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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>FlowKit - Visual Scripting for Godot 4</title>
<link rel="stylesheet" href="assets/style.css" />
<link rel="icon" type="image/svg+xml" href="assets/Wordmark.svg" />
</head>
<body>
<!-- Navigation -->
<nav class="navbar">
<div class="container">
<div class="nav-brand">
<a href="/">
<span class="brand-name">FlowKit</span>
</a>
</div>
<ul class="nav-links">
<li><a href="#features">Features</a></li>
<li><a href="#examples">Examples</a></li>
<li><a href="#getting-started">Getting Started</a></li>
<li><a href="#architecture">Architecture</a></li>
<li><a href="#providers">Providers</a></li>
</ul>
</div>
</nav>
<!-- Hero Section -->
<section class="hero">
<div class="container">
<div class="hero-content">
<img src="assets/Wordmark.svg" alt="FlowKit Logo" />
<p class="hero-subtitle">
Visual Event-Driven Programming for Godot 4
</p>
<p class="hero-description">
A Clickteam Fusion 2.5/Construct inspired visual scripting addon
enabling event-driven programming through an intuitive event sheet
interface.
</p>
<div class="hero-badges">
<span class="badge badge-blue">Godot 4.5</span>
<span class="badge badge-green">MIT License</span>
<span class="badge badge-purple">Open Source</span>
</div>
<div class="hero-cta">
<a
href="https://github.com/LexianDEV/FlowKit/releases/latest"
target="_blank"
class="btn btn-large btn-primary"
>
<svg
width="20"
height="20"
viewBox="0 0 20 20"
fill="currentColor"
style="margin-right: 8px"
>
<path d="M10 3L8.5 4.5 13 9H3v2h10l-4.5 4.5L10 17l7-7-7-7z" />
</svg>
Download</a
>
<a
href="https://discord.gg/qN6eK8gApe"
target="_blank"
class="btn btn-large btn-primary"
>
<svg
width="20"
height="20"
viewBox="0 0 20 20"
fill="currentColor"
style="margin-right: 8px"
>
<path
d="M20 6L9 17l-5-5 1.41-1.41L9 14.17l9.59-9.58L20 6zM19 2H5c-1.1 0-2 .9-2 2v12c0 1.1.9 2 2 2h14c1.1 0 2-.9 2-2V4c0-1.1-.9-2-2-2zm0 14H5V4h14v12z"
/>
</svg>
Join Discord</a
>
</div>
</div>
</div>
</section>
<!-- Overview Section -->
<section id="overview" class="section">
<div class="container">
<h2>Overview</h2>
<p class="section-intro">
FlowKit brings the power of visual event-based programming to Godot,
allowing you to create game logic without writing code. Inspired by
popular event sheet systems like Clickteam Fusion and Construct,
FlowKit provides a familiar workflow for non-programmers and rapid
prototyping enthusiasts.
</p>
</div>
</section>
<!-- Features Section -->
<section id="features" class="section section-alt">
<div class="container">
<h2>Key Features</h2>
<div class="features-grid">
<div class="feature-card">
<div class="feature-icon">🎯</div>
<h3>Event Sheet System</h3>
<p>
Create game logic using intuitive event blocks with conditions and
actions
</p>
</div>
<div class="feature-card">
<div class="feature-icon">🔌</div>
<h3>Node-Based Architecture</h3>
<p>Target specific nodes in your scene tree for granular control</p>
</div>
<div class="feature-card">
<div class="feature-icon">📦</div>
<h3>Extensible Provider System</h3>
<p>Easily add custom events, conditions, and actions</p>
</div>
<div class="feature-card">
<div class="feature-icon">⚡</div>
<h3>Runtime Engine</h3>
<p>
Efficient event processing during gameplay with automatic scene
detection
</p>
</div>
<div class="feature-card">
<div class="feature-icon">🎨</div>
<h3>Editor Integration</h3>
<p>Seamless integration with Godot's editor interface</p>
</div>
<div class="feature-card">
<div class="feature-icon">💾</div>
<h3>Resource-Based Storage</h3>
<p>
Event sheets saved as .tres resources for version control
friendliness
</p>
</div>
</div>
</div>
</section>
<!-- Examples Section -->
<section id="examples" class="section">
<div class="container">
<h2>Examples</h2>
<p class="section-intro">
See FlowKit in action with these example screenshots
</p>
<div class="examples-grid">
<div class="example-card">
<div class="example-image">
<img
src="assets/examples/example1.png"
alt="Event Sheet Editor"
/>
</div>
<h3>Event Sheet Editor</h3>
<p>Visual interface for creating events, conditions, and actions</p>
</div>
<div class="example-card">
<div class="example-image">
<img src="assets/examples/example3.png" alt="Node Selection" />
</div>
<h3>Node Selection</h3>
<p>Select target nodes directly from your scene tree</p>
</div>
<div class="example-card">
<div class="example-image">
<img src="assets/examples/example3.png" alt="Runtime Execution" />
</div>
<h3>Runtime Execution</h3>
<p>Events execute automatically during gameplay</p>
</div>
</div>
</div>
</section>
<!-- Getting Started Section -->
<section id="getting-started" class="section section-alt">
<div class="container">
<h2>Getting Started</h2>
<div class="content-block">
<h3>Installation</h3>
<ol class="styled-list">
<li>Download or clone the repository</li>
<li>
Copy the <code>flowkit</code> folder into your Godot project's
<code>addons/</code> directory
</li>
<li>
Enable the plugin in
<strong>Project → Project Settings → Plugins</strong>
</li>
<li>The FlowKit panel will appear at the bottom of the editor</li>
</ol>
</div>
<div class="content-block">
<h3>Creating Your First Event Sheet</h3>
<ol class="styled-list">
<li>Open a scene in the Godot editor</li>
<li>Click the <strong>FlowKit</strong> tab in the bottom panel</li>
<li>
Click <strong>"Create Event Sheet"</strong> to initialize an event
sheet for the current scene
</li>
<li>
Add an event block:
<ul>
<li>
Click <strong>"Add Event"</strong> and select an event type
(e.g., <code>On Process</code>)
</li>
<li>Select the target node from your scene tree</li>
</ul>
</li>
<li>
Add conditions (optional):
<ul>
<li>
Click <strong>"Add Condition"</strong> on the event block
</li>
<li>Choose condition type and configure parameters</li>
</ul>
</li>
<li>
Add actions:
<ul>
<li>Click <strong>"Add Action"</strong> on the event block</li>
<li>Select target node and action type</li>
<li>Configure action parameters using expressions</li>
</ul>
</li>
<li>Save your event sheet (<strong>File → Save</strong>)</li>
</ol>
<p class="note">
Event sheets are automatically loaded and executed when their
associated scene runs.
</p>
</div>
</div>
</section>
<!-- Architecture Section -->
<section id="architecture" class="section">
<div class="container">
<h2>Architecture</h2>
<p class="section-intro">FlowKit operates as a dual-mode system:</p>
<div class="architecture-grid">
<div class="arch-card">
<h3>Editor Mode</h3>
<ul>
<li>
<strong>Visual Authoring:</strong> Bottom panel UI for creating
and editing event sheets
</li>
<li>
<strong>Node Selection:</strong> Integration with Godot's scene
tree for target selection
</li>
<li>
<strong>Expression Editor:</strong> Configure action/condition
parameters with GDScript expressions
</li>
</ul>
</div>
<div class="arch-card">
<h3>Runtime Mode</h3>
<ul>
<li>
<strong>FlowKit Engine:</strong> Autoloaded singleton
(<code>FlowKit</code>) that executes event sheets
</li>
<li>
<strong>Scene Detection:</strong> Automatically loads event
sheets matching the current scene
</li>
<li>
<strong>Event Loop:</strong> Processes events, conditions, and
actions every frame
</li>
</ul>
</div>
</div>
<div class="code-block">
<h4>Event Sheet Structure</h4>
<pre><code>FKEventSheet (Resource)
└─ events: Array[FKEventBlock]
├─ event_id: String (e.g., "on_process")
├─ target_node: NodePath
├─ conditions: Array[FKEventCondition]
│ ├─ condition_id: String
│ ├─ target_node: NodePath
│ └─ inputs: Dictionary
└─ actions: Array[FKEventAction]
├─ action_id: String
├─ target_node: NodePath
└─ inputs: Dictionary</code></pre>
</div>
</div>
</section>
<!-- Providers Section -->
<section id="providers" class="section section-alt">
<div class="container">
<h2>Built-in Providers</h2>
<div class="providers-grid">
<div class="provider-category">
<h3>Events</h3>
<ul>
<li>
<strong>On Ready:</strong> Triggered once when the node enters
the scene tree
</li>
<li><strong>On Process:</strong> Triggered every frame</li>
<li>
<strong>On Key Pressed:</strong> Triggered when a keyboard key
is pressed
</li>
</ul>
</div>
<div class="provider-category">
<h3>Conditions</h3>
<ul>
<li>
<strong>Get Key Down:</strong> Check if a specific key is
currently pressed
</li>
</ul>
</div>
<div class="provider-category">
<h3>Node Actions</h3>
<ul>
<li><strong>Print:</strong> Output text to the console</li>
</ul>
</div>
<div class="provider-category">
<h3>CharacterBody2D Actions</h3>
<ul>
<li>
<strong>Move and Collide:</strong> Move with collision detection
</li>
<li>
<strong>Move and Slide:</strong> Move with sliding collision
response
</li>
<li>
<strong>Normalize Velocity:</strong> Normalize the velocity
vector
</li>
<li>
<strong>Set Position X/Y:</strong> Set horizontal/vertical
position
</li>
<li><strong>Set Rotation:</strong> Set rotation angle</li>
<li>
<strong>Set Velocity X/Y:</strong> Set horizontal/vertical
velocity
</li>
</ul>
</div>
</div>
<p class="note">
<strong>Note:</strong> More providers will be added in future updates,
and this list is not exhaustive.
</p>
</div>
</section>
<!-- Custom Providers Section -->
<section id="custom-providers" class="section">
<div class="container">
<h2>Creating Custom Providers</h2>
<p class="section-intro">
FlowKit's provider system makes it easy to extend functionality.
Providers are automatically discovered through the registry system.
</p>
<div class="code-examples">
<div class="code-example">
<h3>Creating a Custom Action</h3>
<p>
Create a new <code>.gd</code> file in
<code>addons/flowkit/actions/{"{NodeType}"}/</code>
</p>
<div class="code-block">
<pre><code>extends FKAction
func get_id() -> String:
return "my_custom_action"
func get_name() -> String:
return "My Custom Action"
func get_supported_types() -> Array:
return ["Node2D"] # Compatible node types
func get_inputs() -> Array:
return [
{"name": "amount", "type": "float"},
{"name": "message", "type": "String"}
]
func execute(node: Node, inputs: Dictionary) -> void:
var amount = inputs.get("amount", 0.0)
var message = inputs.get("message", "")
print(message, " - ", amount)</code></pre>
</div>
</div>
<div class="code-example">
<h3>Creating a Custom Condition</h3>
<p>
Create a new <code>.gd</code> file in
<code>addons/flowkit/conditions/</code>
</p>
<div class="code-block">
<pre><code>extends FKCondition
func get_id() -> String:
return "my_custom_condition"
func get_name() -> String:
return "My Custom Condition"
func get_supported_types() -> Array:
return ["Node"]
func get_inputs() -> Array:
return [{"name": "threshold", "type": "float"}]
func check(node: Node, inputs: Dictionary) -> bool:
var threshold = inputs.get("threshold", 0.0)
return true # or false</code></pre>
</div>
</div>
<div class="code-example">
<h3>Creating a Custom Event</h3>
<p>
Create a new <code>.gd</code> file in
<code>addons/flowkit/events/</code>
</p>
<div class="code-block">
<pre><code>extends FKEvent
func get_id() -> String:
return "on_custom_event"
func get_name() -> String:
return "On Custom Event"
func get_supported_types() -> Array:
return ["Node"]
func poll(node: Node) -> bool:
return false # Return true when event should trigger</code></pre>
</div>
</div>
</div>
</div>
</section>
<!-- Usage Tips Section -->
<section id="tips" class="section section-alt">
<div class="container">
<h2>Usage Tips</h2>
<div class="tips-grid">
<div class="tip-card">
<h4>Scene Naming</h4>
<p>
Event sheets are automatically matched to scenes by filename
(e.g., <code>world.tscn</code> → <code>world.tres</code>)
</p>
</div>
<div class="tip-card">
<h4>Node Paths</h4>
<p>All node paths are relative to the scene root</p>
</div>
<div class="tip-card">
<h4>Expressions</h4>
<p>
Action/condition inputs support GDScript expressions (e.g.,
<code>position.x + 10</code>, <code>Vector2(100, 200)</code>)
</p>
</div>
<div class="tip-card">
<h4>Organization</h4>
<p>
Group related providers in subdirectories for better organization
</p>
</div>
<div class="tip-card">
<h4>Debugging</h4>
<p>
Check the Godot console for FlowKit engine logs during runtime
</p>
</div>
</div>
</div>
</section>
<!-- Footer -->
<footer class="footer">
<div class="container">
<div class="footer-content">
<div class="footer-section">
<img src="assets/icon.svg" alt="FlowKit Logo" class="footer-logo" />
<p>Visual event-driven programming for Godot 4</p>
</div>
<div class="footer-section">
<h4>Resources</h4>
<ul>
<li>
<a href="https://github.com/lexiandev/flowkit"
>GitHub Repository</a
>
</li>
<li>
<a href="https://github.com/lexiandev/flowkit/issues"
>Report Issues</a
>
</li>
<li>
<a href="https://discord.gg/qN6eK8gApe" target="_blank"
>Discord Community</a
>
</li>
<li><a href="https://godotengine.org">Godot Engine</a></li>
</ul>
</div>
<div class="footer-section">
<h4>Inspired By</h4>
<ul>
<li>Clickteam Fusion 2.5</li>
<li>Construct</li>
<li>Scratch</li>
<li>Godot Engine</li>
</ul>
</div>
<div class="footer-section">
<h4>License</h4>
<p>MIT License</p>
<p class="footer-credit">
Made with ❤️ for the Godot community by <strong>LexianDEV</strong>
</p>
</div>
</div>
<div class="footer-bottom">
<p>© 2025 FlowKit. All rights reserved.</p>
</div>
</div>
</footer>
<script src="assets/script.js"></script>
</body>
</html>