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
107 changed files with 566 additions and 339099 deletions

1
.gitignore vendored
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@@ -49,4 +49,3 @@ export_presets.cfg
data_*/
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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Width:  |  Height:  |  Size: 13 KiB

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

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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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# 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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extends Node
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()
func _ready() -> void:
viewport_size = get_viewport().get_visible_rect().size
# 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

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uid://vsbibc5fanou

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extends Control
func _on_play_button_pressed() -> void:
get_tree().change_scene_to_file("res://molecular/molecular_stage.tscn")

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uid://dxc66bci2ivrj

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[ext_resource type="Script" uid="uid://dxc66bci2ivrj" path="res://main_menu.gd" id="1_06t4h"]
[sub_resource type="LabelSettings" id="LabelSettings_rhts7"]
font_size = 64
[node name="MainMenu" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_06t4h")
[node name="PlayButton" type="Button" parent="."]
layout_mode = 0
offset_left = 448.0
offset_top = 256.0
offset_right = 768.0
offset_bottom = 314.0
text = "Play"
[node name="MainMenuText" type="Label" parent="."]
layout_mode = 0
offset_left = 320.0
offset_top = 32.0
offset_right = 904.0
offset_bottom = 151.0
text = "The Main Menu"
label_settings = SubResource("LabelSettings_rhts7")
horizontal_alignment = 1
vertical_alignment = 1
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extends CharacterBody2D
@export var attack_duration = 0.4
@export var attack_cooldown_duration = 0.6
@onready var attack_area: Area2D = $AttackArea
@onready var attack_timer: Timer = $AttackTimer
@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@export var speed = 200
var damage = 10
var can_attack = true
func _ready() -> void:
var screen_size = get_viewport_rect().size
GameManager.init_screen_size(screen_size.x, screen_size.y)
attack_area.monitoring = false # no collision until attacking
attack_timer.wait_time = attack_duration
attack_cooldown_timer.wait_time = attack_cooldown_duration
func _process(delta):
velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if Input.is_action_pressed("try_attack"):
try_attack()
if not velocity.is_zero_approx():
self.rotation = atan2(velocity.y, velocity.x)
move_and_collide(speed * velocity * delta)
#position += speed * velocity * delta
position = GameManager.get_boundaried_position(position)
func try_attack() -> void:
if not can_attack:
return
attack()
func attack() -> void:
can_attack = false
attack_area.monitoring = true
attack_timer.start()
sprite.play("attacking")
func _on_attack_timeout() -> void:
attack_area.monitoring = false
sprite.play("default")
attack_cooldown_timer.start()
func _on_cooldown_timeout() -> void:
can_attack = true
func _on_attack_hit(body: Node2D) -> void:
var hit_hittable = false
if body.is_in_group("prey") or body.is_in_group("predators"):
if body.has_method("handle_damage"):
body.handle_damage(damage, self)
hit_hittable = true
elif body.is_in_group("resources"):
pass
if hit_hittable:
await get_tree().create_timer(0.2).timeout
sprite.play("default")
# TODO: resource handling logic

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@@ -1 +0,0 @@
uid://di7eglnrnqm6i

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@@ -1,64 +0,0 @@
[gd_scene load_steps=7 format=3 uid="uid://dxluckxdkpv4f"]
[ext_resource type="Script" uid="uid://di7eglnrnqm6i" path="res://molecular/molecular_player.gd" id="1_0ix7k"]
[ext_resource type="Texture2D" uid="uid://boknmstvkc0a2" path="res://molecular/assets/player-sprite-placeholder-attacking-crop.png" id="2_5hxmy"]
[ext_resource type="Texture2D" uid="uid://cxwvga07sm3yl" path="res://molecular/assets/player-sprite-placeholder-crop.png" id="2_en8op"]
[sub_resource type="SpriteFrames" id="SpriteFrames_onrkg"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("2_5hxmy")
}],
"loop": true,
"name": &"attacking",
"speed": 5.0
}, {
"frames": [{
"duration": 5.0,
"texture": ExtResource("2_en8op")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="CircleShape2D" id="CircleShape2D_5hxmy"]
radius = 378.18
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"]
radius = 191.95984
height = 1295.8773
[node name="player" type="CharacterBody2D"]
collision_mask = 2
script = ExtResource("1_0ix7k")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
visibility_layer = 2
scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("SpriteFrames_onrkg")
[node name="AttackArea" type="Area2D" parent="."]
position = Vector2(0, 56)
rotation = -1.5732701
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea"]
position = Vector2(41.029465, 288.86832)
shape = SubResource("CircleShape2D_5hxmy")
debug_color = Color(0.80813414, 0.3957308, 0.3356335, 0.41960785)
[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["player"]]
rotation = -1.5732701
shape = SubResource("CapsuleShape2D_4flbx")
[node name="AttackTimer" type="Timer" parent="."]
one_shot = true
[node name="AttackCooldownTimer" type="Timer" parent="."]
one_shot = true
[connection signal="body_entered" from="AttackArea" to="." method="_on_attack_hit"]
[connection signal="timeout" from="AttackTimer" to="." method="_on_attack_timeout"]
[connection signal="timeout" from="AttackCooldownTimer" to="." method="_on_cooldown_timeout"]

File diff suppressed because one or more lines are too long

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@@ -1,145 +0,0 @@
extends AbstractPrey2D
@onready var sprite = get_node("AnimatedSprite2D")
@onready var fsm = $StateMachine
@export var speed = 0.5
var desired_rotation: float = self.rotation
# Mirrored sprites for periodic boundary
var mirrorSprite1: Node2D
var mirrorSprite2: Node2D
var mirrorSprite3: Node2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
health = maxHealth
sprite.play("Healthy")
mirrorSprite1 = sprite.duplicate()
mirrorSprite2 = sprite.duplicate()
mirrorSprite3 = sprite.duplicate()
add_child(mirrorSprite1)
add_child(mirrorSprite2)
add_child(mirrorSprite3)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
# smoothly rotate
if self.rotation != self.desired_rotation: # FIXME: causes the mirror sprites to flip out
self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
# Boundary mirroring
_handle_wrapping()
func _physics_process(delta: float) -> void:
pass
func move(motion: Vector3) -> void:
move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed) # Moves along the given vector
self.desired_rotation = atan2(motion.y, motion.x)
# Apply boundary to new position
position = GameManager.get_boundaried_position(position)
func handle_damage(dmg: int, src: Node) -> void:
health = max(0, health-dmg)
if health == 0:
die()
if health < maxHealth:
become_injured()
fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": src})
func die() -> void:
sprite.play("Dying")
super.die()
func become_injured() -> void:
sprite.play("Injured")
mirrorSprite1.play("Injured")
mirrorSprite2.play("Injured")
mirrorSprite3.play("Injured")
func _on_sight_body_entered(body: Node2D) -> void:
if body.is_in_group("predators") or body.is_in_group("player"):
fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": body})
# Mirroring table:
# |---|---|---|---|
# | 4 | 3 | 4 | 3 |
# |---|===|===|---|
# | 1 ǁ 2 | 1 ǁ 2 |
# |---ǁ---|---ǁ---|
# | 4 ǁ 3 | 4 ǁ 3 |
# |---|===|===|---|
# | 1 | 2 | 1 | 2 |
# |---|---|---|---|
# If less than viewport size away from an edge, mirror over that edge (for seamless boundary)
# NOTE: For this to look correctly the camera size should be smaller than half the screen port (in
# any one dimension. Ideally, the difference between camera size and half the screen port is
# at least the size of the prey sprite)
func _handle_wrapping():
mirrorSprite1.visible = false
mirrorSprite2.visible = false
mirrorSprite3.visible = false
# TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size
# Find corresponding section of the screen
if position.x < GameManager.screen_size.x/2 and position.y < GameManager.screen_size.y/2:
# 2
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Right
mirrorSprite1.global_position = global_position + Vector2(GameManager.screen_size.x, 0)
# Diag
mirrorSprite3.global_position = global_position + Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
# Bottom
mirrorSprite2.global_position = global_position + Vector2(0, GameManager.screen_size.y)
elif position.x < GameManager.screen_size.x/2:
# 3
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Top
mirrorSprite1.global_position = global_position + Vector2(0, - GameManager.screen_size.y)
# Diag
mirrorSprite2.global_position = global_position + Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
# Right
mirrorSprite3.global_position = global_position + Vector2(GameManager.screen_size.x, 0)
elif position.y < GameManager.screen_size.y/2:
# 1
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Left
mirrorSprite1.global_position = global_position + Vector2(- GameManager.screen_size.x, 0)
# Bottom
mirrorSprite2.global_position = global_position + Vector2(0, GameManager.screen_size.y)
# Diag
mirrorSprite3.global_position = global_position + Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
else:
# 4
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Left
mirrorSprite1.global_position = global_position + Vector2(- GameManager.screen_size.x, 0)
# Diag
mirrorSprite2.global_position = global_position + Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
# Top
mirrorSprite3.global_position = global_position + Vector2(0, - GameManager.screen_size.y)

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@@ -1 +0,0 @@
uid://bgossk6xo31gi

View File

@@ -1,98 +0,0 @@
[gd_scene format=3 uid="uid://c3iw2v3x6ngrb"]
[ext_resource type="PackedScene" uid="uid://bvsdg1v3ksixy" path="res://shared/npc/prey2D.tscn" id="1_qvulj"]
[ext_resource type="Script" uid="uid://bgossk6xo31gi" path="res://molecular/prey/nucleotide_prey.gd" id="2_0227s"]
[ext_resource type="Texture2D" uid="uid://bhcb5g7g7um8" path="res://molecular/assets/prey/prey-dying-frame0.png" id="2_lkj7f"]
[ext_resource type="Texture2D" uid="uid://bxn11avw7dykl" path="res://molecular/assets/prey/prey-dying-frame1.png" id="3_svqyr"]
[ext_resource type="Texture2D" uid="uid://ctkehsavw6ghx" path="res://molecular/assets/prey/prey-healthy-frame0.png" id="4_ee1gb"]
[ext_resource type="Texture2D" uid="uid://uy28y3mkk6nt" path="res://molecular/assets/prey/prey-healthy-frame1.png" id="5_ae5nf"]
[ext_resource type="Texture2D" uid="uid://btnyajci8ptb2" path="res://molecular/assets/prey/prey-injured-frame0.png" id="6_0f87h"]
[ext_resource type="Texture2D" uid="uid://bqll8ge4cr2uf" path="res://molecular/assets/prey/prey-injured-frame1.png" id="7_w7inl"]
[ext_resource type="Script" uid="uid://0vwv2nt16gpv" path="res://molecular/prey/nucleotide_prey_state_machine.gd" id="9_xxtgy"]
[ext_resource type="Script" uid="uid://ubcu8fdfxxj1" path="res://molecular/prey/nucleotide_prey_random_movement.gd" id="10_rgguv"]
[ext_resource type="Script" uid="uid://xbiqj7ubmj7d" path="res://molecular/prey/nucleotide_prey_idle.gd" id="12_ubfhk"]
[ext_resource type="Script" uid="uid://dlw7inlh6asvu" path="res://molecular/prey/nucleotide_prey_fleeing.gd" id="12_xxtgy"]
[sub_resource type="SpriteFrames" id="SpriteFrames_66x8p"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("2_lkj7f")
}, {
"duration": 20.0,
"texture": ExtResource("3_svqyr")
}],
"loop": true,
"name": &"Dying",
"speed": 1.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("4_ee1gb")
}, {
"duration": 20.0,
"texture": ExtResource("5_ae5nf")
}],
"loop": true,
"name": &"Healthy",
"speed": 1.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("6_0f87h")
}, {
"duration": 20.0,
"texture": ExtResource("7_w7inl")
}],
"loop": true,
"name": &"Injured",
"speed": 1.0
}]
[node name="NucleotidePrey" unique_id=740525631 groups=["prey"] instance=ExtResource("1_qvulj")]
collision_layer = 2
motion_mode = 1
script = ExtResource("2_0227s")
speed = 0.5
maxHealth = 20
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." index="0" unique_id=788182944]
rotation = 1.5707964
scale = Vector2(0.1, 0.1)
sprite_frames = SubResource("SpriteFrames_66x8p")
animation = &"Healthy"
[node name="CollisionPolygon2D" parent="." index="1"]
position = Vector2(6.929083, 3.0664783)
rotation = 0.474154
[node name="StateMachine" type="Node" parent="." index="2" unique_id=445822474 node_paths=PackedStringArray("initial_state")]
script = ExtResource("9_xxtgy")
initial_state = NodePath("Idle")
metadata/_custom_type_script = "uid://ck7k8ht54snsy"
[node name="RandomMovement" type="Node" parent="StateMachine" index="0" unique_id=1422146232]
script = ExtResource("10_rgguv")
[node name="Timer" type="Timer" parent="StateMachine/RandomMovement" index="0" unique_id=593528934]
one_shot = true
[node name="Fleeing" type="Node" parent="StateMachine" index="1" unique_id=1125485674]
script = ExtResource("12_xxtgy")
[node name="Idle" type="Node" parent="StateMachine" index="2" unique_id=1424222731]
script = ExtResource("12_ubfhk")
metadata/_custom_type_script = "uid://co2xp7gauamql"
[node name="Timer" type="Timer" parent="StateMachine/Idle" index="0" unique_id=1050348256]
one_shot = true
[node name="Sight" type="Area2D" parent="." index="3" unique_id=1773478588]
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Sight" index="0" unique_id=338757598]
rotation = 1.5707964
polygon = PackedVector2Array(3.8686981, -6.2705374, 7.0000973, -0.08602524, 3.5555592, 5.6287766, -3.0986624, 5.589636, -6.1517763, 0.031402588, -2.942093, -6.0748243, -29.993027, -74.37026, -11.10141, -83.6233, 9.332382, -84.00884, 35.163773, -77.06906)
[connection signal="timeout" from="StateMachine/RandomMovement/Timer" to="StateMachine/RandomMovement" method="_on_timer_timeout"]
[connection signal="timeout" from="StateMachine/Idle/Timer" to="StateMachine/Idle" method="_on_timer_timeout"]
[connection signal="body_entered" from="Sight" to="." method="_on_sight_body_entered"]

View File

@@ -1,22 +0,0 @@
extends State
var threat: Node2D
var threshold: float = 100
func enter(previous_state_path: String, data := {}) -> void:
if data.has("threat"):
threat = data["threat"]
else:
# default behaviour; do nothing
threat = owner
func physics_update(_delta: float) -> void:
if owner.position.distance_to(threat.position) > threshold or threat == owner:
finished.emit(owner.fsm.States.IDLE, {})
return
owner.move(flee_from(threat.position))
func flee_from(pos: Vector2) -> Vector3:
var diff = threat.position - owner.position
diff = diff.normalized() * -1
return Vector3(diff.x, diff.y ,0)

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uid://dlw7inlh6asvu

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@@ -1,19 +0,0 @@
extends State
@onready var timer = $Timer
var dir = Vector3(1, 1, 0)
func enter(previous_state_path: String, data := {}) -> void:
timer.start((float)(randi() % 5)/5)
func physics_update(_delta: float) -> void:
owner.move(_delta * Vector3(randfn(0, 1), randfn(0, 1), 0))
func _on_timer_timeout() -> void:
if (randi() % 4 != 0):
finished.emit(owner.fsm.States.RANDOMMOVEMENT, {})
else:
finished.emit(owner.fsm.States.IDLE, {})
func exit() -> void:
timer.stop()

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uid://xbiqj7ubmj7d

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@@ -1,20 +0,0 @@
extends State
@onready var timer = $Timer
var dir: Vector3 = Vector3(0,0,0);
func enter(previous_state_path: String, data := {}) -> void:
timer.start((float)(randi() % 10)/20)
dir = calc_dir(randi() % 360)
func physics_update(_delta: float) -> void:
owner.move(dir)
func calc_dir(angle: float) -> Vector3:
return Vector3(cos(angle), sin(angle), 0)
func _on_timer_timeout() -> void:
finished.emit(owner.fsm.States.IDLE, {})
func exit() -> void:
timer.stop()

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uid://ubcu8fdfxxj1

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@@ -1,17 +0,0 @@
extends StateMachine
enum States {IDLE, RANDOMMOVEMENT, FEEDING, FLEEING}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
super()
await owner.ready
func transition_to_next_state(target: int, data: Dictionary = {}) -> void:
match target:
States.IDLE: _transition_to_next_state("Idle", data)
States.RANDOMMOVEMENT: _transition_to_next_state("RandomMovement", data)
States.FEEDING: _transition_to_next_state("Feeding", data)
States.FLEEING: _transition_to_next_state("Fleeing", data)
_: push_error("Trying to transition to unknown state {target}")

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@@ -1 +0,0 @@
uid://0vwv2nt16gpv

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@@ -1,14 +0,0 @@
extends SpawnManager2D
#@export var cam: Camera2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
spawnRange = GameManager.extent
#spawnRange = cam.get_viewport_rect()
call_deferred("_spawn_minimum")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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uid://umx4w11edif

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@@ -1,70 +0,0 @@
; 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
[animation]
compatibility/default_parent_skeleton_in_mesh_instance_3d=true
[application]
config/name="EvolveDieRepeat"
run/main_scene="uid://drgv154ei1vrl"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
GameManager="*res://game_manager.gd"
[editor_plugins]
enabled=PackedStringArray("res://addons/godot_vim/plugin.cfg")
[global_group]
player="All scenes that constitute players should be added here."
prey="any passive killable entities belong in this group"
[input]
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)
]
}
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)
]
}
move_up={
"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)
]
}
move_down={
"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)
]
}
try_attack={
"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":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
[layer_names]
2d_render/layer_1="Player"
2d_render/layer_2="Prey"
[rendering]
textures/canvas_textures/default_texture_filter=0

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@@ -1,41 +0,0 @@
extends CharacterBody2D
class_name NPC2D
@export var maxHealth: int = 0
var health: int = maxHealth
signal died
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
spawn()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func spawn() -> void:
pass
func take_damage(dmg: int) -> void:
self.health -= dmg;
if self.health < 0:
self.die()
# I think the move per npc is to model concrete behaviours in functions.
# How the npc acts can be determined elsewhere, these functions just implement the behvaiour
func flee(direction: Vector3) -> void:
push_error("Function flee() not implemented.")
# Im envisioning we feed on "sustenance (to be classed)" only; when something dies it should spawn some sustenance
func feed(source ) -> void:
push_error("Function feed() not implemented.")
func die() -> void:
died.emit()
queue_free()
# TODO: should associate this class with a loot table (or equivalent), and can then implement logic for dying in parent class here.
func move(destination: Vector3) -> void:
push_error("Function move() not implemented.")

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uid://biu3sctw15ga

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@@ -1,10 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://biup0eej85fq2"]
[ext_resource type="Script" uid="uid://biu3sctw15ga" path="res://shared/npc/npc2D.gd" id="1_ucjfp"]
[node name="NPC" type="CharacterBody2D"]
script = ExtResource("1_ucjfp")
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
position = Vector2(7.215866, -0.5034294)
polygon = PackedVector2Array(-8.831272, -2.3390446, -5.7760534, -2.3993049, -4.0230684, 0.41277456, -5.8890305, 2.9948444, -8.862037, 2.9326901, -10.268076, 0.28495264)

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@@ -1,15 +0,0 @@
extends NPC2D
class_name AbstractPredator2D
# 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 attack(target) -> void:
push_error("Function attack() not implemented.")

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uid://dgfimmq53whll

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@@ -1,7 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://b7wqd5owafn6g"]
[ext_resource type="PackedScene" uid="uid://biup0eej85fq2" path="res://shared/npc/npc2D.tscn" id="1_4llks"]
[ext_resource type="Script" uid="uid://dgfimmq53whll" path="res://shared/npc/predator2D.gd" id="2_rj1ok"]
[node name="AbstractPredator" instance=ExtResource("1_4llks")]
script = ExtResource("2_rj1ok")

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@@ -1,13 +0,0 @@
extends NPC2D
class_name AbstractPrey2D
# 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

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uid://76jxpubyd8wp

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@@ -1,7 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://bvsdg1v3ksixy"]
[ext_resource type="PackedScene" uid="uid://biup0eej85fq2" path="res://shared/npc/npc2D.tscn" id="1_2m1le"]
[ext_resource type="Script" uid="uid://76jxpubyd8wp" path="res://shared/npc/prey2D.gd" id="2_dny00"]
[node name="AbstractPrey" instance=ExtResource("1_2m1le")]
script = ExtResource("2_dny00")

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@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://dje58m1cj34gn"]
[ext_resource type="Script" uid="uid://coetidfssb80w" path="res://shared/npc/spawn_manager_2d.gd" id="1_624qc"]
[node name="SpawnManager2d" type="Node"]
script = ExtResource("1_624qc")

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@@ -1,40 +0,0 @@
extends Node
class_name SpawnManager2D
@export var scene: PackedScene
@export var minCount = 1
@export var maxCount = 2
@export var spawnRange: Rect2 = Rect2(0, 0, 0, 0)
var _currentCount = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_spawn_minimum()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _spawn_minimum() -> void:
while _currentCount < minCount and _currentCount < maxCount:
_spawn_random()
func _random_pos() -> Vector2:
return Vector2(randf_range(spawnRange.position[0], spawnRange.size[0]), randf_range(spawnRange.position[1], spawnRange.size[1]))
func _spawn_random() -> void:
var pos = _random_pos()
_spawn_creature(pos)
_currentCount += 1
func _spawn_creature(position: Vector2) -> void:
var instance = scene.instantiate()
instance.position = position
add_child(instance)
if instance.has_signal("died"):
instance.died.connect(_on_entity_died)
func _on_entity_died() -> void:
_currentCount = max(0, _currentCount-1)
call_deferred("_spawn_minimum")

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@@ -1 +0,0 @@
uid://coetidfssb80w

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@@ -1,24 +0,0 @@
class_name State extends Node
# Emits on state completion
signal finished(next_state_path: String, data: Dictionary)
# Called by StateMachine on unhandled input
func handle_input(_event: InputEvent) -> void:
pass
# Main update loop
func update(_delta: float) -> void:
pass
# Physics update loop
func physics_update(_delta: float) -> void:
pass
# Called by StateMachine on state change. Data contains arbitrary data to initialize state.
func enter(previous_state_path: String, data := {}) -> void:
pass
# Called by StateMachine before state change. Should be used for cleanup.
func exit() -> void:
pass

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@@ -1 +0,0 @@
uid://co2xp7gauamql

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@@ -1,42 +0,0 @@
class_name StateMachine extends Node
@export var initial_state: State = null
# use first child as 'active' state
@onready var state: State = (func get_initial_state() -> State:
return initial_state if initial_state != null else get_child(0)
).call()
# Connect states on ready, then wait.
func _ready() -> void:
for node: State in find_children("*", "State"):
node.finished.connect(transition_to_next_state)
await owner.ready
state.enter("")
# pass unhandled input to state.
func _unhandled_input(event: InputEvent) -> void:
state.handle_input(event)
# Pass process tick to state.
func _process(delta: float) -> void:
state.update(delta)
# Pass physics tick to state.
func _physics_process(delta: float) -> void:
state.physics_update(delta)
# Transition to next state
func _transition_to_next_state(target_path: String, data: Dictionary = {}) -> void:
if not has_node(target_path):
printerr(owner.name + ": Trying to transition to state " + target_path + ", which does not exist.")
return
var previous_state_path := state.name
state.exit()
state = get_node(target_path)
state.enter(previous_state_path, data)
func transition_to_next_state(target: int, data: Dictionary = {}) -> void:
push_error("Child FSM failed to implement transition function.")

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