item-info
John Montagu, the 4th Earl of Sandvich 2022-11-10 20:29:53 -08:00
commit 9f4d7b4928
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
17 changed files with 508 additions and 0 deletions

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.gitattributes vendored 100644
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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.gitignore vendored 100644
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# Godot 4+ specific ignores
.godot/

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using Godot;
using System;
namespace SupaLidlGame.Characters
{
public partial class Character : CharacterBody2D
{
public float Speed { get; protected set; } = 128.0f;
public float JumpVelocity { get; protected set; } = -400.0f;
public float AccelerationMagnitude { get; protected set; } = 256.0f;
public Vector2 Acceleration => Direction * AccelerationMagnitude;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
public Vector2 Direction { get; protected set; } = Vector2.Zero;
public override void _Process(double delta)
{
}
public override void _PhysicsProcess(double delta)
{
// movement would be more crisp with no acceleration
Velocity = Direction * Speed;
MoveAndSlide();
}
}
}

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Characters/Enemy.cs 100644
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using Godot;
using System;
namespace SupaLidlGame.Characters
{
public partial class Enemy : NPC
{
public override void _Ready()
{
base._Ready();
}
public override void _Process(double delta)
{
if ((_thinkTimeElapsed -= delta) <= 0)
{
_thinkTimeElapsed = 0.25;
Think();
}
//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
base._Process(delta);
}
public override void _Draw()
{
for (byte i = 0; i < 16; i++)
{
Vector2 diff = WeightVec(i) * 128;
Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
DrawLine(Vector2.Zero, diff, c, 2.0f);
}
base._Draw();
}
private Vector2 WeightVec(int idx)
{
//GD.Print(_weights[idx]);
return WeightVecNorm(idx) * _weights[idx];
}
private Vector2 WeightVecNorm(int idx)
{
// sin(2pix/16)
float x = Mathf.Cos(Mathf.Pi * idx / 8);
float y = Mathf.Sin(Mathf.Pi * idx / 8);
return new Vector2(x, y);
}
private Character FindBestTarget()
{
float bestDist = float.MaxValue;
Character bestChar = null;
foreach (Node node in GetParent().GetChildren())
{
if (node != this && node is Character character)
{
float dist = Position.DistanceTo(character.Position);
if (dist < bestDist)
{
bestDist = dist;
bestChar = character;
}
}
}
return bestChar;
}
private void Think()
{
Target = FindBestTarget();
float bestWeight = 0;
Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
for (byte i = 0; i < 16; i++)
{
Vector2 dir = WeightVecNorm(i);
// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
if (dist < 16384)
{
Vector2 dirA = WeightVecNorm((i + 4) % 16);
Vector2 dirB = WeightVecNorm((i - 4) % 16);
float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
dirB.Dot(want) + dirB.Dot(Direction));
_weights[i] = (dot + 1) / 2;
}
else
{
_weights[i] = (dir.Dot(want) + 1) / 2;
}
// check each weight with a raycast to see if it will hit any object
// if it hits an object, subtract the weight by how close the ray is
if (_weights[i] > 0)
{
GD.Print("casting...");
var spaceState = GetWorld2d().DirectSpaceState;
var args = new PhysicsRayQueryParameters2D();
args.From = GlobalPosition;
args.To = GlobalPosition + dir * 256 * _weights[i];
args.CollideWithBodies = true;
args.Exclude.Add(this.GetRid());
var result = spaceState.IntersectRay(args);
GD.Print(result.Count);
if (result.Count > 0)
{
var pos = result["position"].AsVector2();
var sub = pos.DistanceTo(GlobalPosition + dir);
_weights[i] -= sub;
GD.Print("hit!");
}
}
if (_weights[i] > bestWeight)
{
bestWeight = _weights[i];
_dirIdx = i;
}
//GD.Print(_weights[i]);
}
Direction = WeightVecNorm((byte)_dirIdx);
QueueRedraw();
}
}
}

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[gd_scene load_steps=4 format=3 uid="uid://dymwd5ihpwyqm"]
[ext_resource type="Script" path="res://Characters/NPC.cs" id="1_4x3dm"]
[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="2_ujqd7"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uict5"]
size = Vector2(32, 16)
[node name="ExampleEnemy" type="CharacterBody2D"]
script = ExtResource("1_4x3dm")
[node name="Icon" type="Sprite2D" parent="."]
scale = Vector2(0.25, 0.25)
texture = ExtResource("2_ujqd7")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 8)
shape = SubResource("RectangleShape2D_uict5")

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Characters/NPC.cs 100644
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using Godot;
using System;
namespace SupaLidlGame.Characters
{
public partial class NPC : Character
{
/// <summary>Time in seconds it takes for the NPC to think</summary>
public const float ThinkTime = 0.25f;
public Character Target { get; protected set; }
public float[] Weights => _weights;
protected float[] _weights = new float[16];
protected int _dirIdx = 0;
protected double _thinkTimeElapsed = 0;
public override void _Ready()
{
base._Ready();
Array.Fill(_weights, 0);
}
public override void _Process(double delta)
{
if ((_thinkTimeElapsed += delta) > ThinkTime)
{
_thinkTimeElapsed = 0;
Think();
}
//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
base._Process(delta);
}
public override void _Draw()
{
for (byte i = 0; i < 16; i++)
{
Vector2 diff = WeightVec(i) * 128;
Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
DrawLine(Vector2.Zero, diff, c, 2.0f);
}
base._Draw();
}
private Vector2 WeightVec(int idx)
{
//GD.Print(_weights[idx]);
return WeightVecNorm(idx) * _weights[idx];
}
private Vector2 WeightVecNorm(int idx)
{
// sin(2pix/16)
float x = Mathf.Cos(Mathf.Pi * idx / 8);
float y = Mathf.Sin(Mathf.Pi * idx / 8);
return new Vector2(x, y);
}
private Character FindBestTarget()
{
float bestDist = float.MaxValue;
Character bestChar = null;
foreach (Node node in GetParent().GetChildren())
{
if (node != this && node is Character character)
{
float dist = Position.DistanceTo(character.Position);
if (dist < bestDist)
{
bestDist = dist;
bestChar = character;
}
}
}
return bestChar;
}
private void Think()
{
Target = FindBestTarget();
float bestWeight = 0;
Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
for (byte i = 0; i < 16; i++)
{
Vector2 dir = WeightVecNorm(i);
// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
if (dist < 16384)
{
Vector2 dirA = WeightVecNorm((i + 4) % 16);
Vector2 dirB = WeightVecNorm((i - 4) % 16);
float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
dirB.Dot(want) + dirB.Dot(Direction));
_weights[i] = (dot + 1) / 2;
}
else
{
_weights[i] = (dir.Dot(want) + 1) / 2;
}
// check each weight with a raycast to see if it will hit any object
// if it hits an object, subtract the weight by how close the ray is
if (_weights[i] > 0)
{
GD.Print("casting...");
var spaceState = GetWorld2d().DirectSpaceState;
var args = new PhysicsRayQueryParameters2D();
args.From = GlobalPosition;
args.To = GlobalPosition + dir * 256 * _weights[i];
args.CollideWithBodies = true;
args.Exclude.Add(this.GetRid());
var result = spaceState.IntersectRay(args);
GD.Print(result.Count);
if (result.Count > 0)
{
var pos = result["position"].AsVector2();
var sub = pos.DistanceTo(GlobalPosition + dir);
_weights[i] -= sub;
GD.Print("hit!");
}
}
if (_weights[i] > bestWeight)
{
bestWeight = _weights[i];
_dirIdx = i;
}
//GD.Print(_weights[i]);
}
Direction = WeightVecNorm((byte)_dirIdx);
QueueRedraw();
}
}
}

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using Godot;
using System;
namespace SupaLidlGame.Characters
{
public partial class Player : Character
{
public override void _Ready()
{
Speed = 256.0f;
}
public override void _Process(double delta)
{
Direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
}
}
}

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[gd_scene load_steps=4 format=3 uid="uid://bncaar8vp3b84"]
[ext_resource type="Script" path="res://Characters/Player.cs" id="1_flygr"]
[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="2_xmgd1"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bfqew"]
size = Vector2(32, 16)
[node name="Node2D" type="CharacterBody2D"]
script = ExtResource("1_flygr")
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.25, 0.25)
texture = ExtResource("2_xmgd1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 8)
shape = SubResource("RectangleShape2D_bfqew")
[node name="Camera2D" type="Camera2D" parent="."]
current = true

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namespace SupaLidlGame.Characters.Thinkers
{
public class Thinker
{
public virtual void Think()
{
}
}
}

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Scenes/Level.tscn 100644
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[gd_scene load_steps=3 format=3 uid="uid://cbsosmpnenfwu"]
[ext_resource type="PackedScene" uid="uid://bncaar8vp3b84" path="res://Characters/Player.tscn" id="1_m35hr"]
[ext_resource type="PackedScene" uid="uid://dymwd5ihpwyqm" path="res://Characters/ExampleEnemy.tscn" id="2_uti3y"]
[node name="Level" type="Node2D"]
[node name="TileMap" type="TileMap" parent="."]
y_sort_enabled = true
format = 2
[node name="Player" parent="TileMap" instance=ExtResource("1_m35hr")]
position = Vector2(206, 94)
motion_mode = 1
[node name="ExampleEnemy" parent="TileMap" instance=ExtResource("2_uti3y")]
position = Vector2(680, 261)
[node name="ExampleEnemy2" parent="TileMap" instance=ExtResource("2_uti3y")]
position = Vector2(842, 459)
[node name="ExampleEnemy3" parent="TileMap" instance=ExtResource("2_uti3y")]
position = Vector2(297, 354)
[node name="ExampleEnemy4" parent="TileMap" instance=ExtResource("2_uti3y")]
position = Vector2(675, 78)

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Sprites/figure.ase 100644

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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.4">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup>
</Project>

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SupaLidlGame.sln 100644
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SupaLidlGame", "SupaLidlGame.csproj", "{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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icon.svg.import 100644
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bw052v8ikfget"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
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}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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compress/mode=0
compress/lossy_quality=0.7
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0
project-todo.org 100644
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project.godot 100644
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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="SupaLidlGame"
run/main_scene="res://Scenes/Level.tscn"
config/features=PackedStringArray("4.0", "C#", "Forward Plus")
config/icon="res://icon.svg"
[dotnet]
project/assembly_name="SupaLidlGame"
[input]
ui_left={
"deadzone": 0.5,
"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":65,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
]
}
ui_right={
"deadzone": 0.5,
"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":68,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
]
}
ui_up={
"deadzone": 0.5,
"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":87,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
]
}
ui_down={
"deadzone": 0.5,
"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":83,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
]
}
[physics]
2d/default_gravity=0.0