added shark

This commit is contained in:
Adam Burns 2026-03-29 14:52:33 -04:00
parent f9701c88b1
commit 6df55c5e89
23 changed files with 789 additions and 0 deletions

31
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@ -0,0 +1,31 @@
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seamless = true
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[node name="BackgroundLayer" type="Parallax2D" parent="." unique_id=1376556356]
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[node name="Sprite2D" type="Sprite2D" parent="BackgroundLayer" unique_id=2137941191]
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[node name="MidgroundLayer" type="Parallax2D" parent="." unique_id=2049755198]
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@ -14,12 +14,45 @@ config/name="trijam-365-movie-quote"
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[physics]
3d/physics_engine="Jolt Physics"
[rendering]
textures/canvas_textures/default_texture_filter=0
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shark.gd Normal file
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@ -0,0 +1,48 @@
#@tool
#@icon(icon_path: String)
#class_name MyNode
extends CharacterBody2D
## Documentation comments
#signal
enum FaceDirection {LEFT, RIGHT}
#const
@export_range(0, 360, 1.0, "radians_as_degrees") var rotation_speed: float = 0.0 ## degrees per second
var current_direction: FaceDirection = FaceDirection.LEFT: set = set_direction
var input_vector: Vector2
@onready var shark_sprite: AnimatedSprite2D = $SharkSprite
@onready var shark_collider: CollisionPolygon2D = $SharkCollider
@onready var shark_cam: Camera2D = $SharkCam
## OVERRIDES
func _ready() -> void:
pass
func _process(_delta: float) -> void:
pass
func _physics_process(delta: float) -> void:
input_vector = Input.get_vector("left", "right", "up", "down")
if input_vector.x > 0:
current_direction = FaceDirection.RIGHT
elif input_vector.x < 0:
current_direction = FaceDirection.LEFT
rotate(deg_to_rad(input_vector.y * rotation_speed * delta))
## CORE
## PRIVATE/HELPER
## RECEIVERS
## SETTERS/GETTERS
func set_direction(new_direction: FaceDirection) -> void:
if new_direction == FaceDirection.LEFT:
shark_sprite.flip_h = false
else:
shark_sprite.flip_h = true
current_direction = new_direction

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