Initial commit

This commit is contained in:
Rendo 2025-10-04 12:09:50 +05:00
commit a2164dca72
20 changed files with 294 additions and 0 deletions

4
.editorconfig Normal file
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root = true
[*]
charset = utf-8

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

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.gitignore vendored Normal file
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# Godot 4+ specific ignores
.godot/
/android/

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generic/platform.tres Normal file
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_vxqge"]
texture = ExtResource("1_eak7k")
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1:0/0 = 0
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0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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[resource]
physics_layer_0/collision_layer = 1
sources/0 = SubResource("TileSetAtlasSource_vxqge")

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1
node_2d.gd Normal file
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extends Node2D

1
node_2d.gd.uid Normal file
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uid://6q6yvdigdloo

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project.godot Normal file
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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="Delurbelako"
run/main_scene="uid://u7thalwj5742"
config/features=PackedStringArray("4.5", "GL Compatibility")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=512
window/size/viewport_height=288
window/stretch/mode="canvas_items"
[layer_names]
2d_physics/layer_1="Platform"
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

10
scenes/2d_world.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://u7thalwj5742"]
[ext_resource type="PackedScene" uid="uid://b7du4vul4bmpq" path="res://scenes/player_platform.tscn" id="1_4ia00"]
[node name="2D World" type="Node2D"]
[node name="PlayerPlatform" parent="." instance=ExtResource("1_4ia00")]
position = Vector2(17, 17)
use_kinematic_bodies = true
navigation_enabled = false

13
scenes/mounted_gun.tscn Normal file
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[gd_scene load_steps=3 format=3 uid="uid://buklkcwb0k2rc"]
[ext_resource type="Texture2D" uid="uid://416h8gs1f7x0" path="res://sprites/atlasses/Popekko.png" id="1_ligff"]
[sub_resource type="AtlasTexture" id="AtlasTexture_qfuiw"]
atlas = ExtResource("1_ligff")
region = Rect2(0, 0, 5, 5)
[node name="MountedGun" type="Node2D"]
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(-2.5, 2.5)
texture = SubResource("AtlasTexture_qfuiw")

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[gd_scene load_steps=3 format=4 uid="uid://b7du4vul4bmpq"]
[ext_resource type="TileSet" uid="uid://bv75bu0af04vs" path="res://generic/platform.tres" id="1_khkq2"]
[ext_resource type="Script" uid="uid://lw1ya3iu14uf" path="res://scripts/build_zone.gd" id="2_wpmwa"]
[node name="PlayerPlatform" type="TileMapLayer"]
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tile_set = ExtResource("1_khkq2")
[node name="BuildRect" type="Marker2D" parent="."]
script = ExtResource("2_wpmwa")
building_rect = Rect2(0, 0, 208, 128)

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scripts/build_zone.gd Normal file
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@tool
@warning_ignore_start("integer_division")
## Class that helps to manage construction sites
extends Marker2D
class_name BuildZone
const GRID_SIZE : Vector2 = Vector2(16,16)
## Rect that used for bounds check and conversions
@export var building_rect : Rect2:
set(value):
building_rect = value
if Engine.is_editor_hint():
queue_redraw()
get:
return building_rect
func _draw() -> void:
if Engine.is_editor_hint() and EditorInterface.get_inspector().get_edited_object() == self:
draw_rect(building_rect,Color.CYAN,false,1)
## Returns true if point (local coordinates) in rect, else return false
func is_point_in_zone(point : Vector2) -> bool:
return building_rect.has_point(point)
## Returns true if point (global coordinates) in rect, else return false
func is_global_point_in_zone(point: Vector2) -> bool:
return is_point_in_zone(to_local(point))
## Returns index of point (local coordinates) to be used in array
func indexify_point(point : Vector2) -> int:
if is_point_in_zone(point) == false:
return -1
return int(point.x) / int(GRID_SIZE.x) + int(building_rect.size.x/GRID_SIZE.x)*(int(point.y) / int(GRID_SIZE.y))
## Returns index of point (global coordinates) to be used in array
func indexify_global_point(point : Vector2) -> int:
return indexify_point(to_local(point))
## Inverses indexification of point, returning snapped position
func inverse_index(index: int) -> Vector2:
return to_global(Vector2(index%int(building_rect.size.x/GRID_SIZE.x)*GRID_SIZE.x,index / int(building_rect.size.x/GRID_SIZE.x) * GRID_SIZE.y))
## Returns snapped position of point (global coordinates).
## Equivalent of [code]
## inverse_index(indexify_global_point(point))
## [/code]
func get_placement_position(point : Vector2) -> Vector2:
if is_global_point_in_zone(point) == false:
return Vector2.ZERO
return to_global((to_local(point) / GRID_SIZE).floor()*GRID_SIZE + GRID_SIZE/2.0)
## Returns capacity of building zone to be used in the array
func get_capacity() -> int:
return int(building_rect.size.x/GRID_SIZE.x)*int(building_rect.size.y/GRID_SIZE.y)

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scripts/player_state.gd Normal file
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extends Node

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