2 Commits

Author SHA1 Message Date
f848935717 3D tutorial with brownian-ish motion enemies 2025-11-16 19:53:24 +01:00
9628fff680 Trying 3D (tutorial) 2025-11-15 22:17:29 +01:00
165 changed files with 566 additions and 340413 deletions

1
.gitignore vendored
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@@ -49,4 +49,3 @@ export_presets.cfg
data_*/ data_*/
mono_crash.*.json mono_crash.*.json
addons/

4
.gitmodules vendored
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@@ -1,4 +0,0 @@
[submodule "evolve-die-repeat/thirdparty/godot-cpp"]
path = evolve-die-repeat/thirdparty/godot-cpp
url = https://github.com/godotengine/godot-cpp.git
branch = 4.5

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@@ -0,0 +1,2 @@
.import
logs/

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@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://c5qpnfga41t4p"
path="res://.godot/imported/House In a Forest Loop.ogg-1a6a72ae843ad792b7039931227e8d50.oggvorbisstr"
[deps]
source_file="res://art/House In a Forest Loop.ogg"
dest_files=["res://.godot/imported/House In a Forest Loop.ogg-1a6a72ae843ad792b7039931227e8d50.oggvorbisstr"]
[params]
loop=true
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@@ -0,0 +1,12 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
resource_name = "body"
params_cull_mode = 2
albedo_color = Color( 0.906332, 0.353653, 0, 1 )
roughness = 0.5
emission_enabled = true
emission = Color( 0, 0, 0, 1 )
emission_energy = 1.0
emission_operator = 0
emission_on_uv2 = false

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@@ -0,0 +1,14 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
resource_name = "eye"
params_cull_mode = 2
albedo_color = Color( 0.858824, 0.858824, 0.858824, 1 )
metallic = 0.05
metallic_specular = 1.0
roughness = 0.1
emission_enabled = true
emission = Color( 0.254902, 0.254902, 0.27451, 1 )
emission_energy = 1.0
emission_operator = 0
emission_on_uv2 = false

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@@ -0,0 +1,42 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://bicorb7we351t"
path="res://.godot/imported/mob.glb-3afb43c03b9d1598b6af5154e2543eac.scn"
[deps]
source_file="res://art/mob.glb"
dest_files=["res://.godot/imported/mob.glb-3afb43c03b9d1598b6af5154e2543eac.scn"]
[params]
nodes/root_type="Spatial"
nodes/root_name="Scene Root"
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=false
meshes/create_shadow_meshes=true
meshes/light_baking=0
meshes/lightmap_texel_size=0.1
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=15
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=0
gltf/embedded_image_handling=1

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@@ -0,0 +1,7 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
resource_name = "mob_body"
params_cull_mode = 2
albedo_color = Color( 0.0588235, 0.266667, 0.490196, 1 )
roughness = 0.43

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@@ -0,0 +1,14 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
resource_name = "mob_eye"
params_cull_mode = 2
albedo_color = Color( 0.760784, 0.113725, 0.188235, 1 )
metallic = 0.48
metallic_specular = 1.0
roughness = 0.25
emission_enabled = true
emission = Color( 0.74902, 0.0784314, 0.0784314, 1 )
emission_energy = 1.0
emission_operator = 0
emission_on_uv2 = false

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@@ -0,0 +1,42 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://d0ypm0v45pwdv"
path="res://.godot/imported/player.glb-08dcfb373480a049995065542e37637b.scn"
[deps]
source_file="res://art/player.glb"
dest_files=["res://.godot/imported/player.glb-08dcfb373480a049995065542e37637b.scn"]
[params]
nodes/root_type="Spatial"
nodes/root_name="Scene Root"
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=false
meshes/create_shadow_meshes=true
meshes/light_baking=0
meshes/lightmap_texel_size=0.1
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=15
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=0
gltf/embedded_image_handling=1

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@@ -0,0 +1,16 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
resource_name = "pupil"
params_cull_mode = 2
albedo_color = Color( 0, 0, 0, 1 )
metallic_specular = 1.0
roughness = 0.3
emission_enabled = true
emission = Color( 0, 0, 0, 1 )
emission_energy = 1.0
emission_operator = 0
emission_on_uv2 = false
rim_enabled = true
rim = 1.0
rim_tint = 0.5

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@@ -0,0 +1,43 @@
Copyright 2011 The Montserrat Project Authors (https://github.com/JulietaUla/Montserrat)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
—————————————————————————————-
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
—————————————————————————————-
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
“Font Software” refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
“Reserved Font Name” refers to any names specified as such after the copyright statement(s).
“Original Version” refers to the collection of Font Software components as distributed by the Copyright Holder(s).
“Modified Version” refers to any derivative made by adding to, deleting, or substituting—in part or in whole—any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
“Author” refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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@@ -0,0 +1,36 @@
[remap]
importer="font_data_dynamic"
type="FontFile"
uid="uid://cyxhh7ddkn62q"
path="res://.godot/imported/Montserrat-Medium.ttf-e832861e4ad4110e172112dc430c04b0.fontdata"
[deps]
source_file="res://fonts/Montserrat-Medium.ttf"
dest_files=["res://.godot/imported/Montserrat-Medium.ttf-e832861e4ad4110e172112dc430c04b0.fontdata"]
[params]
Rendering=null
antialiasing=1
generate_mipmaps=false
disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
allow_system_fallback=true
force_autohinter=false
modulate_color_glyphs=false
hinting=1
subpixel_positioning=1
keep_rounding_remainders=true
oversampling=0.0
Fallbacks=null
fallbacks=[]
Compress=null
compress=true
preload=[]
language_support={}
script_support={}
opentype_features={}

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After

Width:  |  Height:  |  Size: 13 KiB

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@@ -2,16 +2,16 @@
importer="texture" importer="texture"
type="CompressedTexture2D" type="CompressedTexture2D"
uid="uid://bto1pnycvianp" uid="uid://nev7b6ohgeo"
path="res://.godot/imported/bg.png-84a173f3a1de937d0ba2884af46d549b.ctex" path="res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"
metadata={ metadata={
"vram_texture": false "vram_texture": false
} }
[deps] [deps]
source_file="res://molecular/assets/background/bg.png" source_file="res://icon.webp"
dest_files=["res://.godot/imported/bg.png-84a173f3a1de937d0ba2884af46d549b.ctex"] dest_files=["res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ctex"]
[params] [params]

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@@ -0,0 +1,15 @@
extends Node
@export var mob_scene: PackedScene
func _on_mob_timer_timeout() -> void:
var mob = mob_scene.instantiate()
var mob_spawn_location = get_node("SpawnPath/SpawnLocation")
mob_spawn_location.progress_ratio = randf()
var player_position = $Player.position
mob.initialize(mob_spawn_location.position, player_position)
add_child(mob)

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@@ -0,0 +1 @@
uid://cfb7xo35cn5fo

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@@ -0,0 +1,83 @@
[gd_scene load_steps=9 format=3 uid="uid://2wap0283yk0r"]
[ext_resource type="Script" uid="uid://cfb7xo35cn5fo" path="res://main.gd" id="1_0xm2m"]
[ext_resource type="PackedScene" uid="uid://ceuu150fmggvr" path="res://player.tscn" id="1_ig7tw"]
[ext_resource type="PackedScene" uid="uid://defdm2qdva75q" path="res://mob.tscn" id="2_h2yge"]
[sub_resource type="BoxShape3D" id="BoxShape3D_7dm0k"]
size = Vector3(60, 2, 60)
[sub_resource type="BoxMesh" id="BoxMesh_ig7tw"]
size = Vector3(60, 2, 60)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ig7tw"]
albedo_color = Color(0.48985153, 0.33837724, 0.8704828, 1)
[sub_resource type="CylinderMesh" id="CylinderMesh_ig7tw"]
material = SubResource("StandardMaterial3D_ig7tw")
[sub_resource type="Curve3D" id="Curve3D_ig7tw"]
closed = true
_data = {
"points": PackedVector3Array(0, 0, 0, 0, 0, 0, -13.082657, 0, 14.897789, 0, 0, 0, 0, 0, 0, 14.178589, 0, 15.103276, 0, 0, 0, 0, 0, 0, 14.178589, 0, -15.240269, 0, 0, 0, 0, 0, 0, -13.01416, 0, -15.171773),
"tilts": PackedFloat32Array(0, 0, 0, 0)
}
point_count = 4
[node name="Main" type="Node"]
script = ExtResource("1_0xm2m")
mob_scene = ExtResource("2_h2yge")
[node name="Ground" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
collision_layer = 4
collision_mask = 0
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
shape = SubResource("BoxShape3D_7dm0k")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
mesh = SubResource("BoxMesh_ig7tw")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.8660254, 0.5, 0, -0.5, 0.8660254, 0, 15, 5)
shadow_enabled = true
[node name="Player" parent="." instance=ExtResource("1_ig7tw")]
[node name="CameraPivot" type="Marker3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.70710677, 0.70710677, 0, -0.70710677, 0.70710677, 0, 0, 0)
[node name="Camera3D" type="Camera3D" parent="CameraPivot"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 19)
projection = 1
size = 19.0
[node name="Cyllinders" type="Node3D" parent="."]
[node name="MeshInstance3D" type="MeshInstance3D" parent="Cyllinders"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13, 0, -15)
mesh = SubResource("CylinderMesh_ig7tw")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="Cyllinders"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13, 0, 15)
mesh = SubResource("CylinderMesh_ig7tw")
[node name="MeshInstance3D3" type="MeshInstance3D" parent="Cyllinders"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14, 0, -15)
mesh = SubResource("CylinderMesh_ig7tw")
[node name="MeshInstance3D4" type="MeshInstance3D" parent="Cyllinders"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14, 0, 15)
mesh = SubResource("CylinderMesh_ig7tw")
[node name="SpawnPath" type="Path3D" parent="."]
curve = SubResource("Curve3D_ig7tw")
[node name="SpawnLocation" type="PathFollow3D" parent="SpawnPath"]
transform = Transform3D(-0.007537449, 0, -0.9999705, 0, 1, 0, 0.9999705, 0, -0.007537449, -13.082657, 0, 14.897789)
[node name="MobTimer" type="Timer" parent="."]
autostart = true
[connection signal="timeout" from="MobTimer" to="." method="_on_mob_timer_timeout"]

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@@ -0,0 +1,40 @@
extends CharacterBody3D
signal squashed
@export var min_speed = 10
@export var max_speed = 18
# In code timer for brownian motion
var T: float = 0.5
var Tinit: float = 1.0
var dt: float = 0.05
var t: float = 0.0
func _physics_process(_delta):
if t > T and Tinit < 0:
t = 0
set_new_velocity()
t += dt
Tinit -= dt
move_and_slide()
func initialize(start_position, player_position):
look_at_from_position(start_position, player_position, Vector3.UP)
set_new_velocity()
func set_new_velocity() -> void:
rotate_y(randf_range(-PI / 4, PI / 4))
var random_speed = randi_range(min_speed, max_speed)
velocity = Vector3.FORWARD * random_speed
velocity = velocity.rotated(Vector3.UP, rotation.y)
func _on_visible_on_screen_notifier_3d_screen_exited() -> void:
queue_free()
func squash():
squashed.emit()
queue_free()

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@@ -0,0 +1 @@
uid://c5wp01kn08qxe

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@@ -0,0 +1,27 @@
[gd_scene load_steps=4 format=3 uid="uid://defdm2qdva75q"]
[ext_resource type="PackedScene" uid="uid://bicorb7we351t" path="res://art/mob.glb" id="1_dy6sc"]
[ext_resource type="Script" uid="uid://c5wp01kn08qxe" path="res://mob.gd" id="1_nokgg"]
[sub_resource type="BoxShape3D" id="BoxShape3D_nokgg"]
size = Vector3(1.9155884, 0.7798462, 1.6226807)
[node name="Mob" type="CharacterBody3D" groups=["mob"]]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.22412324, 0)
collision_layer = 2
collision_mask = 0
script = ExtResource("1_nokgg")
[node name="Pivot" type="Node3D" parent="."]
[node name="Character" parent="Pivot" instance=ExtResource("1_dy6sc")]
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.020843506, 0.4449278, 0.06854248)
shape = SubResource("BoxShape3D_nokgg")
[node name="VisibleOnScreenNotifier3D" type="VisibleOnScreenNotifier3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.007541895, 0.34551716, 0.3237151)
aabb = AABB(-1.1488216, -0.65816104, -1.7166415, 2.2976432, 1.2323378, 3.433283)
[connection signal="screen_exited" from="VisibleOnScreenNotifier3D" to="." method="_on_visible_on_screen_notifier_3d_screen_exited"]

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@@ -0,0 +1,57 @@
extends CharacterBody3D
@export var speed = 14
@export var fall_acc = 75
@export var jump_impulse = 50
@export var bounce_impulse = 40
var target_vel = Vector3.ZERO
func _physics_process(delta: float) -> void:
# Move
var dir = Vector3.ZERO
if Input.is_action_pressed("move_left"):
dir.x -= 1
if Input.is_action_pressed("move_right"):
dir.x += 1
if Input.is_action_pressed("move_forward"):
dir.z -= 1
if Input.is_action_pressed("move_back"):
dir.z += 1
if dir != Vector3.ZERO:
dir = dir.normalized()
$Pivot.basis = Basis.looking_at(dir)
# Ground vel. (overwrite y later)
target_vel = dir * speed
# vert. vel.
target_vel.y = 0
if not is_on_floor():
target_vel.y -= fall_acc * delta
# Jump
if is_on_floor() and Input.is_action_just_pressed("jump"):
target_vel.y = jump_impulse
# Iterate through all collisions that occurred this frame
for index in range(get_slide_collision_count()):
var collision = get_slide_collision(index)
# Avoid calling collision again after deleting
if collision.get_collider() == null:
continue
if collision.get_collider().is_in_group("mob"):
var mob = collision.get_collider()
# hitting it from above.
if Vector3.UP.dot(collision.get_normal()) > 0.1:
mob.squash()
if !is_on_floor(): # TODO: This does not seem to work here
target_vel.y = bounce_impulse
break
velocity = target_vel
move_and_slide()

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@@ -0,0 +1 @@
uid://cnd3r3qyfy5so

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@@ -0,0 +1,21 @@
[gd_scene load_steps=4 format=3 uid="uid://ceuu150fmggvr"]
[ext_resource type="PackedScene" uid="uid://d0ypm0v45pwdv" path="res://art/player.glb" id="1_4flbx"]
[ext_resource type="Script" uid="uid://cnd3r3qyfy5so" path="res://player.gd" id="1_onrkg"]
[sub_resource type="SphereShape3D" id="SphereShape3D_4flbx"]
radius = 1.0
[node name="Player" type="CharacterBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.3503281, 0)
collision_mask = 6
script = ExtResource("1_onrkg")
[node name="Pivot" type="Node3D" parent="."]
[node name="Character" parent="Pivot" instance=ExtResource("1_4flbx")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("SphereShape3D_4flbx")

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@@ -0,0 +1,68 @@
; 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="Squash the Creeps (3D)"
config/description="In this game, your goal is to chase and kick out the creeps!"
run/main_scene="uid://2wap0283yk0r"
config/features=PackedStringArray("4.5")
config/icon="res://icon.webp"
[display]
window/size/viewport_width=720
window/size/viewport_height=540
[filesystem]
import/blender/enabled=false
[input]
move_left={
"deadzone": 0.2,
"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,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.2,
"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":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_forward={
"deadzone": 0.2,
"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":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_back={
"deadzone": 0.2,
"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":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
jump={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names]
3d_physics/layer_1="players"
3d_physics/layer_2="enemies"
3d_physics/layer_3="world"
[rendering]
anti_aliasing/quality/msaa_3d=2

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@@ -1,25 +1,2 @@
# Evolve Die Repeat TODO: The name is a work in progress # notSpore
This is currently quite empty.
## C++ setup
From anywhere in proejct:
```bash
git submodule update --init --recursive
```
In `thirdparty`:
```bash
godot --headless --dump-extension-api
```
To compile the cpp extension, run this from `thirdparty/godot-cpp`:
```bash
scons platform=linux target=template_debug generate_bindings=yes custom_api_file=../extension_api.json -j8
```
Finally, to compile and extern local `.cpp` files, run this from `thirdparty`:
```bash
scons platform=linux target=template_debug -j8
```

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@@ -1,4 +0,0 @@
root = true
[*]
charset = utf-8

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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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@@ -1,3 +0,0 @@
# Godot 4+ specific ignores
.godot/
/android/

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@@ -1,15 +0,0 @@
extends Label
#var counter := Test.new() # C++ class
func _ready() -> void:
#text += str(counter.get_counter())
pass
func _process(delta: float) -> void:
pass
#if Input.is_action_just_pressed("ui_accept"):
#counter.increment()
#var baseText := text
#baseText = baseText.left(baseText.length() - str(counter.get_counter()).length())
#text = baseText + str(counter.get_counter())

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uid://ceut2lrvkns75

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@@ -1,111 +0,0 @@
extends Node
# Main scene
var mainSceneInstance
# Screen
var screen_size = Vector2(1920.0, 1080.0) # Default screen size (this is a float for some reason)
var viewport_size
@onready var extent: Rect2 = get_viewport().get_visible_rect()
# utils.
var rng = RandomNumberGenerator.new()
var eps: float = 1e-4
# managers
var foodManager: FoodManager2D
# A world "current"
# polar
var flow_dir: float # [0, 2pi)
var flow_mag: float # [0, 1]
# cartesian
var flow_x: float
var flow_y: float
# Swap period
var flowT: float = 10
# A game timer
var t: float = 0.0
func _ready() -> void:
# Start game
mainSceneInstance = get_tree().root.get_child(-1)
# Create viewport
viewport_size = get_viewport().get_visible_rect().size
# initial world current
get_new_flow()
func _physics_process(delta: float) -> void:
t += delta
# Flow current change
if abs(fmod(t, flowT)) < eps:
get_new_flow()
func switch_scene(name:String) -> void:
if name == "respawn":
mainSceneInstance.go_to_respawn_scene()
# TODO: This needs to be called from a script inheriting a CharacterBody2D (e.g. the player)
# Alternative would be to pass the player reference to this script (which might be better?)
func init_screen_size(x:float, y:float) -> void:
screen_size.x = x
screen_size.y = y
# This can take a vector of any size (but should be 2d, other components are unused)
func get_boundaried_position(position):
# clamp
#return position.clamp(Vector2.ZERO, screen_size)
# periodic
position.x = wrapf(position.x, 0, screen_size.x)
position.y = wrapf(position.y, 0, screen_size.y)
return position
func get_new_flow():
flow_dir = rng.randf()*2*PI
flow_mag = rng.randf()
flow_x = flow_mag * cos(flow_dir)
flow_y = flow_mag * sin(flow_dir)
func calc_distance(one, two) -> float:
var candidate = one.distance_to(two)
var onedup = one
if one.x < screen_size.x/2:
if one.y < screen_size.y/2:
# top left
onedup.y -= screen_size.y
candidate = min(candidate, onedup.distance_to(two))
onedup.y += screen_size.y
onedup.x -= screen_size.x
candidate = min(candidate, onedup.distance_to(two))
else:
# bottom left
onedup.y += screen_size.y
candidate = min(candidate, onedup.distance_to(two))
onedup.y -= screen_size.y
onedup.x -= screen_size.x
candidate = min(candidate, onedup.distance_to(two))
else:
if one.y < screen_size.y/2:
# top right
onedup.y -= screen_size.y
candidate = min(candidate, onedup.distance_to(two))
onedup.y += screen_size.y
onedup.x += screen_size.x
candidate = min(candidate, onedup.distance_to(two))
else:
# bottom right
onedup.y += screen_size.y
candidate = min(candidate, onedup.distance_to(two))
onedup.y -= screen_size.y
onedup.x += screen_size.x
candidate = min(candidate, onedup.distance_to(two))
return candidate

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[gd_scene format=3 uid="uid://bsrxph8oa7uuj"]
[node name="Main" type="Node" unique_id=1994328839]

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[gd_scene format=3 uid="uid://drgv154ei1vrl"]
[sub_resource type="GDScript" id="GDScript_rhts7"]
script/source = "extends Control
func _on_play_button_pressed() -> void:
print(\"Starting game by pressing button...\")
GameManager.start_game()
self.queue_free()
"
[sub_resource type="LabelSettings" id="LabelSettings_rhts7"]
font_size = 64
[node name="MainMenu" type="Control" unique_id=369570860]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = SubResource("GDScript_rhts7")
[node name="PlayButton" type="Button" parent="." unique_id=1831335357]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -160.0
offset_top = -29.0
offset_right = 160.0
offset_bottom = 29.0
grow_horizontal = 2
grow_vertical = 2
text = "Play"
[node name="MainMenuText" type="Label" parent="." unique_id=1324657553]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -292.0
offset_right = 292.0
offset_bottom = 119.0
grow_horizontal = 2
text = "The Main Menu"
label_settings = SubResource("LabelSettings_rhts7")
horizontal_alignment = 1
vertical_alignment = 1

View File

@@ -1,61 +0,0 @@
extends Node
# Main menu & game spawning
@onready
var mainMenuScene = preload("res://main_menu.tscn")
var mainMenuSceneInstance: Node
@onready
var gameScene = preload("res://molecular/molecular_stage.tscn")
var gameSceneInstance: Node
@onready
var respawnScene = preload("res://respawn_menu.tscn")
var respawnSceneInstance: Node
# Currently active scene (instance)
var currentSceneInstance:Node
# UI effects
var fadeEffect: CanvasLayer
func _ready() -> void:
# Instantiate effects
fadeEffect = $UI/Fade
fadeEffect.visible = false
# Create game (main menu)
print("Creating Main menu...")
mainMenuSceneInstance = mainMenuScene.instantiate()
currentSceneInstance = mainMenuSceneInstance
add_child(currentSceneInstance)
# Link MainMenu button to start_game
print("Linking Play button...")
mainMenuSceneInstance.get_node("PlayButton").connect("pressed", start_game)
func start_game() -> void:
print("Starting game...")
# Instatiate
currentSceneInstance.queue_free()
gameSceneInstance = gameScene.instantiate()
currentSceneInstance = gameSceneInstance
add_child(currentSceneInstance)
# Populate GameManager with game scene
GameManager.foodManager = gameSceneInstance.get_node("FoodManager")
func go_to_respawn_scene() -> void:
fadeEffect.visible = true
await fadeEffect.fade(1.0, 1.5).finished
print("Switching to Respawn scene.")
currentSceneInstance.queue_free()
respawnSceneInstance = respawnScene.instantiate()
respawnSceneInstance.get_node("RespawnButton").connect("pressed", start_game)
currentSceneInstance = respawnSceneInstance
add_child(currentSceneInstance)
await fadeEffect.fade(0.0, 1.5).finished
fadeEffect.visible = false

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script = ExtResource("1_2c62f")
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extends CanvasLayer
@onready var color_rect: ColorRect = $ColorRect
func _ready() -> void:
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return tween

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