Change project name, readme, and icon

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Antimundo 2023-10-29 22:15:47 +01:00
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# OpenAimTrainer
🎯 **Open Aim Trainer** is a free and open source aim trainer that allows you to improve your aim in both 2D and 3D games. It is made with the **Godot game engine**, which is a free and open source game engine that is easy to learn and use.
# Libre Aim
<p align="center">
<img src="icon.svg" width="128px" alt="Logo">
</p>
It features a variety of different training modes, including:
Free and open source FPS aim trainer made with Godot.
🧍 **Static targets**: These targets stay in one place, so you can focus on improving your accuracy.
- **✏️ Customizable**: There are other aim trainers out there, but Libre Aim is open source, so anyone can trully customize all the aspects of it. Everything should be simple, easy to mantain and modify.
- **🕊️ Lightweight**: This is a training tool, it doesn't need fancy graphics, but it needs to run on low-end machines, give a high ammount of fps, and have minimal input lag.
🏃 **Moving targets**: These targets move around, so you need to track them with your crosshair.
> Libre Aim is currently in a very early stage of development, so don't expect too much out of it, it was originally forked from [Open Aim Trainer](https://github.com/erkkon/OpenAimTrainer).
⚙️ Open Aim Trainer also features a variety of customization options, so you can tailor the training to your specific needs. You can choose the type of targets, the speed of the targets, and the scoring system.
## Free, open source
Libre Aim is open source. Feel free to do whatever you want with it: Fork it, modify it, use the code for other projects...
🏆 Whether you're a beginner or a pro, Aim Trainer is a great way to improve your aim in any game. It's free, open source, and easy to use. So what are you waiting for? Start training today!
You can also contribute to the project and make pull requests. It currently uses Godot 4.1.2
![Open Aim Trainer 3d](assets/images/godot_j8QRjOeEmU.jpg)
### Features:
🏎️ Made with the Godot game engine
👟 Variety of training modes
⚙️ Customizable settings
🆓 Free and open source
### Benefits:
🎯 Improve your aim in any game
🤯 Tailor the training to your specific needs
💪 Easy to use
### Get started:
⏬ Download the latest version of Open Aim Trainer
🖥️ Install the game on your computer
🏁 Start training!
### For more information:
🌐 Visit the Open Aim Trainer website [Website](https://openaimtrainer.com/)
💬 Join the Open Aim Trainer Discord server [Discord](https://discord.com/invite/bbKAEF6QQs)
### Basic structure
```
/project-root
├── project.gd
├── README.md
├── assets
│ ├── images
│ ├── sounds
│ ├── fonts
│ └── models
├── scenes
│ ├── ui
│ ├── characters
│ └── levels
├── scripts
│ ├── ui
│ ├── characters
│ └── levels
└── resources
└── shaders
```
![Screenshot](assets/images/screenshot.jpg)

View file

@ -7,16 +7,13 @@ var id_spawn_target = 0
@onready var animation_kill = $CanvasLayer/GameplayUI/AnimationKill
@onready var kills = $CanvasLayer/GameplayUI/Panel/MarginContainer/VBoxContainer/targets/label2
@onready var full_screen_needed = $CanvasLayer/FullScreenRequest
@onready var captured_needed = $CanvasLayer/MouseCapturedRequested
@onready var timer = $Timer
@onready var timer_label = $CanvasLayer/GameplayUI/Panel/MarginContainer/VBoxContainer/time/label2
# Called when the node enters the scene tree for the first time.
func _ready():
full_screen_needed.visible = false
captured_needed.visible = false
full_screen_requested()
id_spawn_target = 0
count_kills = 0
@ -24,18 +21,8 @@ func _ready():
spawn_target()
func _process(_delta):
full_screen_requested()
update_timer_ui()
func _on_full_screen_needed_pressed():
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
full_screen_needed.visible = false
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
captured_needed.visible = true
var timer = Timer.new()
timer.set_wait_time(3)
timer.connect("timeout", Callable(self, "full_screen_requested"))
func _on_mouse_captured_needed_pressed():
get_tree().paused = false
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
@ -98,11 +85,5 @@ func messageHit():
if not animation_kill.is_playing():
animation_kill.play("kill")
func full_screen_requested():
if (DisplayServer.window_get_mode() < 3):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
full_screen_needed.visible = true
get_tree().paused = true
func update_timer_ui():
timer_label.set_text("%.f s" % timer.time_left)

View file

@ -350,47 +350,6 @@ text = "Resume"
layout_mode = 2
text = "Menu"
[node name="FullScreenRequest" type="Control" parent="CanvasLayer"]
process_mode = 2
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="ColorRect" type="ColorRect" parent="CanvasLayer/FullScreenRequest"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.0745098, 0.0745098, 0.0745098, 0.34902)
[node name="Buttons" type="VBoxContainer" parent="CanvasLayer/FullScreenRequest"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -35.0
offset_top = -33.0
offset_right = 35.0
offset_bottom = 33.0
grow_horizontal = 2
grow_vertical = 2
[node name="FullScreenNeeded" type="Button" parent="CanvasLayer/FullScreenRequest/Buttons"]
layout_mode = 2
text = "Full screen is needed."
[node name="Menu" type="Button" parent="CanvasLayer/FullScreenRequest/Buttons"]
layout_mode = 2
text = "Menu"
[node name="MouseCapturedRequested" type="Control" parent="CanvasLayer"]
process_mode = 2
visible = false
@ -429,6 +388,4 @@ text = "Mouse captured is needed."
[connection signal="shoot" from="Player" to="." method="_on_player_shoot"]
[connection signal="pressed" from="CanvasLayer/PauseManager/Pause/Buttons/Resume" to="CanvasLayer/PauseManager" method="_on_resume_pressed"]
[connection signal="pressed" from="CanvasLayer/PauseManager/Pause/Buttons/Menu" to="CanvasLayer/PauseManager" method="_on_menu_pressed"]
[connection signal="pressed" from="CanvasLayer/FullScreenRequest/Buttons/FullScreenNeeded" to="." method="_on_full_screen_needed_pressed"]
[connection signal="pressed" from="CanvasLayer/FullScreenRequest/Buttons/Menu" to="CanvasLayer/PauseManager/Pause" method="_on_menu_pressed"]
[connection signal="pressed" from="CanvasLayer/MouseCapturedRequested/MouseCapturedNeeded" to="." method="_on_mouse_captured_needed_pressed"]

View file

@ -7,8 +7,6 @@ func _ready():
hide_options()
if OS.has_feature("web"):
exit_button.visible = false
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
func _on_play_pressed():
hide_options()