delete old files

pull/3/head
John Montagu, the 4th Earl of Sandvich 2023-06-03 17:52:08 -07:00
parent 4a34595a97
commit 96fd6f5c26
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
3 changed files with 0 additions and 96 deletions

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@ -1,36 +0,0 @@
[gd_scene load_steps=6 format=3 uid="uid://8ewc46esswdo"]
[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="1_jh0yt"]
[ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="2_gtebh"]
[ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="2_konpx"]
[ext_resource type="Script" path="res://Tests/OscillatingBody.cs" id="3_exvxj"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bvv0o"]
size = Vector2(128, 128)
[node name="HItboxTest" type="Node2D"]
position = Vector2(377, 214)
[node name="Node2D" type="Node2D" parent="."]
[node name="Sprite2D" type="Sprite2D" parent="Node2D"]
texture = ExtResource("1_jh0yt")
[node name="Hitbox" parent="Node2D" instance=ExtResource("2_gtebh")]
[node name="OscillatingBody" type="CharacterBody2D" parent="."]
script = ExtResource("3_exvxj")
[node name="Sprite2D" type="Sprite2D" parent="OscillatingBody"]
position = Vector2(230, 7)
texture = ExtResource("1_jh0yt")
[node name="Hurtbox" parent="OscillatingBody" instance=ExtResource("2_konpx")]
[node name="CollisionShape2D" parent="OscillatingBody/Hurtbox" index="0"]
shape = SubResource("RectangleShape2D_bvv0o")
[connection signal="ReceivedDamage" from="OscillatingBody/Hurtbox" to="OscillatingBody" method="_on_hurtbox_received_damage"]
[editable path="Node2D/Hitbox"]
[editable path="OscillatingBody/Hurtbox"]

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@ -1,22 +0,0 @@
using Godot;
using SupaLidlGame.Characters;
using System;
public partial class OscillatingBody : CharacterBody2D
{
private double _time = 0;
public override void _PhysicsProcess(double delta)
{
_time += delta;
// move along the path sin(x) whose derivative is cos(x)
Velocity = Vector2.Left * Mathf.Cos((float)_time) * 256;
MoveAndSlide();
}
public void _on_hurtbox_received_damage(float damage, Character attacker,
float knockback, Vector2 _, Vector2 __)
{
GD.Print($"took {damage} dmg");
}
}

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@ -1,38 +0,0 @@
using Godot;
public partial class StaticMovement : CharacterBody2D
{
public const float Speed = 300.0f;
public const float JumpVelocity = -400.0f;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
public override void _PhysicsProcess(double delta)
{
Vector2 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
velocity.Y += gravity * (float)delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
velocity.Y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (direction != Vector2.Zero)
{
velocity.X = direction.X * Speed;
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
}
}