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92 commits

Author SHA1 Message Date
b69748dd25 Merge pull request 'dev-base' (#32) from dev-base into dev-scene
Reviewed-on: #32
2023-04-05 20:50:53 +00:00
5704278344 cleanup 2023-04-05 22:49:12 +02:00
96df4b3630 Update Test Scene.tscn
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2023-03-23 00:11:03 +01:00
88604290ec Add Export Settings
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2023-03-23 00:08:58 +01:00
58287657eb Try Workflow
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897fc9afd8 Try Workflow
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4580ad67f3 „.gitea/workflows/build.yml“ ändern
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2023-03-20 19:10:34 +00:00
9f456c4920 „.gitea/workflows/build.yml“ ändern
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cfe7914e70 Try Workflow
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89a77886c9 Try Workflow
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af67e18bb0 Try Workflow
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build-linux
2023-03-20 18:45:10 +00:00
34b851b321 Try Workflow 2023-03-20 18:42:22 +00:00
3a9031f527 Update Tileset 2023-02-05 21:40:59 +01:00
7f8ed4d7ec Fixed stones shadows on connections 2023-02-05 16:06:32 +01:00
4a7a0f59ca Recolored Used Tiles in Tileset to fit new Colorpallet 2023-02-05 15:46:24 +01:00
e3e1b67c31 Update ColorPallet.png and ColorPallet.tres 2023-02-05 15:27:27 +01:00
e151d2be84 Merge branch 'dev-resouces' 2023-02-05 14:41:13 +01:00
fe8bebd875 Merge branch 'dev-player' 2023-02-05 14:40:50 +01:00
a44accebe4 Adding GameManager 2023-02-04 20:18:47 +01:00
5b22a39a9d - Scale Movement by Delta Time
- Make Player Movement Damped
2023-02-04 20:02:29 +01:00
a2a78bcc29 Improved ColorPallet and added it in PNG format 2023-02-03 16:10:49 +01:00
9d54196f2e Adding ColorPallet.tres and DESIGN_GUIDELINES.md 2023-02-03 15:41:42 +01:00
9e3f0fc34a Made Enemy AI Follow
- added a Threshold of a Distance it Should keep
2023-02-03 15:17:51 +01:00
7826221624 Merge branch 'dev-base' 2023-02-03 13:54:47 +01:00
b90a210913 Add Code Linting Rules 2023-02-03 13:54:04 +01:00
6983001d45 Cleanup Code 2023-02-03 13:31:23 +01:00
5c52c04acb Cleanup Code 2023-02-02 23:09:00 +01:00
502d0c440d Reworked Enemy from scratch. Only Looking is done yet 2023-02-02 22:53:12 +01:00
093f6eb94e = fixed map colors on borders, added a prototype enemy wich currently has unexpected behavior, on collision he pulles the player with him. 2023-02-01 23:30:19 +01:00
2b8f5309f1 Merge pull request 'Merge pull request 'Merge pull request 'Improved Camera' (#22) from dev-player into dev-base' (#23) from dev-base into dev-player' (#25) from dev-player into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/25
2023-02-01 14:20:09 +00:00
4efe49303d Merge branch 'dev-base' into dev-player 2023-02-01 14:20:00 +00:00
da9e5a88fc Merge pull request 'Improved Tileset Colliders' (#24) from dev-resouces into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/24
2023-02-01 14:19:29 +00:00
11a3d5d4f4 Improved Tileset Colliders 2023-02-01 15:19:04 +01:00
2cc7faea0e Merge pull request 'Merge pull request 'Improved Camera' (#22) from dev-player into dev-base' (#23) from dev-base into dev-player
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/23
2023-02-01 14:07:26 +00:00
c5196c7699 Merge pull request 'Improved Camera' (#22) from dev-player into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/22
2023-02-01 14:05:41 +00:00
f7c87d9fe4 Merge branch 'dev-player' of http://git.euph.dev/GameDev/2DHackAndSlay.git 2023-02-01 15:05:23 +01:00
ee1e76dd0e Improving Camera 2023-02-01 15:05:18 +01:00
159c8c91cd Merge pull request 'Upgraded Tileset' (#21) from dev-resouces into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/21
2023-02-01 14:03:11 +00:00
f7fb279872 Implemented Upgraded Tileset 2023-02-01 15:02:16 +01:00
655fc6102e Improve Tileset 2023-02-01 14:42:29 +01:00
df5de9476a Improving Camera 2023-02-01 13:28:53 +01:00
8f08e59835 Merge pull request 'Merge pull request 'dev-base' (#16) from dev-base into dev-player' (#19) from dev-player into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/19
2023-02-01 08:50:24 +00:00
74e2a42b83 Merge pull request 'Merge pull request 'dev-base' (#17) from dev-base into dev-resouces' (#18) from dev-resouces into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/18
2023-02-01 08:50:03 +00:00
b1bcf8971b Merge pull request 'dev-base' (#17) from dev-base into dev-resouces
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/17
2023-02-01 08:47:57 +00:00
30d614301f Merge pull request 'dev-base' (#16) from dev-base into dev-player
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/16
2023-02-01 08:47:36 +00:00
0df52fa571 Merge pull request 'Improved Tileset' (#15) from dev-scene into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/15
2023-02-01 08:47:10 +00:00
f675567540 Improved Tileset
- Fixed Red Version
- Added more Edgecases
- Added Connectioon type that allows to connect red and blu
2023-02-01 09:46:04 +01:00
3d9dfa4b5d Basic 4 Movement with static Camera Following 2023-02-01 08:21:08 +01:00
770b115ad4 Merge pull request 'DEV: Fix Project File' (#14) from dev-base into dev-player
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/14
2023-02-01 06:38:47 +00:00
39cfa7d3fd Merge branch 'dev-player' into dev-base 2023-02-01 06:38:38 +00:00
bb109e1be2 Fix Project File 2023-02-01 07:25:25 +01:00
3cc4aa725e Merge pull request 'Dev: Cascade Changes' (#13) from dev-base into dev-player
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/13
2023-01-31 16:07:55 +00:00
cdc4b1c341 Merge pull request 'Dev: Improved Tileset' (#12) from dev-scene into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/12
2023-01-31 15:05:23 +00:00
7f38c8df93 Improved Tileset 2023-01-31 16:03:29 +01:00
adb9765f43 Merge pull request 'Dev: Improved Testing Scene with better Tilemap' (#11) from dev-scene into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/11
2023-01-31 13:24:38 +00:00
0cb590a333 removed edit file of tileset 2023-01-31 14:23:55 +01:00
db3b9271e6 Improving Tilemap 2023-01-31 14:22:09 +01:00
7db9bd6dfd Merge pull request 'Resolve Conflicts' (#10) from dev-scene into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/10
2023-01-31 11:43:27 +00:00
2749ae37ef Clearing .godot folder 2023-01-31 12:42:11 +01:00
058cc9258a Update Gitignore 2023-01-31 12:40:57 +01:00
d31ac2d432 Merge branch 'dev-base' into dev-scene
Get Godot4 into main-base branch
2023-01-31 12:38:01 +01:00
03c36f127b Merge branch 'dev-base' into dev-scene 2023-01-31 12:34:36 +01:00
9fa009e354 „.gitignore“ ändern 2023-01-31 11:27:33 +00:00
84293bb4dc udate gitatributes 2023-01-31 12:26:42 +01:00
91bb3778d9 update gitignore 2023-01-31 12:23:50 +01:00
cca7a3c6ea Update Git Atributes 2023-01-31 12:21:51 +01:00
a1a7420e38 Update to Godot 4 2023-01-31 12:20:26 +01:00
111a5b2cde Update to Godot 4 2023-01-31 12:17:59 +01:00
a4ffc972c3 remove plugin zip 2023-01-31 11:48:39 +01:00
541eb89a8a Adding .gitattributes 2023-01-31 08:09:39 +00:00
c572ce0f23 Merge pull request 'Minimal Basic Test Scene' (#4) from dev-scene into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/4
2023-01-31 01:11:41 +00:00
db7b9439c3 Fixed Dependencies 2023-01-31 02:09:12 +01:00
88bdaf19a5 Setup a Basic scene with Autotiles 2023-01-31 02:06:04 +01:00
c32b2f2fc5 Create Scene 2023-01-31 00:25:56 +01:00
18eed60442 Merge pull request 'Dev: Pull Changes' (#3) from dev-base into dev-scene
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/3
2023-01-30 23:24:50 +00:00
9d03213e8a Merge pull request 'Creating basic Tileset' (#2) from dev-resouces into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/2
2023-01-30 23:24:03 +00:00
54d466e55e Merge branch 'dev-base' into dev-resouces 2023-01-30 23:23:40 +00:00
3082711f73 Create Basic Tileset 2023-01-31 00:21:20 +01:00
0ca70808f2 Reimported Tilesets as Textures 2023-01-31 00:09:46 +01:00
aa5991b401 Merge pull request 'Adding Tilesets' (#1) from dev-resouces into dev-base
Reviewed-on: http://git.euph.dev/GameDev/2DHackAndSlay/pulls/1
2023-01-30 22:50:13 +00:00
6047c4f400 Merge commit '816234e4a13d07c08c90e5cf9b72d87ff40b36c3' 2023-01-30 23:48:40 +01:00
9b9a60d9fb Move Files to righ Location 2023-01-30 23:45:52 +01:00
816234e4a1 „README.md“ ändern 2023-01-30 22:39:10 +00:00
01b9d322ae Updating of Readme 2023-01-30 23:33:47 +01:00
7157fff273 Rebasing of Folder Names 2023-01-30 23:33:30 +01:00
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script = ExtResource( 1 )
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View file

@ -0,0 +1,2 @@
- Base Sprite Size is 16x16
- Small Sprite Size is 8x8

View file

@ -1,2 +1,27 @@
# 2DHackAndSlay # 2DHackAndSlay
## Branches
- [stable](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/stable) - This is the Most stable branch and only will get PRs from [nightly](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/nightly)
- [nightly](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/nightly) - This Branch will only get PRs from [dev-base](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/dev-base)its meant for testing
- [dev-base](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/dev-base) - On This branch the Diffrent dev branches will be merged and code may be written to combine everything. when this branch is at a somewhat stable branch it gets a PR to [nightly](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/nightly)
- dev-* - Dev branches with their respective goal which will be merged into dev-base
## Code Linting Rules
### Use Tabs
Tabs are just cooler
### Use Sign-Form instead of Text-Form
#### Why
There are a lot of Operators in godot, and most are based around signs, so for consistency we stay at the Sign-Forms
#### Boolean operators
- `&&` instead of `and`
- `||` instead of `or`
- `!` instead of `not`
## Resources used:
### Game Art
- https://opengameart.org/content/colony-sim-assets

59
Scenes/Test Scene.tscn Normal file

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@ -0,0 +1,132 @@
extends RigidBody2D
@export_group("Movement Properties")
@export var speed := 100.0
@export var turn_speed := 25.0
@export_group("Vision Properties")
@export var ray : RayCast2D
@export_flags_2d_physics var player_collision_layer := 2
@export var max_view_distance := 120.0
@export_range(0.0, 360.0) var angle_cone_of_vision := 120.0
@export_range(0, 72) var sweeping_steps := 34.0
@export var debug_vision := false
@export_group("Behaviour Properties")
@export var follow_keep_distance := 30.0
enum STATES {
IDLE,
TARGETING
}
var state : STATES
var target_positons : Array
var target_distance : float
func _ready():
# Set Raycast into view Direction
ray.target_position = Vector2(max_view_distance, 0)
pass
func swipe_view() -> Array:
# Set Raycast to starting position
ray.rotation_degrees = -angle_cone_of_vision / 2
# Create Array to Store Angles of Hits
var hit_angles : Array
# Clear Player Positions Array
target_positons.clear()
# Reset Targets distance to Infinity
target_distance = INF
for step in sweeping_steps + 1:
# Check Ray
ray.force_raycast_update()
if ray.is_colliding():
# Get Collider
var collider = ray.get_collider()
var collider_class = collider.get_class()
var collision_layer : int
# Get Collision Layer
if collider_class == "TileMap":
collider = collider as TileMap
collision_layer = collider.tile_set.get_physics_layer_collision_layer(0)
else:
collision_layer = collider.get_collision_layer()
# Break if No relevant Collision
if collision_layer & player_collision_layer > 0:
# Checking Collision Layer
hit_angles.append(ray.rotation_degrees)
target_positons.append(to_local(ray.get_collision_point()))
# Check distance
target_distance = min(target_distance, ray.get_collision_point().distance_to(self.global_position))
# Rotate Ray
ray.rotation_degrees += angle_cone_of_vision / sweeping_steps
return hit_angles
func look_at_player(delta : float) -> float:
# Get All Angles at which the Player can be seen
var hit_angles = swipe_view()
# If The Player cant be seen, return and do nothing
if hit_angles.size() <= 0:
state = STATES.IDLE
return 0
state = STATES.TARGETING
# Calculate Average Angle Of Player
var average_angle : float
for angle in hit_angles:
average_angle += angle
average_angle /= hit_angles.size()
# Rotate towards Player, but limit it by rotation speed
self.rotation_degrees += clampf(average_angle, -2 * PI * delta * turn_speed, 2 * PI * delta * turn_speed)
return average_angle
func follow_player(angle : float, delta : float):
if(target_distance > follow_keep_distance):
self.apply_central_force(Vector2.RIGHT.rotated(self.rotation).rotated(deg_to_rad(angle)) * speed * delta * 60)
pass
func _physics_process(delta: float):
var angle := look_at_player(delta)
match state:
STATES.TARGETING:
follow_player(angle, delta)
STATES.IDLE:
# Do Idle Stuff
print("Dam, Nice a pause, time for a Coffee")
pass
func _process(delta: float):
if debug_vision:
queue_redraw()
pass
func _draw():
# Draw a Debug Arc in case that Debug Vision is enabled
if debug_vision:
# Draw All Ray Positions
var angle = -angle_cone_of_vision / 2
for step in sweeping_steps + 1:
self.draw_line(Vector2(), Vector2(max_view_distance,0).rotated(deg_to_rad(angle)), Color.DARK_RED, 0.5, false)
angle += angle_cone_of_vision / sweeping_steps
# Draw Ray Arc
self.draw_arc(Vector2(), max_view_distance, deg_to_rad(-angle_cone_of_vision / 2), deg_to_rad(angle_cone_of_vision / 2), sweeping_steps + 1, Color.RED, 0.5, false)
# Draw A Circle Around the Player if hes seen
for pos in target_positons:
self.draw_circle(pos, 1, Color.RED)
pass

9
Scripts/GameManager.gd Normal file
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extends Node
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass

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@ -0,0 +1,24 @@
extends CharacterBody2D
@export var speed = 100
@export_range(0, 1) var damping_factor := 0.6
func get_move_vector():
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
return input_direction
func move_player(delta : float):
if get_move_vector() == Vector2.ZERO:
# Damp Players Velocity if no Input
self.velocity = self.velocity * (1 - min(1, damping_factor * 60 * delta))
else:
# Set Players Velocity to the Input Direction in the Players Speed
self.velocity = get_move_vector() * speed * delta * 60
# Update The Players Physics Calculations
self.move_and_slide()
pass
func _physics_process(delta : float):
move_player(delta)
pass

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@ -1,21 +0,0 @@
MIT License
Copyright (c) 2016-2022 The Godot Engine community
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -1,18 +0,0 @@
[general]
load_once=true
symbol_prefix="godot_"
reloadable=false
singleton=false
[entry]
OSX.64="res://addons/godot-git-plugin/osx/libgitapi.dylib"
Windows.64="res://addons/godot-git-plugin/win64/libgitapi.dll"
X11.64="res://addons/godot-git-plugin/linux/libgitapi.so"
[dependencies]
OSX.64=[ ]
Windows.64=[ ]
X11.64=[ ]

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[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://addons/godot-git-plugin/git_api.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "GitAPI"
class_name = "GitAPI"
library = ExtResource( 1 )
script_class_name = "GitAPI"

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[plugin]
name="Godot Git Plugin"
description="This plugin lets you interact with Git without leaving the Godot editor. More information can be found at https://github.com/godotengine/godot-git-plugin/wiki"
author="ChronicallySerious"
version="v2.1.0"
script="git_api.gdns"

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@ -1,6 +1,6 @@
[gd_resource type="Environment" load_steps=2 format=2] [gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1] [sub_resource type="Sky" id=1]
[resource] [resource]
background_mode = 2 background_mode = 2

106
export_presets.cfg Normal file
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@ -0,0 +1,106 @@
[preset.0]
name="Linux/X11"
platform="Linux/X11"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../../Downloads/2d Hack And Slay.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_script=1
binary_format/embed_pck=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="#!/usr/bin/env bash
export DISPLAY=:0
unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
\"{temp_dir}/{exe_name}\" {cmd_args}"
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
rm -rf \"{temp_dir}\""
[preset.1]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_encryption_key=""
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_script=1
binary_format/embed_pck=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
codesign/enable=false
codesign/identity_type=0
codesign/identity=""
codesign/password=""
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PackedStringArray()
application/modify_resources=true
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}'
$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}'
$trigger = New-ScheduledTaskTrigger -Once -At 00:00
$settings = New-ScheduledTaskSettingsSet
$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings
Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true
Start-ScheduledTask -TaskName godot_remote_debug
while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"
ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
Remove-Item -Recurse -Force '{temp_dir}'"

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View file

@ -6,36 +6,80 @@
; [section] ; section goes between [] ; [section] ; section goes between []
; param=value ; assign values to parameters ; param=value ; assign values to parameters
config_version=4 config_version=5
_global_script_classes=[ {
"base": "EditorVCSInterface",
"class": "GitAPI",
"language": "NativeScript",
"path": "res://addons/godot-git-plugin/git_api.gdns"
} ]
_global_script_class_icons={
"GitAPI": ""
}
[application] [application]
config/name="2d Hack And Slay" config/name="2d Hack And Slay"
config/icon="res://icon.png" run/main_scene="res://Scenes/Test Scene.tscn"
config/features=PackedStringArray("4.0")
[autoload]
GameManager="*res://Scripts/GameManager.gd"
[display]
window/stretch/mode="viewport"
window/stretch/aspect="expand"
window/stretch/scale=0.7
[editor] [editor]
version_control_autoload_on_startup=true version_control_autoload_on_startup=true
version_control_plugin_name="GitAPI" version_control_plugin_name="GitAPI"
[editor_plugins]
enabled=PackedStringArray()
[gui] [gui]
common/drop_mouse_on_gui_input_disabled=true common/drop_mouse_on_gui_input_disabled=true
[input]
move_up={
"deadzone": 0.5,
"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":87,"key_label":0,"unicode":119,"echo":false,"script":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":4194320,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.5,
"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,"echo":false,"script":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":4194322,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"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,"echo":false,"script":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":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.5,
"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,"echo":false,"script":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":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
do_shake={
"deadzone": 0.5,
"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,"echo":false,"script":null)
]
}
[layer_names]
2d_physics/layer_1="Map"
2d_physics/layer_2="Player"
2d_physics/layer_3="Enemys"
[physics] [physics]
common/enable_pause_aware_picking=true common/enable_pause_aware_picking=true
[rendering] [rendering]
textures/canvas_textures/default_texture_filter=0
environment/default_environment="res://default_env.tres" environment/default_environment="res://default_env.tres"

View file