project init

This commit is contained in:
edgul 2026-04-20 21:09:00 -04:00
commit 808a961af3
13 changed files with 209 additions and 0 deletions

4
.editorconfig Normal file
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root = true
[*]
charset = utf-8

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.gitattributes vendored Normal file
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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.gitignore vendored Normal file
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# Godot 4+ specific ignores
.godot/
/android/

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icon.svg Normal file
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Width:  |  Height:  |  Size: 995 B

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icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bonwyfhldk18l"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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project.godot Normal file
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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=5
[application]
config/name="ed-april-game"
run/main_scene="uid://d7n4nyeox11q"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[file_customization]
folder_colors={
"res://scripts/": "red"
}
[physics]
3d/physics_engine="Jolt Physics"
[rendering]
rendering_device/driver.windows="d3d12"

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scenes/game_node.tscn Normal file
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[gd_scene format=3 uid="uid://d7n4nyeox11q"]
[ext_resource type="Script" uid="uid://c6cnqclwk4lcb" path="res://scripts/game_controller.gd" id="1_bj22s"]
[ext_resource type="Script" uid="uid://dlmf1p0vfitcx" path="res://scripts/character.gd" id="1_o3qty"]
[ext_resource type="Script" uid="uid://gkpbb5sf4gu7" path="res://scripts/area_2d.gd" id="3_v0i7m"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_elsnr"]
size = Vector2(244, 20)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_o3qty"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_elsnr"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_elsnr"]
[sub_resource type="CircleShape2D" id="CircleShape2D_bj22s"]
radius = 20.880613
[node name="GameNode" type="Node2D" unique_id=2127085168]
position = Vector2(0, -1)
script = ExtResource("1_bj22s")
[node name="platform" type="StaticBody2D" parent="." unique_id=1848808292]
position = Vector2(483, 318)
constant_linear_velocity = Vector2(15, 0)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="platform" unique_id=79089169]
shape = SubResource("RectangleShape2D_elsnr")
[node name="brownBox" type="RigidBody2D" parent="." unique_id=473138492]
position = Vector2(442, 281)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="brownBox" unique_id=1978306212]
shape = SubResource("RectangleShape2D_o3qty")
debug_color = Color(0.8449452, 0.37733862, 0.08704034, 0.41960785)
[node name="yellowBox" type="RigidBody2D" parent="." unique_id=413950760]
position = Vector2(498, 276)
rotation = 1.0476488
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="yellowBox" unique_id=1759041685]
shape = SubResource("RectangleShape2D_o3qty")
debug_color = Color(0.70038986, 0.49176556, 0.052423634, 0.41960785)
[node name="worldFloor" type="StaticBody2D" parent="." unique_id=376228153]
position = Vector2(446, 437)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="worldFloor" unique_id=1759461926]
shape = SubResource("WorldBoundaryShape2D_elsnr")
[node name="character" type="CharacterBody2D" parent="." unique_id=1476507768]
position = Vector2(555, 272)
script = ExtResource("1_o3qty")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="character" unique_id=130782569]
shape = SubResource("CapsuleShape2D_elsnr")
debug_color = Color(0.33339813, 0.6108008, 0.35667416, 0.41960785)
[node name="area" type="Area2D" parent="." unique_id=2033836703]
position = Vector2(638, 351)
script = ExtResource("3_v0i7m")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="area" unique_id=39441311]
shape = SubResource("CircleShape2D_bj22s")
debug_color = Color(0.37550476, 0.5048963, 0.9171919, 0.41960785)
[connection signal="body_entered" from="area" to="area" method="_on_body_entered"]
[connection signal="triggerActiveSignal" from="area" to="." method="_on_area_2d_trigger_active_signal"]

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scripts/area_2d.gd Normal file
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class_name Trigger extends Area2D
@export var intent:String = "destroy"
signal triggerActiveSignal(body, intentMessage)
func _on_body_entered(body):
print("body entered trigger")
triggerActiveSignal.emit(body, intent)

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scripts/area_2d.gd.uid Normal file
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uid://gkpbb5sf4gu7

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scripts/character.gd Normal file
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class_name Player extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide() # pre-calc next position from velocity
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 100)

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scripts/character.gd.uid Normal file
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uid://dlmf1p0vfitcx

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extends Node2D
# Called when the node enters the scene tree for the first time.
func _ready():
get_window().grab_focus() # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_area_2d_trigger_active_signal(body, intentMessage):
print("game controller received trigger")
if intentMessage == "destroy" and not body is Player:
body.queue_free()

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uid://c6cnqclwk4lcb