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2025-05-23 10:58:01 +02:00
commit f23df0b1f8
34 changed files with 527 additions and 0 deletions

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# Godot 4+ specific ignores
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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
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config/icon="res://assets/icon.svg"
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[gd_scene load_steps=2 format=3 uid="uid://bvnjq1jbeabd4"]
[ext_resource type="Script" uid="uid://dlx37dl8br661" path="res://scripts/killzone.gd" id="1_xlapc"]
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script = ExtResource("1_xlapc")
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scenes/platform.gd Normal file
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extends AnimatableBody2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

1
scenes/platform.gd.uid Normal file
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scenes/platform.tscn Normal file
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[node name="Platform" type="AnimatableBody2D"]
scale = Vector2(2, 2)
script = ExtResource("1_nlgqw")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(0, -4.5)
texture = ExtResource("1_ba0x2")
region_enabled = true
region_rect = Rect2(16, 0, 32, 9)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -4.44167)
shape = SubResource("RectangleShape2D_ba0x2")
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18
scenes/player.tscn Normal file
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[gd_scene load_steps=4 format=3 uid="uid://07yvalnsoex7"]
[ext_resource type="Texture2D" uid="uid://ddd236iwmyh0r" path="res://assets/icon.svg" id="1_3vyb7"]
[ext_resource type="Script" uid="uid://bgahsyy7gxau4" path="res://scripts/player.gd" id="1_g2els"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_g2els"]
size = Vector2(128, 128)
[node name="Player" type="CharacterBody2D"]
z_index = 5
scale = Vector2(0.2, 0.2)
script = ExtResource("1_g2els")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_3vyb7")
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15
scripts/killzone.gd Normal file
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extends Area2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_body_entered(body: Node2D) -> void:
get_tree().reload_current_scene()

1
scripts/killzone.gd.uid Normal file
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uid://dlx37dl8br661

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extends Node
var rng = RandomNumberGenerator.new()
var PlatformScene := preload("res://scenes/platform.tscn")
var platforms := []
var dead = false
@onready var height: float = get_viewport().size.y
@onready var width: float = get_viewport().size.x
@onready var player: CharacterBody2D = %Player
const N = 10
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
for i in range(N):
var y = i * height / N
# TODO: don't place platforms where others exist already
place_platform(y)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _physics_process(delta: float) -> void:
var move = 0
if player.position.y < height/2 and not dead:
move = height/2 - player.position.y
player.position.y = height/2
elif player.position.y > height or dead:
dead = true
move = -40
player.position.y -= 100/2.87
for platform in platforms:
platform.position.y += move
if platform.position.y > height + platform.get_node("Sprite2D").texture.get_height():
platform.position = Vector2(rng.randf_range(0, width), 0)
func place_platform(y: float = 0) -> void:
var platform_instance = PlatformScene.instantiate()
var x = rng.randf_range(0, width)
platform_instance.position = Vector2(x, y)
add_child(platform_instance)
platforms.append(platform_instance)

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uid://bpuudy2mj7fjd

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scripts/player.gd Normal file
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -800.0
var width
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
width = get_viewport().size.x
velocity.y = JUMP_VELOCITY * 2
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
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)
if position.x > width:
position.x -= width
elif position.x < 0:
position.x += width
move_and_slide()

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