Flashlight and basic character controls

This commit is contained in:
Иван Кузьменко 2023-08-14 23:46:21 +03:00
parent 70d322e276
commit 3832a05c1b
16 changed files with 258 additions and 4 deletions

13
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1bit-game-jam.csproj Normal file
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<Project Sdk="Godot.NET.Sdk/4.1.1">
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<TargetFramework>net6.0</TargetFramework>
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<RootNamespace>bitgamejam</RootNamespace>
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19
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
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@ -12,10 +12,26 @@ config_version=5
config/name="1bit-game-jam"
run/main_scene="res://scenes/main_scene.tscn"
config/features=PackedStringArray("4.1", "Mobile")
config/features=PackedStringArray("4.1", "C#", "Mobile")
boot_splash/bg_color=Color(0.141176, 0.141176, 0.141176, 1)
config/icon="res://icon.svg"
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window/stretch/mode="viewport"
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@ -23,5 +39,7 @@ renderer/rendering_method="mobile"
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scripts/Player.cs Normal file
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using Godot;
using System;
public partial class Player : CharacterBody2D
{
[Export] public Node2D FlashlightUI;
[Export] public Node2D FlashlightWorld;
[Export] public const float Speed = 50.0f;
protected AnimatedSprite2D Sprite;
public override void _Ready()
{
base._Ready();
Sprite = (AnimatedSprite2D)FindChild("AnimatedSprite2D");
}
public override void _PhysicsProcess(double delta)
{
Vector2 velocity = Velocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (direction != Vector2.Zero)
{
velocity.X = direction.X * Speed;
velocity.Y = direction.Y * Speed;
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
velocity.Y = Mathf.MoveToward(Velocity.Y, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
}
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (@event is InputEventMouseMotion eventMouseMotion)
{
FlashlightUI.Position = eventMouseMotion.Position;
FlashlightWorld.Position = eventMouseMotion.Position - new Vector2(128F, 96F);
}
}
}

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shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
COLOR = vec4(vec3(1,1,1) - texture(screen_texture, SCREEN_UV).rgb, 1);
}

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