Initial commit.

This commit is contained in:
Henry 2026-03-21 17:22:41 +00:00
commit 142bf87eca
24 changed files with 356 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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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>

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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="Facsimile Wing"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=216
window/size/viewport_height=384
window/size/window_width_override=648
window/size/window_height_override=1152
window/stretch/mode="viewport"
window/stretch/aspect="keep_width"
[input]
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)
]
}
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)
]
}
up={
"deadzone": 0.2,
"events": [null, 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)
]
}
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)
]
}
shoot={
"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)
]
}
[physics]
3d/physics_engine="Jolt Physics"
[rendering]
textures/canvas_textures/default_texture_filter=0
rendering_device/driver.windows="d3d12"

11
resources/shot_stock.tres Normal file
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[gd_resource type="Resource" script_class="PlayerShot" format=3 uid="uid://cels8t3hqjtsu"]
[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="1_dpne1"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="2_fu23f"]
[resource]
script = ExtResource("1_dpne1")
shot_name = "Stock"
speed = -300
cooldown = 0.0
metadata/_custom_type_script = "uid://ccdohs4gduee5"

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scenes/game.tscn Normal file
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[gd_scene format=3 uid="uid://dqd8cxe7aj3b4"]
[ext_resource type="PackedScene" uid="uid://bj4fytc3sy482" path="res://scenes/world.tscn" id="1_uwrxv"]
[node name="Game" type="Node2D" unique_id=1673976895]
[node name="World" parent="." unique_id=1317852169 instance=ExtResource("1_uwrxv")]

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scenes/player.tscn Normal file
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[gd_scene format=3 uid="uid://coix5dqblmu7r"]
[ext_resource type="Script" uid="uid://otm88638j7f8" path="res://scripts/player.gd" id="1_g2els"]
[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
[node name="Player" type="Area2D" unique_id=652131079]
script = ExtResource("1_g2els")
[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
unique_name_in_owner = true
texture = ExtResource("2_qhqgy")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=485826453]
shape = SubResource("RectangleShape2D_dqkch")
[node name="WeaponCooldown" type="Timer" parent="." unique_id=269678170]
[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]

12
scenes/stock_weapon.tscn Normal file
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[gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_hsma2"]
[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/shot_stock.tres" id="2_ckjv1"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"]
[node name="StockWeapon" type="Area2D" unique_id=1832200900]
script = ExtResource("1_hsma2")
shot_data = ExtResource("2_ckjv1")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
texture = ExtResource("3_mvdrj")

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scenes/ui.tscn Normal file
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[gd_scene format=3 uid="uid://14fhj8834pkq"]
[node name="UI" type="Control" unique_id=480295610]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2

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scenes/world.tscn Normal file
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[gd_scene format=3 uid="uid://bj4fytc3sy482"]
[node name="World" type="Node2D" unique_id=1317852169]

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scripts/event_bus.gd Normal file
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extends Node
@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope
@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations

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scripts/event_bus.gd.uid Normal file
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uid://bv56i5pud2p3x

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scripts/player.gd Normal file
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extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
var shield: int = 0: set = shield_set
var can_shoot: bool = true
var is_shooting: bool = false
var weapon_current = load("res://scenes/stock_weapon.tscn")
var weapon_cooldown = Timer
var weapon_rate: float = 0.1
var weapon_timer: float = 0.0
@onready var screensize = get_viewport_rect().size
func _process(delta):
var input = Input.get_vector("left", "right", "up","down")
#TODO: sprite frame change on x axis
#if input.x > 0:
#$Ship.frame = 2
#$Ship/Boosters.animation = "right"
#elif input.x < 0:
#$Ship.frame = 0
#$Ship/Boosters.animation = "left"
#else:
#$Ship.frame = 1
#$Ship/Boosters.animation = "forward"
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
if Input.is_action_pressed("shoot"):
print("Spacebar pressed!")
is_shooting = true
else:
is_shooting = false
if is_shooting == true:
weapon_timer += delta
print(weapon_timer)
if weapon_timer >= weapon_rate:
shoot()
weapon_timer = 0.0
if is_shooting == false: return
func shield_set(_sdvalue: int):
return
func _on_weapon_cooldown_timeout() -> void:
#print("You can shoot again!")
#can_shoot = true
return
func shoot():
#if not can_shoot: return
#if can_shoot:
var bullet = weapon_current.instantiate()
bullet.position = self.position + Vector2(0,-12)
get_tree().root.add_child(bullet)
weapon_rate = bullet.shot_data.rate
print(bullet.shot_data.shot_name, " weapon fired") #Print which weapon is firing
#weapon_cooldown = $WeaponCooldown
#weapon_cooldown.wait_time = bullet.shot_data.cooldown
#weapon_cooldown.start()
#can_shoot = not can_shoot

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scripts/player.gd.uid Normal file
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uid://otm88638j7f8

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scripts/player_shot.gd Normal file
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class_name PlayerShot
extends Resource
@export var shot_name: String
@export var damage: int = 1
@export var speed: int = 100
@export var rate: float = 0.1
@export var cooldown: float = 0.25
@export var sprite: Texture2D = preload("res://graphics/shot.png")

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uid://ccdohs4gduee5

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scripts/stock_weapon.gd Normal file
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extends Area2D
@onready var bullet = load("res://scenes/stock_weapon.tscn")
@export var shot_data: PlayerShot
func _process(delta):
position.y += shot_data.speed * delta

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uid://d1rwqotmrag1r