init
commit
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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# Godot 4+ specific ignores
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.godot/
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using Godot;
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using System;
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namespace SupaLidlGame.Characters
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{
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public partial class Character : CharacterBody2D
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{
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public float Speed { get; protected set; } = 128.0f;
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public float JumpVelocity { get; protected set; } = -400.0f;
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public float AccelerationMagnitude { get; protected set; } = 256.0f;
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public Vector2 Acceleration => Direction * AccelerationMagnitude;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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public Vector2 Direction { get; protected set; } = Vector2.Zero;
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public override void _Process(double delta)
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{
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}
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public override void _PhysicsProcess(double delta)
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{
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// movement would be more crisp with no acceleration
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Velocity = Direction * Speed;
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MoveAndSlide();
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}
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}
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}
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using Godot;
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using System;
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namespace SupaLidlGame.Characters
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{
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public partial class Enemy : NPC
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{
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public override void _Ready()
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{
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base._Ready();
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}
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public override void _Process(double delta)
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{
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if ((_thinkTimeElapsed -= delta) <= 0)
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{
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_thinkTimeElapsed = 0.25;
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Think();
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}
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//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
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base._Process(delta);
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}
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public override void _Draw()
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{
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for (byte i = 0; i < 16; i++)
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{
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Vector2 diff = WeightVec(i) * 128;
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Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
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DrawLine(Vector2.Zero, diff, c, 2.0f);
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}
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base._Draw();
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}
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private Vector2 WeightVec(int idx)
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{
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//GD.Print(_weights[idx]);
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return WeightVecNorm(idx) * _weights[idx];
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}
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private Vector2 WeightVecNorm(int idx)
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{
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// sin(2pix/16)
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float x = Mathf.Cos(Mathf.Pi * idx / 8);
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float y = Mathf.Sin(Mathf.Pi * idx / 8);
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return new Vector2(x, y);
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}
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private Character FindBestTarget()
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{
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float bestDist = float.MaxValue;
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Character bestChar = null;
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foreach (Node node in GetParent().GetChildren())
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{
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if (node != this && node is Character character)
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{
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float dist = Position.DistanceTo(character.Position);
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if (dist < bestDist)
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{
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bestDist = dist;
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bestChar = character;
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}
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}
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}
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return bestChar;
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}
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private void Think()
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{
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Target = FindBestTarget();
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float bestWeight = 0;
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Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
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float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
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for (byte i = 0; i < 16; i++)
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{
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Vector2 dir = WeightVecNorm(i);
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// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
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if (dist < 16384)
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{
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Vector2 dirA = WeightVecNorm((i + 4) % 16);
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Vector2 dirB = WeightVecNorm((i - 4) % 16);
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float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
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dirB.Dot(want) + dirB.Dot(Direction));
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_weights[i] = (dot + 1) / 2;
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}
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else
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{
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_weights[i] = (dir.Dot(want) + 1) / 2;
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}
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// check each weight with a raycast to see if it will hit any object
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// if it hits an object, subtract the weight by how close the ray is
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if (_weights[i] > 0)
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{
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GD.Print("casting...");
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var spaceState = GetWorld2d().DirectSpaceState;
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var args = new PhysicsRayQueryParameters2D();
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args.From = GlobalPosition;
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args.To = GlobalPosition + dir * 256 * _weights[i];
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args.CollideWithBodies = true;
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args.Exclude.Add(this.GetRid());
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var result = spaceState.IntersectRay(args);
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GD.Print(result.Count);
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if (result.Count > 0)
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{
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var pos = result["position"].AsVector2();
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var sub = pos.DistanceTo(GlobalPosition + dir);
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_weights[i] -= sub;
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GD.Print("hit!");
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}
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}
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if (_weights[i] > bestWeight)
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{
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bestWeight = _weights[i];
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_dirIdx = i;
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}
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//GD.Print(_weights[i]);
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}
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Direction = WeightVecNorm((byte)_dirIdx);
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QueueRedraw();
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}
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}
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}
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[gd_scene load_steps=4 format=3 uid="uid://dymwd5ihpwyqm"]
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[ext_resource type="Script" path="res://Characters/NPC.cs" id="1_4x3dm"]
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[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="2_ujqd7"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uict5"]
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size = Vector2(32, 16)
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[node name="ExampleEnemy" type="CharacterBody2D"]
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script = ExtResource("1_4x3dm")
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[node name="Icon" type="Sprite2D" parent="."]
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scale = Vector2(0.25, 0.25)
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texture = ExtResource("2_ujqd7")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(0, 8)
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shape = SubResource("RectangleShape2D_uict5")
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using Godot;
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using System;
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namespace SupaLidlGame.Characters
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{
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public partial class NPC : Character
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{
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/// <summary>Time in seconds it takes for the NPC to think</summary>
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public const float ThinkTime = 0.25f;
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public Character Target { get; protected set; }
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public float[] Weights => _weights;
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protected float[] _weights = new float[16];
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protected int _dirIdx = 0;
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protected double _thinkTimeElapsed = 0;
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public override void _Ready()
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{
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base._Ready();
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Array.Fill(_weights, 0);
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}
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public override void _Process(double delta)
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{
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if ((_thinkTimeElapsed += delta) > ThinkTime)
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{
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_thinkTimeElapsed = 0;
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Think();
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}
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//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
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base._Process(delta);
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}
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public override void _Draw()
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{
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for (byte i = 0; i < 16; i++)
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{
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Vector2 diff = WeightVec(i) * 128;
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Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
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DrawLine(Vector2.Zero, diff, c, 2.0f);
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}
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base._Draw();
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}
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private Vector2 WeightVec(int idx)
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{
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//GD.Print(_weights[idx]);
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return WeightVecNorm(idx) * _weights[idx];
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}
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private Vector2 WeightVecNorm(int idx)
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{
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// sin(2pix/16)
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float x = Mathf.Cos(Mathf.Pi * idx / 8);
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float y = Mathf.Sin(Mathf.Pi * idx / 8);
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return new Vector2(x, y);
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}
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private Character FindBestTarget()
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{
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float bestDist = float.MaxValue;
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Character bestChar = null;
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foreach (Node node in GetParent().GetChildren())
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{
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if (node != this && node is Character character)
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{
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float dist = Position.DistanceTo(character.Position);
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if (dist < bestDist)
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{
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bestDist = dist;
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bestChar = character;
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}
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}
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}
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return bestChar;
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}
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private void Think()
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{
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Target = FindBestTarget();
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float bestWeight = 0;
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Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
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float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
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for (byte i = 0; i < 16; i++)
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{
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Vector2 dir = WeightVecNorm(i);
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// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
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if (dist < 16384)
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{
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Vector2 dirA = WeightVecNorm((i + 4) % 16);
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Vector2 dirB = WeightVecNorm((i - 4) % 16);
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float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
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dirB.Dot(want) + dirB.Dot(Direction));
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_weights[i] = (dot + 1) / 2;
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}
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else
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{
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_weights[i] = (dir.Dot(want) + 1) / 2;
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}
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// check each weight with a raycast to see if it will hit any object
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// if it hits an object, subtract the weight by how close the ray is
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if (_weights[i] > 0)
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{
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GD.Print("casting...");
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var spaceState = GetWorld2d().DirectSpaceState;
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var args = new PhysicsRayQueryParameters2D();
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args.From = GlobalPosition;
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args.To = GlobalPosition + dir * 256 * _weights[i];
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args.CollideWithBodies = true;
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args.Exclude.Add(this.GetRid());
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var result = spaceState.IntersectRay(args);
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GD.Print(result.Count);
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if (result.Count > 0)
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{
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var pos = result["position"].AsVector2();
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var sub = pos.DistanceTo(GlobalPosition + dir);
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_weights[i] -= sub;
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GD.Print("hit!");
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}
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}
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if (_weights[i] > bestWeight)
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{
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bestWeight = _weights[i];
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_dirIdx = i;
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}
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//GD.Print(_weights[i]);
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}
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Direction = WeightVecNorm((byte)_dirIdx);
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QueueRedraw();
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}
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}
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}
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using Godot;
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using System;
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namespace SupaLidlGame.Characters
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{
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public partial class Player : Character
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{
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public override void _Ready()
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{
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Speed = 256.0f;
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}
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public override void _Process(double delta)
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{
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Direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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}
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}
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}
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[gd_scene load_steps=4 format=3 uid="uid://bncaar8vp3b84"]
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[ext_resource type="Script" path="res://Characters/Player.cs" id="1_flygr"]
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[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="2_xmgd1"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_bfqew"]
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size = Vector2(32, 16)
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[node name="Node2D" type="CharacterBody2D"]
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script = ExtResource("1_flygr")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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scale = Vector2(0.25, 0.25)
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texture = ExtResource("2_xmgd1")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(0, 8)
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shape = SubResource("RectangleShape2D_bfqew")
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[node name="Camera2D" type="Camera2D" parent="."]
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current = true
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namespace SupaLidlGame.Characters.Thinkers
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{
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public class Thinker
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{
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public virtual void Think()
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{
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}
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}
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}
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[gd_scene load_steps=3 format=3 uid="uid://cbsosmpnenfwu"]
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[ext_resource type="PackedScene" uid="uid://bncaar8vp3b84" path="res://Characters/Player.tscn" id="1_m35hr"]
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[ext_resource type="PackedScene" uid="uid://dymwd5ihpwyqm" path="res://Characters/ExampleEnemy.tscn" id="2_uti3y"]
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[node name="Level" type="Node2D"]
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[node name="TileMap" type="TileMap" parent="."]
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y_sort_enabled = true
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format = 2
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[node name="Player" parent="TileMap" instance=ExtResource("1_m35hr")]
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position = Vector2(206, 94)
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motion_mode = 1
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[node name="ExampleEnemy" parent="TileMap" instance=ExtResource("2_uti3y")]
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position = Vector2(680, 261)
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[node name="ExampleEnemy2" parent="TileMap" instance=ExtResource("2_uti3y")]
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position = Vector2(842, 459)
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[node name="ExampleEnemy3" parent="TileMap" instance=ExtResource("2_uti3y")]
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position = Vector2(297, 354)
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[node name="ExampleEnemy4" parent="TileMap" instance=ExtResource("2_uti3y")]
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position = Vector2(675, 78)
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Binary file not shown.
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.4">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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</Project>
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@ -0,0 +1,19 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SupaLidlGame", "SupaLidlGame.csproj", "{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}"
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EndProject
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Global
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||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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ExportDebug|Any CPU = ExportDebug|Any CPU
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ExportRelease|Any CPU = ExportRelease|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.Debug|Any CPU.Build.0 = Debug|Any CPU
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||||
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
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||||
{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
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EndGlobalSection
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||||
EndGlobal
|
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@ -0,0 +1 @@
|
|||
<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><g transform="translate(32 32)"><path d="m-16-32c-8.86 0-16 7.13-16 15.99v95.98c0 8.86 7.13 15.99 16 15.99h96c8.86 0 16-7.13 16-15.99v-95.98c0-8.85-7.14-15.99-16-15.99z" fill="#363d52"/><path d="m-16-32c-8.86 0-16 7.13-16 15.99v95.98c0 8.86 7.13 15.99 16 15.99h96c8.86 0 16-7.13 16-15.99v-95.98c0-8.85-7.14-15.99-16-15.99zm0 4h96c6.64 0 12 5.35 12 11.99v95.98c0 6.64-5.35 11.99-12 11.99h-96c-6.64 0-12-5.35-12-11.99v-95.98c0-6.64 5.36-11.99 12-11.99z" fill-opacity=".4"/></g><g stroke-width="9.92746" transform="matrix(.10073078 0 0 .10073078 12.425923 2.256365)"><path d="m0 0s-.325 1.994-.515 1.976l-36.182-3.491c-2.879-.278-5.115-2.574-5.317-5.459l-.994-14.247-27.992-1.997-1.904 12.912c-.424 2.872-2.932 5.037-5.835 5.037h-38.188c-2.902 0-5.41-2.165-5.834-5.037l-1.905-12.912-27.992 1.997-.994 14.247c-.202 2.886-2.438 5.182-5.317 5.46l-36.2 3.49c-.187.018-.324-1.978-.511-1.978l-.049-7.83 30.658-4.944 1.004-14.374c.203-2.91 2.551-5.263 5.463-5.472l38.551-2.75c.146-.01.29-.016.434-.016 2.897 0 5.401 2.166 5.825 5.038l1.959 13.286h28.005l1.959-13.286c.423-2.871 2.93-5.037 5.831-5.037.142 0 .284.005.423.015l38.556 2.75c2.911.209 5.26 2.562 5.463 5.472l1.003 14.374 30.645 4.966z" fill="#fff" transform="matrix(4.162611 0 0 -4.162611 919.24059 771.67186)"/><path d="m0 0v-47.514-6.035-5.492c.108-.001.216-.005.323-.015l36.196-3.49c1.896-.183 3.382-1.709 3.514-3.609l1.116-15.978 31.574-2.253 2.175 14.747c.282 1.912 1.922 3.329 3.856 3.329h38.188c1.933 0 3.573-1.417 3.855-3.329l2.175-14.747 31.575 2.253 1.115 15.978c.133 1.9 1.618 3.425 3.514 3.609l36.182 3.49c.107.01.214.014.322.015v4.711l.015.005v54.325c5.09692 6.4164715 9.92323 13.494208 13.621 19.449-5.651 9.62-12.575 18.217-19.976 26.182-6.864-3.455-13.531-7.369-19.828-11.534-3.151 3.132-6.7 5.694-10.186 8.372-3.425 2.751-7.285 4.768-10.946 7.118 1.09 8.117 1.629 16.108 1.846 24.448-9.446 4.754-19.519 7.906-29.708 10.17-4.068-6.837-7.788-14.241-11.028-21.479-3.842.642-7.702.88-11.567.926v.006c-.027 0-.052-.006-.075-.006-.024 0-.049.006-.073.006v-.006c-3.872-.046-7.729-.284-11.572-.926-3.238 7.238-6.956 14.642-11.03 21.479-10.184-2.264-20.258-5.416-29.703-10.17.216-8.34.755-16.331 1.848-24.448-3.668-2.35-7.523-4.367-10.949-7.118-3.481-2.678-7.036-5.24-10.188-8.372-6.297 4.165-12.962 8.079-19.828 11.534-7.401-7.965-14.321-16.562-19.974-26.182 4.4426579-6.973692 9.2079702-13.9828876 13.621-19.449z" fill="#478cbf" transform="matrix(4.162611 0 0 -4.162611 104.69892 525.90697)"/><path d="m0 0-1.121-16.063c-.135-1.936-1.675-3.477-3.611-3.616l-38.555-2.751c-.094-.007-.188-.01-.281-.01-1.916 0-3.569 1.406-3.852 3.33l-2.211 14.994h-31.459l-2.211-14.994c-.297-2.018-2.101-3.469-4.133-3.32l-38.555 2.751c-1.936.139-3.476 1.68-3.611 3.616l-1.121 16.063-32.547 3.138c.015-3.498.06-7.33.06-8.093 0-34.374 43.605-50.896 97.781-51.086h.066.067c54.176.19 97.766 16.712 97.766 51.086 0 .777.047 4.593.063 8.093z" fill="#478cbf" transform="matrix(4.162611 0 0 -4.162611 784.07144 817.24284)"/><path d="m0 0c0-12.052-9.765-21.815-21.813-21.815-12.042 0-21.81 9.763-21.81 21.815 0 12.044 9.768 21.802 21.81 21.802 12.048 0 21.813-9.758 21.813-21.802" fill="#fff" transform="matrix(4.162611 0 0 -4.162611 389.21484 625.67104)"/><path d="m0 0c0-7.994-6.479-14.473-14.479-14.473-7.996 0-14.479 6.479-14.479 14.473s6.483 14.479 14.479 14.479c8 0 14.479-6.485 14.479-14.479" fill="#414042" transform="matrix(4.162611 0 0 -4.162611 367.36686 631.05679)"/><path d="m0 0c-3.878 0-7.021 2.858-7.021 6.381v20.081c0 3.52 3.143 6.381 7.021 6.381s7.028-2.861 7.028-6.381v-20.081c0-3.523-3.15-6.381-7.028-6.381" fill="#fff" transform="matrix(4.162611 0 0 -4.162611 511.99336 724.73954)"/><path d="m0 0c0-12.052 9.765-21.815 21.815-21.815 12.041 0 21.808 9.763 21.808 21.815 0 12.044-9.767 21.802-21.808 21.802-12.05 0-21.815-9.758-21.815-21.802" fill="#fff" transform="matrix(4.162611 0 0 -4.162611 634.78706 625.67104)"/><path d="m0 0c0-7.994 6.477-14.473 14.471-14.473 8.002 0 14.479 6.479 14.479 14.473s-6.477 14.479-14.479 14.479c-7.994 0-14.471-6.485-14.471-14.479" fill="#414042" transform="matrix(4.162611 0 0 -4.162611 656.64056 631.05679)"/></g></svg>
|
After Width: | Height: | Size: 4.1 KiB |
|
@ -0,0 +1,37 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bw052v8ikfget"
|
||||
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.svg"
|
||||
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
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
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
|
@ -0,0 +1,51 @@
|
|||
; 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
|
Loading…
Reference in New Issue