update gitignore
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.gitignore
vendored
20
.gitignore
vendored
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# Godot 4+ specific ignores
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.godot/
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/android/
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.import/
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export.cfg
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export_presets.cfg
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# Dummy HTML5 export presets file for continuous integration
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!.github/dist/export_presets.cfg
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# Imported translations (automatically generated from CSV files)
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*.translation
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# Mono-specific ignores
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.mono/
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data_*/
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mono_crash.*.json
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# System/tool-specific ignores
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.directory
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.DS_Store
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*~
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*.blend1
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17
entities/CameraFollow.gd
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entities/CameraFollow.gd
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extends Camera2D
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@onready var global = $"/root/Player"
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var targetPosition = Vector2(0,0)
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var moving = true
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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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pass
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global.connect("playerPosition",setTargetPosition)
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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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if moving == true:
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self.set_position(targetPosition)
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func setTargetPosition(pos):
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targetPosition = pos
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24
entities/player/CharacterController.gd
Normal file
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entities/player/CharacterController.gd
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extends CharacterBody2D
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@onready var global = $"/root/Player"
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const SPEED = 350.0
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func _physics_process(delta: float) -> void:
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global.emit_signal("playerPosition",self.global_position)
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movement()
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func animation():
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pass
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func movement():
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var vertical = Input.get_axis("up","down")
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var horizontal = Input.get_axis("left","right")
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if is_equal_approx(abs(vertical),1.0) and is_equal_approx(abs(horizontal),1.0):
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velocity.y = SPEED*vertical/2
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velocity.x = SPEED*horizontal/2
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else:
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velocity.y = SPEED * vertical
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velocity.x = SPEED * horizontal
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move_and_slide()
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$"../Camera2D/Label".text = (str(self.global_position))
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12
modules/weapons/Weapon.gd
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12
modules/weapons/Weapon.gd
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class_name Weapon extends Node
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export(String) var type
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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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pass # Replace with function body.
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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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11
modules/weapons/WeaponSystem.gd
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11
modules/weapons/WeaponSystem.gd
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extends Node
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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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pass # Replace with function body.
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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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