init commit

This commit is contained in:
Dane Johnson 2023-10-27 17:12:47 -05:00
commit 0cca809fc2
8 changed files with 190 additions and 0 deletions

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

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godot/icon.svg Normal file
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Width:  |  Height:  |  Size: 950 B

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godot/icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://chc2lw1m3nnlx"
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/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
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

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godot/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="Mini Baldur"
run/main_scene="res://scenes/demo.tscn"
config/features=PackedStringArray("4.1", "Forward Plus")
config/icon="res://icon.svg"

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godot/scenes/demo.tscn Normal file
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[gd_scene load_steps=13 format=3 uid="uid://0ujrk3bs5pcc"]
[ext_resource type="Script" path="res://scripts/classes/Entity.gd" id="1_nehl4"]
[ext_resource type="Script" path="res://scripts/classes/Damageable.gd" id="2_o64ef"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jkv1c"]
albedo_color = Color(0.286275, 0.368627, 0.301961, 1)
[sub_resource type="GDScript" id="GDScript_uktqq"]
script/source = "extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting(\"physics/3d/default_gravity\")
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed(\"ui_accept\") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector(\"ui_left\", \"ui_right\", \"ui_up\", \"ui_down\")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
"
[sub_resource type="CapsuleMesh" id="CapsuleMesh_ta1yq"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_mmryr"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_g3e0a"]
albedo_color = Color(0.0784314, 0.231373, 0, 1)
[sub_resource type="CapsuleMesh" id="CapsuleMesh_uovkn"]
material = SubResource("StandardMaterial3D_g3e0a")
radius = 0.25
height = 1.0
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_36u56"]
radius = 0.25
height = 1.0
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_4ef43"]
sky_top_color = Color(0.180392, 0.419608, 0.862745, 1)
[sub_resource type="Sky" id="Sky_yl2my"]
sky_material = SubResource("ProceduralSkyMaterial_4ef43")
[sub_resource type="Environment" id="Environment_uirqf"]
background_mode = 2
sky = SubResource("Sky_yl2my")
[node name="Demo" type="Node3D"]
[node name="Ground" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.1, 0)
use_collision = true
size = Vector3(30, 0.2, 30)
material = SubResource("StandardMaterial3D_jkv1c")
metadata/_edit_lock_ = true
[node name="Barbarian" type="Node" parent="."]
script = ExtResource("1_nehl4")
[node name="CharacterBody3D" type="CharacterBody3D" parent="Barbarian"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
collision_layer = 2
collision_mask = 3
script = SubResource("GDScript_uktqq")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Barbarian/CharacterBody3D"]
mesh = SubResource("CapsuleMesh_ta1yq")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Barbarian/CharacterBody3D"]
shape = SubResource("CapsuleShape3D_mmryr")
[node name="Goblin" type="Node" parent="."]
script = ExtResource("1_nehl4")
[node name="Damageable" type="Node" parent="Goblin"]
script = ExtResource("2_o64ef")
max_health = 20
[node name="CharacterBody3D" type="CharacterBody3D" parent="Goblin"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.5268, 0.5, -10.5206)
collision_layer = 2
collision_mask = 3
[node name="MeshInstance3D" type="MeshInstance3D" parent="Goblin/CharacterBody3D"]
mesh = SubResource("CapsuleMesh_uovkn")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Goblin/CharacterBody3D"]
shape = SubResource("CapsuleShape3D_36u56")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(0.87183, -0.21461, 0.440289, 9.68006e-09, 0.898901, 0.438152, -0.489809, -0.381994, 0.783689, 25.9182, 23.9543, 43.3166)
fov = 18.4
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_uirqf")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.885969, -0.348982, 0.305403, 0, 0.658558, 0.75253, -0.463745, -0.666718, 0.583462, 0, 13.0302, 0)

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extends Node
class_name Damageable
@export var max_health: int
@onready var health = max_health

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extends Node
class_name Entity
func is_damageable():
has_node("Damageable")