Create character and player scripts, import character tilesets

This commit is contained in:
2026-03-27 17:56:45 +01:00
parent 41e86c99da
commit 1a306b53a4
18 changed files with 718 additions and 0 deletions

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misc/icons/alex.png Normal file

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cv3suwyeusea7"
path="res://.godot/imported/alex.png-3a7a90c7c3fd575543a53a824db59ac6.ctex"
metadata={
"vram_texture": false
}
[deps]
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dest_files=["res://.godot/imported/alex.png-3a7a90c7c3fd575543a53a824db59ac6.ctex"]
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compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
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/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
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

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@@ -11,18 +11,51 @@ config_version=5
[application]
config/name="Uni Romantik"
run/main_scene="uid://cswpyt34lfdhm"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
Global="*uid://bbx4vhgdv7k66"
[editor]
version_control/plugin_name="GitPlugin"
version_control/autoload_on_startup=true
[input]
move_right={
"deadzone": 0.2,
"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":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"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":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"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":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"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":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.2,
"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":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"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":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
move_up={
"deadzone": 0.2,
"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":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"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":87,"key_label":0,"unicode":119,"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"

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metadata/_edit_group_ = true
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@@ -0,0 +1,33 @@
@icon("res://misc/icons/alex.png")
class_name Character
extends Area2D
@export var speed = 400
var player_state = Global.CHARACTERSTATES.IDLE_UP
var velocity = Vector2.ZERO
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
velocity = Vector2.ZERO
# Map animation to player state
match player_state:
Global.CHARACTERSTATES.WALK_UP: $AnimatedSprite2D.animation = "walk_up"
Global.CHARACTERSTATES.WALK_DOWN: $AnimatedSprite2D.animation = "walk_down"
Global.CHARACTERSTATES.WALK_RIGHT: $AnimatedSprite2D.animation = "walk_right"
Global.CHARACTERSTATES.WALK_LEFT: $AnimatedSprite2D.animation = "walk_left"
Global.CHARACTERSTATES.IDLE_UP: $AnimatedSprite2D.animation = "idle_up"
Global.CHARACTERSTATES.IDLE_DOWN: $AnimatedSprite2D.animation = "idle_down"
Global.CHARACTERSTATES.IDLE_LEFT: $AnimatedSprite2D.animation = "idle_left"
Global.CHARACTERSTATES.IDLE_RIGHT: $AnimatedSprite2D.animation = "idle_right"
func animate():
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
else:
$AnimatedSprite2D.stop()

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@@ -0,0 +1 @@
uid://brqcdlh20sky0

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@@ -0,0 +1,33 @@
extends Character
var screen_size
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
screen_size = get_viewport_rect().size
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
super._process(delta)
# Read keyboard input and adjust player state
if Input.is_action_pressed("move_right"):
player_state = Global.CHARACTERSTATES.WALK_RIGHT
velocity.x += 1
elif Input.is_action_pressed("move_left"):
player_state = Global.CHARACTERSTATES.WALK_LEFT
velocity.x -= 1
elif Input.is_action_pressed("move_down"):
player_state = Global.CHARACTERSTATES.WALK_DOWN
velocity.y += 1
elif Input.is_action_pressed("move_up"):
player_state = Global.CHARACTERSTATES.WALK_UP
velocity.y -= 1
else:
match(player_state):
Global.CHARACTERSTATES.WALK_RIGHT: player_state = Global.CHARACTERSTATES.IDLE_RIGHT
Global.CHARACTERSTATES.WALK_LEFT: player_state = Global.CHARACTERSTATES.IDLE_LEFT
Global.CHARACTERSTATES.WALK_UP: player_state = Global.CHARACTERSTATES.IDLE_UP
Global.CHARACTERSTATES.WALK_DOWN: player_state = Global.CHARACTERSTATES.IDLE_DOWN
super.animate()

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@@ -0,0 +1 @@
uid://jknm77cuss33

12
scripts/global.gd Normal file
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@@ -0,0 +1,12 @@
extends Node
enum CHARACTERSTATES {
WALK_UP,
WALK_DOWN,
WALK_RIGHT,
WALK_LEFT,
IDLE_UP,
IDLE_DOWN,
IDLE_RIGHT,
IDLE_LEFT
}

1
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