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Cidoku 2021-05-27 01:44:39 -04:00
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MIT License
Copyright (c) 2020 Cidoku
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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size = 20
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[gd_resource type="Theme" load_steps=8 format=2]
[ext_resource path="res://assets/theme/fonts/PressStart2P-Regular.ttf" type="DynamicFontData" id=1]
[sub_resource type="StyleBoxFlat" id=1]
content_margin_left = 6.0
content_margin_right = 6.0
content_margin_top = 4.0
content_margin_bottom = 4.0
bg_color = Color( 0.18, 0.207, 0.279, 1 )
border_width_left = 1
border_width_top = 1
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border_width_bottom = 1
border_color = Color( 0.14, 0.161, 0.217, 1 )
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content_margin_right = 6.0
content_margin_top = 4.0
content_margin_bottom = 4.0
bg_color = Color( 0.15, 0.1725, 0.2325, 1 )
border_width_left = 1
border_width_top = 1
border_width_right = 1
border_width_bottom = 1
border_color = Color( 0.4, 0.4225, 0.4825, 1 )
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content_margin_left = 6.0
content_margin_right = 6.0
content_margin_top = 4.0
content_margin_bottom = 4.0
bg_color = Color( 0.15, 0.1725, 0.2325, 1 )
border_width_left = 1
border_width_top = 1
border_width_right = 1
border_width_bottom = 1
border_color = Color( 0.125, 0.14375, 0.19375, 1 )
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content_margin_left = 6.0
content_margin_right = 6.0
content_margin_top = 4.0
content_margin_bottom = 4.0
bg_color = Color( 0.15, 0.1725, 0.2325, 1 )
border_width_left = 1
border_width_top = 1
border_width_right = 1
border_width_bottom = 1
border_color = Color( 0.41, 0.61, 0.91, 1 )
[sub_resource type="DynamicFont" id=6]
size = 8
font_data = ExtResource( 1 )
[resource]
default_font = SubResource( 6 )
Button/colors/font_color = Color( 0.8, 0.8075, 0.8275, 1 )
Button/colors/font_color_disabled = Color( 1, 1, 1, 0.3 )
Button/colors/font_color_hover = Color( 0.88, 0.8845, 0.8965, 1 )
Button/colors/font_color_pressed = Color( 0.41, 0.61, 0.91, 1 )
Button/colors/icon_color_hover = Color( 1.15, 1.15, 1.15, 1 )
Button/colors/icon_color_pressed = Color( 0.4715, 0.7015, 1.0465, 1 )
Button/constants/hseparation = 2
Button/fonts/font = null
Button/styles/disabled = SubResource( 1 )
Button/styles/focus = SubResource( 2 )
Button/styles/hover = SubResource( 3 )
Button/styles/normal = SubResource( 4 )
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ {
"base": "KinematicBody2D",
"class": "Actor",
"language": "GDScript",
"path": "res://src/Actors/Actor.gd"
}, {
"base": "Area2D",
"class": "Coin",
"language": "GDScript",
"path": "res://src/Objects/Coin.gd"
}, {
"base": "Actor",
"class": "Enemy",
"language": "GDScript",
"path": "res://src/Actors/Enemy.gd"
}, {
"base": "Actor",
"class": "Player",
"language": "GDScript",
"path": "res://src/Actors/Player.gd"
} ]
_global_script_class_icons={
"Actor": "",
"Coin": "",
"Enemy": "",
"Player": ""
}
[application]
config/name="Shirogami's Maze"
run/main_scene="res://src/Main/Game.tscn"
config/icon="res://icon.png"
target_fps="60"
[autoload]
global="*res://src/globals.gd"
[debug]
gdscript/warnings/enable=false
gdscript/completion/autocomplete_setters_and_getters=true
gdscript/warnings/return_value_discarded=false
[display]
window/size/width=320
window/size/height=240
window/size/test_width=640
window/size/test_height=480
window/dpi/allow_hidpi=true
window/vsync/vsync_via_compositor=true
window/stretch/mode="2d"
window/stretch/aspect="keep"
stretch/aspect="keep_height"
stretch/mode="2d"
[gdnative]
singletons=[ ]
[image_loader]
repeat=false
[importer_defaults]
texture={
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"compress/hdr_mode": 0,
"compress/lossy_quality": 0.7,
"compress/mode": 0,
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"detect_3d": false,
"flags/anisotropic": false,
"flags/filter": false,
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"flags/srgb": 2,
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"process/fix_alpha_border": true,
"process/invert_color": false,
"process/premult_alpha": false,
"size_limit": 0,
"stream": false,
"svg/scale": 1.0
}
[input]
ui_cancel={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":88,"unicode":0,"echo":false,"script":null)
]
}
jump={
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
]
}
shoot={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null)
]
}
toggle_fullscreen={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777254,"unicode":0,"echo":false,"script":null)
]
}
toggle_pause={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"unicode":0,"echo":false,"script":null)
]
}
[layer_names]
2d_physics/layer_1="player"
2d_physics/layer_2="enemies"
2d_physics/layer_3="coins"
2d_physics/layer_4="platforms"
2d_physics/layer_5="ground"
[physics]
2d/default_gravity=900
[rasterizer]
use_pixel_snap=true
[render]
mipmap_policy=1
[rendering]
quality/intended_usage/framebuffer_allocation=0
quality/intended_usage/framebuffer_allocation.mobile=1
quality/2d/use_pixel_snap=true
quality/filters/anisotropic_filter_level=2
quality/filters/use_nearest_mipmap_filter=true
quality/depth/hdr=false
[texture_import]
filter=false

18
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class_name Actor
extends KinematicBody2D
# Both the Player and Enemy inherit this scene as they have shared behaviours
# such as speed and are affected by gravity.
export var speed = Vector2(150.0, 350.0)
onready var gravity = ProjectSettings.get("physics/2d/default_gravity")
const FLOOR_NORMAL = Vector2.UP
var _velocity = Vector2.ZERO
# _physics_process is called after the inherited _physics_process function.
# This allows the Player and Enemy scenes to be affected by gravity.
func _physics_process(delta):
_velocity.y += gravity * delta

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src/Actors/Enemy.gd Normal file
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class_name Enemy
extends Actor
enum State {
WALKING,
DEAD
}
var _state = State.WALKING
onready var platform_detector = $PlatformDetector
onready var floor_detector_left = $FloorDetectorLeft
onready var floor_detector_right = $FloorDetectorRight
onready var sprite = $Sprite
onready var animation_player = $AnimationPlayer
# This function is called when the scene enters the scene tree.
# We can initialize variables here.
func _ready():
_velocity.x = speed.x
# Physics process is a built-in loop in Godot.
# If you define _physics_process on a node, Godot will call it every frame.
# At a glance, you can see that the physics process loop:
# 1. Calculates the move velocity.
# 2. Moves the character.
# 3. Updates the sprite direction.
# 4. Updates the animation.
# Splitting the physics process logic into functions not only makes it
# easier to read, it help to change or improve the code later on:
# - If you need to change a calculation, you can use Go To -> Function
# (Ctrl Alt F) to quickly jump to the corresponding function.
# - If you split the character into a state machine or more advanced pattern,
# you can easily move individual functions.
func _physics_process(_delta):
_velocity = calculate_move_velocity(_velocity)
# We only update the y value of _velocity as we want to handle the horizontal movement ourselves.
_velocity.y = move_and_slide(_velocity, FLOOR_NORMAL).y
# We flip the Sprite depending on which way the enemy is moving.
sprite.scale.x = 1 if _velocity.x > 0 else -1
var animation = get_new_animation()
if animation != animation_player.current_animation:
animation_player.play(animation)
# This function calculates a new velocity whenever you need it.
# If the enemy encounters a wall or an edge, the horizontal velocity is flipped.
func calculate_move_velocity(linear_velocity):
var velocity = linear_velocity
if not floor_detector_left.is_colliding():
velocity.x = speed.x
elif not floor_detector_right.is_colliding():
velocity.x = -speed.x
if is_on_wall():
velocity.x *= -1
return velocity
func destroy():
_state = State.DEAD
_velocity = Vector2.ZERO
func get_new_animation():
var animation_new = ""
if _state == State.WALKING:
animation_new = "walk" if abs(_velocity.x) > 0 else "idle"
else:
animation_new = "destroy"
return animation_new

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[gd_scene load_steps=15 format=2]
[ext_resource path="res://assets/art/player/bullet/bullet.png" type="Texture" id=1]
[ext_resource path="res://assets/audio/sfx/explode.wav" type="AudioStream" id=2]
[ext_resource path="res://assets/audio/sfx/hit.wav" type="AudioStream" id=3]
[ext_resource path="res://assets/art/enemy/enemy.png" type="Texture" id=4]
[ext_resource path="res://src/Actors/Enemy.gd" type="Script" id=5]
[sub_resource type="CanvasItemMaterial" id=1]
[sub_resource type="Animation" id=2]
resource_name = "destroy"
length = 1.5
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ 7 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:rotation_degrees")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.8 ),
"transitions": PoolRealArray( 0.0796601, 1 ),
"update": 0,
"values": [ 0.0, 180.0 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:self_modulate")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 0.5, 1.1 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 1, 1, 1 ), Color( 1, 1, 1, 0 ) ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Explosion:emitting")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0, 1 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ false, true ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Explosion:process_material:scale")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0.6, 1 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 1.0, 4.0 ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Hit:playing")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0.00999999 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/6/type = "value"
tracks/6/path = NodePath("Explode:playing")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/imported = false
tracks/6/enabled = true
tracks/6/keys = {
"times": PoolRealArray( 0.8 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/7/type = "method"
tracks/7/path = NodePath(".")
tracks/7/interp = 1
tracks/7/loop_wrap = true
tracks/7/imported = false
tracks/7/enabled = true
tracks/7/keys = {
"times": PoolRealArray( 1.5 ),
"transitions": PoolRealArray( 1 ),
"values": [ {
"args": [ ],
"method": "queue_free"
} ]
}
tracks/8/type = "value"
tracks/8/path = NodePath(".:collision_layer")
tracks/8/interp = 1
tracks/8/loop_wrap = true
tracks/8/imported = false
tracks/8/enabled = true
tracks/8/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 0 ]
}
tracks/9/type = "value"
tracks/9/path = NodePath("Sprite:position")
tracks/9/interp = 1
tracks/9/loop_wrap = true
tracks/9/imported = false
tracks/9/enabled = true
tracks/9/keys = {
"times": PoolRealArray( 0, 0.2, 0.4 ),
"transitions": PoolRealArray( 2.2974, 0.183011, 1 ),