🎉 Initial Commit & Basic Movement

This commit is contained in:
LittleSheep 2024-08-04 23:00:26 +08:00
commit fc6678f58b
15 changed files with 258 additions and 0 deletions

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# Godot 4+ specific ignores
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# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
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/modules.xml
/contentModel.xml
/projectSettingsUpdater.xml
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/dataSources/
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CodingLand.csproj Normal file
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
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CodingLand.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CodingLand", "CodingLand.csproj", "{34C1D1E1-B85A-4557-8214-332509D2F647}"
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Scenes/Player.tscn Normal file
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[gd_scene load_steps=4 format=3 uid="uid://b3gx0bl43lku3"]
[ext_resource type="Script" path="res://Scripts/Player.cs" id="1_0btyt"]
[ext_resource type="Texture2D" uid="uid://c4als6t3k4myc" path="res://Sprites/Player.png" id="1_cqpqa"]
[sub_resource type="CircleShape2D" id="CircleShape2D_68yf8"]
radius = 26.0768
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_0btyt")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(2.08165e-12, 2.08165e-12)
scale = Vector2(0.05, 0.05)
texture = ExtResource("1_cqpqa")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_68yf8")

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Scenes/Root.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://bjhmjrldq4lkt"]
[ext_resource type="PackedScene" uid="uid://b3gx0bl43lku3" path="res://Scenes/Player.tscn" id="1_vby0g"]
[node name="Node" type="Node"]
[node name="Camera2D" type="Camera2D" parent="."]
process_callback = 0
position_smoothing_enabled = true
rotation_smoothing_enabled = true
[node name="Player" parent="." node_paths=PackedStringArray("PlayerCamera") instance=ExtResource("1_vby0g")]
position = Vector2(0, 2)
PlayerCamera = NodePath("../Camera2D")

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Scripts/Player.cs Normal file
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using Godot;
namespace CodingLand.Scripts;
public partial class Player : CharacterBody2D
{
[Export] public float MaxSpeed = 400f;
[Export] public float Acceleration = 500f;
[Export] public float Deceleration = 500f;
[Export] public float RotationSpeed = 5f;
[Export] public float CameraSmoothness = 0.05f;
[Export] public Camera2D PlayerCamera;
public override void _PhysicsProcess(double delta)
{
var input = Vector2.Zero;
if (Input.IsActionPressed("move_right"))
input.X += 1;
if (Input.IsActionPressed("move_left"))
input.X -= 1;
if (Input.IsActionPressed("move_down"))
input.Y += 1;
if (Input.IsActionPressed("move_up"))
input.Y -= 1;
input = input.Normalized();
if (input != Vector2.Zero)
{
Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
var finalRotation = input.Angle() + Mathf.Pi / 2;
Rotation = Mathf.LerpAngle(Rotation, finalRotation, RotationSpeed * (float)delta);
}
else
{
Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
}
Position += Velocity * (float)delta;
MoveAndSlide();
if (PlayerCamera != null)
{
PlayerCamera.Position = GlobalPosition;
}
}
}

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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
[application]
config/name="CodingLand"
run/main_scene="res://Scenes/Root.tscn"
config/features=PackedStringArray("4.2", "C#", "Mobile")
config/icon="res://icon.svg"
[dotnet]
project/assembly_name="CodingLand"
[input]
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]
}
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]
}
move_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
]
}
move_right={
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]
}
[rendering]
renderer/rendering_method="mobile"