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https://gitlab.com/MaddoScientisto/cirnogodot.git
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stuff
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parent
9e3c75ca1d
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6 changed files with 54 additions and 7 deletions
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@ -6,7 +6,7 @@
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[sub_resource type="CircleShape2D" id="CircleShape2D_jxptd"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_jxptd"]
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radius = 2.23607
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radius = 2.23607
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[node name="Bullet" type="Area2D"]
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[node name="Bullet" type="Area2D" groups=["bullets"]]
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script = ExtResource("1_jvxw3")
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script = ExtResource("1_jvxw3")
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Speed = 200.0
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Speed = 200.0
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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34
Scenes/fragola.cs
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34
Scenes/fragola.cs
Normal file
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@ -0,0 +1,34 @@
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using Godot;
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using System;
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using System.Diagnostics;
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public partial class fragola : RigidBody2D
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{
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[Signal]
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public delegate void HitEventHandler();
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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}
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private void _on_body_entered(Node body)
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{
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Debug.WriteLine("Collision");
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Hide();
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EmitSignal(SignalName.Hit);
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// Must be deferred as we can't change physics properties on a physics callback.
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GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
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}
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private void _on_area_2d_area_entered(Area2D area)
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{
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// Replace with function body.
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Debug.WriteLine("Collision area");
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EmitSignal(SignalName.Hit);
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}
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}
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@ -1,6 +1,7 @@
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[gd_scene load_steps=10 format=3 uid="uid://rp4jhx0tuh24"]
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[gd_scene load_steps=12 format=3 uid="uid://rp4jhx0tuh24"]
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[ext_resource type="Texture2D" uid="uid://cy5usvdeabi0t" path="res://Sprites/fragola.png" id="1_5wy11"]
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[ext_resource type="Texture2D" uid="uid://cy5usvdeabi0t" path="res://Sprites/fragola.png" id="1_5wy11"]
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[ext_resource type="Script" path="res://Scenes/fragola.cs" id="1_773fi"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_j6kkb"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_j6kkb"]
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atlas = ExtResource("1_5wy11")
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atlas = ExtResource("1_5wy11")
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@ -63,11 +64,15 @@ animations = [{
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[sub_resource type="CircleShape2D" id="CircleShape2D_bbnjh"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_bbnjh"]
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radius = 7.0
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radius = 7.0
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[node name="Fragola" type="RigidBody2D"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_svktn"]
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radius = 7.0
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[node name="Fragola" type="RigidBody2D" groups=["enemies"]]
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collision_layer = 4
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collision_layer = 4
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collision_mask = 7
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collision_mask = 7
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mass = 0.03
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mass = 0.03
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gravity_scale = 0.0
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gravity_scale = 0.0
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script = ExtResource("1_773fi")
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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@ -78,3 +83,11 @@ animation = &"idle"
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shape = SubResource("CircleShape2D_bbnjh")
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shape = SubResource("CircleShape2D_bbnjh")
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[node name="Fragola" type="Node2D" parent="."]
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[node name="Fragola" type="Node2D" parent="."]
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource("CircleShape2D_svktn")
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="area_entered" from="Area2D" to="." method="_on_area_2d_area_entered"]
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@ -171,4 +171,4 @@ y_sort_enabled = true
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sprite_frames = SubResource("SpriteFrames_q0rt3")
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sprite_frames = SubResource("SpriteFrames_q0rt3")
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animation = &"walk_left"
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animation = &"walk_left"
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[node name="Crosshair" parent="." instance=ExtResource("6_l43rf")]
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[node name="Crosshair" parent="Smoothing2D" instance=ExtResource("6_l43rf")]
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@ -21,7 +21,7 @@ public partial class Bullet : Area2D
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_direction = normalized;
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_direction = normalized;
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Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
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//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
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}
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}
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@ -33,7 +33,7 @@ public partial class Bullet : Area2D
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private void _on_visible_on_screen_notifier_2d_screen_exited()
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private void _on_visible_on_screen_notifier_2d_screen_exited()
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{
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{
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Debug.WriteLine("Destroy bullet out of screen");
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//Debug.WriteLine("Destroy bullet out of screen");
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QueueFree();
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QueueFree();
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}
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}
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@ -27,7 +27,7 @@ public partial class PlayerMovement : CharacterBody2D
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public override void _Ready()
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public override void _Ready()
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{
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{
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_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
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_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
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_crosshair = GetNode<Sprite2D>("./Crosshair");
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_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
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_movementDirection = Vector2.Zero;
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_movementDirection = Vector2.Zero;
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_facingDirection = Vector2.Zero;
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_facingDirection = Vector2.Zero;
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