24 Commits

Author SHA1 Message Date
487062e25c Merge branch 'stage/molecular' of ssh://git.djairo.dev:2222/djairoh/notSpore into stage/molecular 2026-01-26 23:54:20 +01:00
adf1438bc8 ft: nucleotide prey FSM 2026-01-26 23:54:15 +01:00
f957b90be6 ft: removed addons from git (and added to gitignore) 2026-01-23 14:08:55 +01:00
c11afd9ddd ft (Wip): FSM behaviour prey 2026-01-23 10:48:14 +01:00
0b9b1e75d4 fx: attacking sprite/logic mismatch 2026-01-17 14:56:25 +01:00
c0f5dd4628 ft (placeholder): player attacking anim 2026-01-17 14:47:16 +01:00
03117b77fb fx: mirroring nucleotide prey state 2026-01-17 14:32:16 +01:00
18ce1716e4 ft: player attacking logic 2026-01-17 14:20:54 +01:00
5811658c64 Merge branch 'stage/molecular' of ssh://git.djairo.dev:2222/djairoh/notSpore into stage/molecular 2026-01-17 13:01:57 +01:00
e4b3919b81 ft: improved npc spawning logic 2026-01-17 13:00:54 +01:00
8de3ee2c9a Prey is now reflected to be smooth across periodic boundary too 2026-01-02 22:03:29 +01:00
4160361145 Periodic boundary now applies to prey too 2026-01-02 13:17:55 +01:00
3262a8899c Added simple periodic boundary 2025-12-21 15:14:51 +01:00
6662dc0c80 Implemented proper backgrund tilemap / tilestep 2025-12-21 14:24:45 +01:00
1a532a5afb ft: prey collision 2025-12-20 00:03:13 +01:00
a5055a523f ft (very very wip): prey impl 2025-12-19 20:07:53 +01:00
551482e209 ft (wip): molecular stage prey 2025-12-15 13:05:11 +01:00
263011b460 Added simple UI 2025-11-24 22:59:08 +01:00
9de9d18632 Basic camera setup with temp. sprites 2025-11-24 22:54:13 +01:00
a4d062ea04 Updated README.md with C++ instructions 2025-11-23 00:03:25 +01:00
52ae094087 Added c++ test; now works 2025-11-22 23:55:25 +01:00
e77fe832f0 (wip) Added c++ test file 2025-11-22 23:36:14 +01:00
f4fd083a1a (wip) trying to setup c++ extension 2025-11-22 23:23:35 +01:00
cdcc23c50a Initial setup w. basic scene(s) 2025-11-22 22:57:26 +01:00
92 changed files with 339117 additions and 281 deletions

2
.gitignore vendored
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@@ -35,7 +35,6 @@
# ---> Godot
# Godot 4+ specific ignores
.godot/
addons/
# Godot-specific ignores
.import/
@@ -50,3 +49,4 @@ export_presets.cfg
data_*/
mono_crash.*.json
addons/

4
.gitmodules vendored Normal file
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@@ -0,0 +1,4 @@
[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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@@ -1,2 +1,25 @@
# notSpore
# 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
```

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# Godot 4+ specific ignores
.godot/
project.godot
*.import
/android/

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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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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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[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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dest_files=["res://.godot/imported/prey-injured-frame1.png-6fdfb22e05a71b519337c6ac43b474b1.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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extends CharacterBody2D
@export var attack_duration = 0.2 # TODO: finetune
@export var attack_cooldown_duration = 0.4
@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():
look_at(velocity * 1000000) # FIXME: ideally we look_at a point at infinity
# or rotate the player some other way
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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uid://di7eglnrnqm6i

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[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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extends AbstractPrey2D
@onready var sprite = get_node("AnimatedSprite2D")
@onready var fsm = $StateMachine
# Mirroed 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:
# Boundary mirroring
_handle_wrapping()
func _physics_process(delta: float) -> void:
#self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
# TODO: state transition logic (bot controller code)
pass
func move(motion: Vector3) -> void:
move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
# 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")
# 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.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(GameManager.screen_size.x, 0)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite3.position = Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
# Bottom
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite2.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.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite1.position = Vector2(0, - GameManager.screen_size.y)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite2.position = Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
# Right
#mirrorSprite3.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
mirrorSprite3.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.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
# Bottom
#mirrorSprite2.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
# Diag
#mirrorSprite3.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite3.position = Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
else:
# 4
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Left
#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite2.position = Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
# Top
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite3.position = Vector2(0, - GameManager.screen_size.y)
func _on_timer_timeout() -> void:
pass # Replace with function body.

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uid://bgossk6xo31gi

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[gd_scene load_steps=14 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" groups=["prey"] instance=ExtResource("1_qvulj")]
collision_layer = 2
motion_mode = 1
script = ExtResource("2_0227s")
maxHealth = 20
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." index="0"]
scale = Vector2(0.1, 0.1)
sprite_frames = SubResource("SpriteFrames_66x8p")
animation = &"Injured"
[node name="StateMachine" type="Node" parent="." index="2" 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"]
script = ExtResource("10_rgguv")
[node name="Timer" type="Timer" parent="StateMachine/RandomMovement" index="0"]
one_shot = true
[node name="Fleeing" type="Node" parent="StateMachine" index="1"]
script = ExtResource("12_xxtgy")
[node name="Idle" type="Node" parent="StateMachine" index="2"]
script = ExtResource("12_ubfhk")
metadata/_custom_type_script = "uid://co2xp7gauamql"
[node name="Timer" type="Timer" parent="StateMachine/Idle" index="0"]
one_shot = true
[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"]

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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:
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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extends State
@onready var timer = $Timer
func enter(previous_state_path: String, data := {}) -> void:
timer.start((float)(randi() % 5)/5)
func physics_update(_delta: float) -> void:
owner.move(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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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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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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uid://0vwv2nt16gpv

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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()
_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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; 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="EvolveDieRepeat"
run/main_scene="uid://drgv154ei1vrl"
config/features=PackedStringArray("4.5", "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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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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[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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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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[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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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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[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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[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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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)
_spawn_minimum()

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uid://coetidfssb80w

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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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uid://co2xp7gauamql

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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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uid://ck7k8ht54snsy

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bin
*.uid
*sconsign.dblite
**.os
godot-cpp/bin/
*.o
*.so

31
evolve-die-repeat/thirdparty/SConstruct vendored Normal file
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import os
from SCons.Script import DefaultEnvironment, ARGUMENTS, Glob, Dir
env = DefaultEnvironment()
platform = ARGUMENTS.get("platform", "linux")
target = ARGUMENTS.get("target", "template_debug") # or template_release
arch = ARGUMENTS.get("arch", "x86_64")
HERE = Dir(".").abspath
GODOTCPP = os.path.join(HERE, "godot-cpp")
inc_paths = [
os.path.join(GODOTCPP, "include"),
os.path.join(GODOTCPP, "gen", "include"),
]
for extra in ("godot-headers", "gdextension"):
p = os.path.join(GODOTCPP, extra)
if os.path.isdir(p):
inc_paths.append(p)
env.Append(CPPPATH=inc_paths)
env.Append(LIBPATH=[os.path.join(GODOTCPP, "bin")])
env.Append(CXXFLAGS=["-std=c++17", "-fPIC"])
env.Append(LIBS=[f"godot-cpp.{platform}.{target}.{arch}"])
outdir = os.path.join(HERE, "bin")
os.makedirs(outdir, exist_ok=True)
soname = f"gol.{platform}.{'debug' if target == 'template_debug' else 'release'}.{arch}"
env.SharedLibrary(target=os.path.join(outdir, soname), source=Glob("src/*.cpp"))

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[configuration]
entry_symbol = "gol_library_init"
compatibility_minimum = "4.5" ; required in 4.5+
reloadable = true
[libraries]
linux.debug.x86_64 = "res://thirdparty/bin/libgol.linux.debug.x86_64"

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#include <gdextension_interface.h>
#include <godot_cpp/classes/ref_counted.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
using namespace godot;
class Test : public RefCounted {
GDCLASS(Test, RefCounted);
int counter = 0;
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("increment"), &Test::increment);
ClassDB::bind_method(D_METHOD("get_counter"), &Test::get_counter);
ClassDB::bind_method(D_METHOD("set_counter", "value"), &Test::set_counter);
ClassDB::add_property("Test", PropertyInfo(Variant::INT, "counter"),
"set_counter", "get_counter");
}
public:
int increment() {
counter += 1;
return counter;
}
int get_counter() const { return counter; }
void set_counter(int p_value) { counter = p_value; }
};
extern "C" GDExtensionBool GDE_EXPORT
gol_library_init(GDExtensionInterfaceGetProcAddress get_proc_address,
GDExtensionClassLibraryPtr library,
GDExtensionInitialization *r_initialization) {
static GDExtensionBinding::InitObject init(get_proc_address, library,
r_initialization);
init.register_initializer([](ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<Test>();
});
init.register_terminator([](ModuleInitializationLevel /*p_level*/) {
// no-op
});
init.set_minimum_library_initialization_level(
MODULE_INITIALIZATION_LEVEL_SCENE);
return init.init();
}

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@@ -1,4 +0,0 @@
UI -> toggleButton so camera follows ant
-> reset camera button
-> pause button
dynamically generate tile colours (using a big palette for indexing maybe?) this probably needs to be a shader.

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@@ -1,89 +0,0 @@
extends Sprite2D
var pos: Vector2i = Vector2i(0,0)
var dir: TileSet.CellNeighbor = TileSet.CELL_NEIGHBOR_RIGHT_SIDE
@onready var tiles: TileMapLayer = get_node("../TileMapLayer")
@export var randomRules: bool = true
var curDir: Dictionary = {
0: TileSet.CELL_NEIGHBOR_RIGHT_SIDE,
1: TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE,
2: TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE,
3: TileSet.CELL_NEIGHBOR_LEFT_SIDE,
4: TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE,
5: TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE,
}
var curInt: Dictionary = {
TileSet.CELL_NEIGHBOR_RIGHT_SIDE: 0,
TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE: 1,
TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE: 2,
TileSet.CELL_NEIGHBOR_LEFT_SIDE: 3,
TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE: 4,
TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE: 5,
}
var antProgram: Array[Vector2i] = [
Vector2i(2, 1),
Vector2i(0, 2),
Vector2i(3, 3),
Vector2i(1, 4),
Vector2i(1, 5),
Vector2i(2, 0),
]
func randomTileset() -> void:
var rng = RandomNumberGenerator.new()
antProgram = []
var s: int = rng.randi_range(10, 99)
for i in range(0, s):
antProgram.append(Vector2i(rng.randi_range(1, 4), (i+1)%s))
func getNextStep(tile: int) -> Vector2i:
if tile > antProgram.size():
return Vector2i(0,0)
else:
return antProgram.get(tile)
func _ready() -> void:
self.set_z_index(1)
self.set_frame(curInt[dir])
if randomRules:
randomTileset()
tiles.set_tile(pos, tiles.get_tile_colour(pos))
move(dir)
# update loop:
# move in dir
# get tile col, change dir based on col
# paint tile col
func update() -> void:
move(dir)
pos = tiles.get_neighbor_cell(pos, dir)
var tile: int = tiles.get_tile_colour(pos)
var res = getNextStep(tile)
dir = curDir[(curInt[dir] + tiles.numTiles + res.x) % tiles.numTiles]
self.set_frame(curInt[dir])
tiles.set_tile(pos, res.y % tiles.numTiles)
func move(to: TileSet.CellNeighbor) -> void:
var delta: Vector2
match to:
TileSet.CELL_NEIGHBOR_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x, 0)
TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x/2, tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x/2, tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x, 0)
TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x/2, -tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x/2, -tiles.texSize.y/4*3)
_:
delta = Vector2(0,0)
self.translate(delta)

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@@ -1 +0,0 @@
uid://b6ll30b7xtwal

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@@ -1,41 +0,0 @@
extends Camera2D
@export var minZoom := 0.01
@export var maxZoom := 2.0
@export var zoomFactor := 0.1
@export var zoomDuration := 0.2
var zoomLevel: float = 1
var dragging: bool = false
func _ready():
pass
func _input(event):
if event.is_action_pressed("zoomIn"):
setZoomLevel(zoomLevel + zoomFactor)
elif event.is_action_pressed("zoomOut"):
setZoomLevel(zoomLevel - zoomFactor)
elif event.is_action_pressed("resetCamera"):
reset()
func _unhandled_input(event):
if event is InputEventMouseButton:
if event.get_button_index() == 1:
dragging = event.is_pressed()
elif event is InputEventMouseMotion:
if dragging:
self.global_position -= event.get_relative() * 1/zoomLevel
func setZoomLevel(level: float, mouse_world_position = self.get_global_mouse_position()):
var old_zoomLevel = zoomLevel
zoomLevel = clampf(level, minZoom, maxZoom)
var direction = (mouse_world_position - global_position)
var new_position = self.global_position + direction - ((direction) / (zoomLevel/old_zoomLevel))
zoom = Vector2(zoomLevel, zoomLevel)
self.global_position = new_position
func reset():
self.global_position = Vector2(0, 0)

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@@ -1 +0,0 @@
uid://bqjbnbfd7jlob

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@@ -1,24 +0,0 @@
extends Node2D
var t: float = -1
var paused: bool = false
@export var stepSize: float = 20
@export var ant: Sprite2D
@export var tiles: TileMapLayer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
func _input(event):
if event.is_action_pressed("togglePause"):
paused = !paused
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if paused: return
t += delta
if (t > stepSize/1000):
t = 0
ant.update()

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@@ -1 +0,0 @@
uid://by3d3t5ymxl3m

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@@ -1,50 +0,0 @@
[gd_scene load_steps=9 format=3 uid="uid://b6xi32r3co6md"]
[ext_resource type="Script" uid="uid://by3d3t5ymxl3m" path="res://grid.gd" id="1_bghhw"]
[ext_resource type="Script" uid="uid://b6ll30b7xtwal" path="res://ant.gd" id="1_ebq2e"]
[ext_resource type="Texture2D" uid="uid://ykvioy4g357o" path="res://assets/ant.png" id="3_sle3t"]
[ext_resource type="Texture2D" uid="uid://b8dilj6w2vq2l" path="res://assets/tiles.png" id="4_fqc2p"]
[ext_resource type="Script" uid="uid://cqxfmo3hixad1" path="res://tile_map_layer.gd" id="5_fqc2p"]
[ext_resource type="Script" uid="uid://bqjbnbfd7jlob" path="res://camera.gd" id="6_g2qvd"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_g2qvd"]
texture = ExtResource("4_fqc2p")
texture_region_size = Vector2i(32, 32)
0:0/0 = 0
1:0/0 = 0
0:1/0 = 0
1:1/0 = 0
0:2/0 = 0
1:2/0 = 0
0:3/0 = 0
1:3/0 = 0
0:4/0 = 0
0:5/0 = 0
[sub_resource type="TileSet" id="TileSet_05i0m"]
tile_shape = 3
tile_size = Vector2i(32, 32)
sources/0 = SubResource("TileSetAtlasSource_g2qvd")
[node name="Grid" type="Node2D" node_paths=PackedStringArray("ant", "tiles")]
script = ExtResource("1_bghhw")
stepSize = 1.0
ant = NodePath("Ant")
tiles = NodePath("TileMapLayer")
[node name="TileMapLayer" type="TileMapLayer" parent="."]
tile_set = SubResource("TileSet_05i0m")
collision_enabled = false
script = ExtResource("5_fqc2p")
[node name="Ant" type="Sprite2D" parent="."]
position = Vector2(-15.999998, 14.999998)
scale = Vector2(0.8, 0.8)
texture = ExtResource("3_sle3t")
vframes = 6
script = ExtResource("1_ebq2e")
[node name="Camera" type="Camera2D" parent="."]
position = Vector2(-3.8146973e-06, -8)
scale = Vector2(0.79999983, 0.79999983)
script = ExtResource("6_g2qvd")

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@@ -1,43 +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
[application]
config/name="New Game Project"
run/main_scene="res://grid.tscn"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[editor_plugins]
enabled=PackedStringArray("res://addons/godot-vim/plugin.cfg")
[input]
zoomIn={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
zoomOut={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
togglePause={
"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)
]
}
resetCamera={
"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":82,"physical_keycode":0,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
]
}

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@@ -1,22 +0,0 @@
extends TileMapLayer
var tiles: Dictionary = {}
@onready var numTiles: int = get_tile_set().get_source(0).get_tiles_count()
#@onready var texSize: Vector2 = get_tile_set().get_tile_texture(get_tile_set().get_tile_id(0))
@onready var texSize: Vector2 = Vector2(32, 32) # TODO: get from tileSet
@export var randomColors: bool = true
var stateColMap: Dictionary = {
}
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
func get_tile_colour(pos: Vector2i) -> int:
return tiles.get_or_add(pos, 0)
# TODO: state should be an enum probably
func set_tile(pos: Vector2i, state: int) -> void:
self.set_cell(pos, 0, Vector2i(0, state%numTiles))
if randomColors:
var col: Color = stateColMap.get_or_add(state, Color(rng.randf(), rng.randf(), rng.randf(), 1))
self.get_cell_tile_data(pos).set_modulate(col)
tiles.erase(pos)
tiles.get_or_add(pos, state)

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@@ -1 +0,0 @@
uid://cqxfmo3hixad1