static body, rigid body, characterbody. area, signals
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commit
4dada35f76
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.editorconfig
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.editorconfig
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root = true
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[*]
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charset = utf-8
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.gitattributes
vendored
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.gitattributes
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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.gitignore
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.gitignore
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# Godot 4+ specific ignores
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.godot/
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/android/
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74
Scenes/game.tscn
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Scenes/game.tscn
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[gd_scene format=3 uid="uid://bcisk0tho1stb"]
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[ext_resource type="Script" uid="uid://b4efh8nwneqkf" path="res://Scripts/player.gd" id="1_ebmjs"]
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[ext_resource type="Script" uid="uid://ctdwfmqkny8rc" path="res://Scripts/game controller.gd" id="1_qxrlw"]
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[ext_resource type="Script" uid="uid://kb3v21msvi17" path="res://Scripts/trigger.gd" id="3_wrm1d"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_2poj3"]
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size = Vector2(82, 20)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_ebmjs"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_2poj3"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_2poj3"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_3dryh"]
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radius = 18.110771
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[node name="Game" type="Node2D" unique_id=1323011736]
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script = ExtResource("1_qxrlw")
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[node name="platfrom" type="StaticBody2D" parent="." unique_id=446401574]
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position = Vector2(399, 122)
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constant_linear_velocity = Vector2(10, 0)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="platfrom" unique_id=1022493365]
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shape = SubResource("RectangleShape2D_2poj3")
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[node name="RigidBody2D" type="RigidBody2D" parent="." unique_id=193574446]
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position = Vector2(360, 27.000004)
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rotation = -1.7350631
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D" unique_id=73164979]
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shape = SubResource("RectangleShape2D_ebmjs")
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debug_color = Color(0.8238579, 0.39945692, 0.031017382, 0.41960785)
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[node name="RigidBody2D2" type="RigidBody2D" parent="." unique_id=1977575109]
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position = Vector2(428.99997, 26)
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rotation = 0.54410887
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2" unique_id=1267574160]
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shape = SubResource("RectangleShape2D_ebmjs")
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debug_color = Color(0.8238579, 0.39945692, 0.031017382, 0.41960785)
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[node name="StaticBody2D" type="StaticBody2D" parent="." unique_id=1443311972]
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position = Vector2(402, 247)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D" unique_id=1935948289]
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shape = SubResource("WorldBoundaryShape2D_2poj3")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="." unique_id=793835080]
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position = Vector2(399, 75)
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script = ExtResource("1_ebmjs")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D" unique_id=75435339]
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shape = SubResource("CircleShape2D_2poj3")
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debug_color = Color(0.25014314, 0.63459045, 0.102719225, 0.41960785)
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[node name="Area2D" type="Area2D" parent="." unique_id=1630381885]
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position = Vector2(447, 155)
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script = ExtResource("3_wrm1d")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=180262903]
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shape = SubResource("CircleShape2D_3dryh")
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debug_color = Color(0.77940935, 0.23498747, 0.906131, 0.41960785)
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[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]
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[connection signal="triggerActiveSignal" from="Area2D" to="." method="_on_triggerSignal"]
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Scripts/game controller.gd
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Scripts/game controller.gd
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extends Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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get_window().grab_focus()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_triggerSignal(body: Variant, intentMessage: Variant) -> void:
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print("GC knows about a trigger!")
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if not body is Player and intentMessage == "destroy":
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body.queue_free()
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1
Scripts/game controller.gd.uid
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Scripts/game controller.gd.uid
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uid://ctdwfmqkny8rc
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30
Scripts/player.gd
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Scripts/player.gd
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class_name Player extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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#deliver the impact
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c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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1
Scripts/player.gd.uid
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1
Scripts/player.gd.uid
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uid://b4efh8nwneqkf
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Scripts/trigger.gd
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Scripts/trigger.gd
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class_name Trigger extends Area2D
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@export var intent:String="destroy"
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signal triggerActiveSignal(body, intentMessage)
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func _on_body_entered(body: Node2D) -> void:
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print("Body Entered Trigger")
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triggerActiveSignal.emit(body,intent)
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1
Scripts/trigger.gd.uid
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Scripts/trigger.gd.uid
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uid://kb3v21msvi17
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1
icon.svg
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icon.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 995 B |
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icon.svg.import
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icon.svg.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dh5dx7goqr6lh"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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30
project.godot
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project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="AprilGame"
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run/main_scene="uid://bcisk0tho1stb"
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config/features=PackedStringArray("4.6", "Forward Plus")
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config/icon="res://icon.svg"
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[file_customization]
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folder_colors={
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"res://Scripts/": "red"
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}
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[physics]
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3d/physics_engine="Jolt Physics"
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[rendering]
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rendering_device/driver.windows="d3d12"
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