learn.md
0 → 100644
浏览文件 @
09fbc40b
# 大不了从头再来(新局启动)
请先阅读本节讲义⬇
[
《大不了从头再来(新局启动)》
](
https://orzgame.blog.csdn.net/article/details/105161381
)
将一个节点通过其父节点的
`remove_child`
从场景树中移除后,为什么还要调用其自身的
`queue_free`
函数?
## 答案
`remove_child`
只是将它从场景树上移除,但其内存资源并未释放,所以要调用
`queue_free`
将其放到待释放队列中,由引擎释放其内存资源
## 选项
### A
没有必要调用
### B
调用其自身的
`queue_free`
以后就可以重复使用了
### C
可以给其赋值为null来代替
`queue_free`
data/1.游戏开发入门初阶/1.Godot Engine入门/22.番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)/config.json
0 → 100644
浏览文件 @
09fbc40b
{
"node_id"
:
"game-6baed610886c4dfab45c04c6d1a4c74d"
,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
"learn.json"
],
"keywords_must"
:
[],
"keywords_forbid"
:
[],
"group"
:
0
}
\ No newline at end of file
data/1.游戏开发入门初阶/1.Godot Engine入门/22.番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)/learn.json
0 → 100644
浏览文件 @
09fbc40b
{
"type"
:
"code_options"
,
"author"
:
"hello_tute"
,
"source"
:
"learn.md"
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data/1.游戏开发入门初阶/1.Godot Engine入门/22.番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)/learn.md
0 → 100644
浏览文件 @
09fbc40b
# 番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)
请先阅读本节讲义⬇
[
《Godot Engine:屏幕振动效果的实现》
](
https://blog.csdn.net/ttm2d/article/details/103809442
)
[
《番外篇:罗永浩都抖音了,要不咱们也抖一抖?(屏幕震动)》
](
https://orzgame.blog.csdn.net/article/details/105262867
)
下列选项中那些效果可以提高游戏的“打击感”?
## 答案
包括(但不限于)其他全部选项
## 选项
### A
屏幕震动
### B
音效
### C
一些粒子特效
data/1.游戏开发入门初阶/1.Godot Engine入门/3.Godot界面介绍/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
4c824cdca5b24931846db2086aebeb70
"
,
"node_id"
:
"game-
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"
,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/4.Hello World/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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"
,
"node_id"
:
"game-
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"
,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/5.坠落吧,小鸟/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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"
,
"node_id"
:
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,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/6.在哪坠落就在哪飞起来/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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,
"node_id"
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,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/7.无限循环的地面/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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"
,
"node_id"
:
"game-
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"
,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/8.[知识点]5种碰撞体以及RigidBody的4种模式/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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"
,
"node_id"
:
"game-
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"
,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
...
...
data/1.游戏开发入门初阶/1.Godot Engine入门/9.[知识点]Timer节点使用范例/config.json
浏览文件 @
09fbc40b
{
"node_id"
:
"game-
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"node_id"
:
"game-
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,
"keywords"
:
[],
"children"
:
[],
"export"
:
[
...
...
data/tree.json
浏览文件 @
09fbc40b
...
...
@@ -19,24 +19,9 @@
"children"
:
[
{
"用Godot Engine开发一个FlappyBird小游戏"
:
{
"node_id"
:
"game-
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,
"node_id"
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"game-
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,
"keywords"
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[],
"children"
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[
{
"游戏开发入门"
:
{
"keywords"
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[
"Godot"
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"Flappy Bird"
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"children"
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"keywords_must"
:
[
"Godot"
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],
"keywords_must"
:
[],
"keywords_forbid"
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[],
"group"
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0
...
...
@@ -44,7 +29,7 @@
},
{
"新建Godot项目"
:
{
"node_id"
:
"game-
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"
,
"keywords"
:
[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -54,7 +39,7 @@
},
{
"Godot界面介绍"
:
{
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:
"game-
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"keywords"
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[],
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[],
"keywords_must"
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[],
...
...
@@ -64,7 +49,7 @@
},
{
"Hello World"
:
{
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"node_id"
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"game-
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,
"keywords"
:
[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -74,7 +59,7 @@
},
{
"坠落吧,小鸟"
:
{
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:
"game-
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"keywords"
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[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -84,7 +69,7 @@
},
{
"在哪坠落就在哪飞起来"
:
{
"node_id"
:
"game-
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,
"node_id"
:
"game-
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4"
,
"keywords"
:
[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -94,7 +79,7 @@
},
{
"无限循环的地面"
:
{
"node_id"
:
"game-
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"
,
"node_id"
:
"game-
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,
"keywords"
:
[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -104,7 +89,7 @@
},
{
"[知识点]5种碰撞体以及RigidBody的4种模式"
:
{
"node_id"
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"game-
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"
,
"node_id"
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,
"keywords"
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[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -114,7 +99,7 @@
},
{
"[知识点]Timer节点使用范例"
:
{
"node_id"
:
"game-
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"node_id"
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"game-
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,
"keywords"
:
[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -124,7 +109,7 @@
},
{
"无尽水管子滚滚来(一)"
:
{
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"game-
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"node_id"
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"game-
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"keywords"
:
[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -134,7 +119,7 @@
},
{
"无尽水管子滚滚来(二)"
:
{
"node_id"
:
"game-4
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"node_id"
:
"game-4
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"keywords"
:
[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -144,7 +129,7 @@
},
{
"[知识点]用自动加载(AutoLoad)实现单例模式(Singleton Pattern)"
:
{
"node_id"
:
"game-5
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"
,
"node_id"
:
"game-5
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"keywords"
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[],
"children"
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[],
"keywords_must"
:
[],
...
...
@@ -154,7 +139,7 @@
},
{
"来点MUSIC(音效系统)"
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{
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"game-
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"node_id"
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"keywords"
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[],
"children"
:
[],
"keywords_must"
:
[],
...
...
@@ -164,7 +149,7 @@
},
{
"[知识点]本地数据存取的帮助类(加密非加密)"
:
{
"node_id"
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[],
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...
...
@@ -174,7 +159,77 @@
},
{
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:
{
"node_id"
:
"game-fc5c9011b67a40dd9800e641a4011047"
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{
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:
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,
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{
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"game-c9d47730e8154a7f8e09f2f0faf3846e"
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{
"[知识点]用Call Method Track(方法回调轨道)实现动画回调"
:
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:
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,
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:
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{
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:
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{
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:
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:
"game-6baed610886c4dfab45c04c6d1a4c74d"
,
"keywords"
:
[],
"children"
:
[],
"keywords_must"
:
[],
...
...
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