mirror of
https://github.com/PfandBoss/SemesterGameJam2022.git
synced 2025-11-12 04:16:12 +01:00
Merge branch 'main' of https://github.com/PfandBoss/SemesterGameJam2022
This commit is contained in:
@@ -1,6 +1,3 @@
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[gd_scene load_steps=2 format=3 uid="uid://b87b68ghm4dkk"]
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://Module.gd" id="1_42v8k"]
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[ext_resource type="Script" path="res://scripts/Modules/Module.gd" id="1_42v8k"]
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[node name="Node" type="Node"]
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script = ExtResource("1_42v8k")
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6
Nodes/cannon.tscn
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6
Nodes/cannon.tscn
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://kupfq75m0v37"]
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[ext_resource type="Script" path="res://scripts/Modules/Cannon.gd" id="1_vdn0s"]
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[node name="Cannon" type="Node"]
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script = ExtResource("1_vdn0s")
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53
Nodes/game.tscn
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53
Nodes/game.tscn
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@@ -0,0 +1,53 @@
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[gd_scene load_steps=5 format=3 uid="uid://bl1yrgr7g06db"]
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[ext_resource type="Script" path="res://scripts/Logic/Game.gd" id="1_iox18"]
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[sub_resource type="Curve3D" id="Curve3D_42kdk"]
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_data = {
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"points": PackedVector3Array(-8, 0, 0, 8, 0, 0, 0, 0, -8, -16, 0, 0, 16, 0, 0, 72, 0, -16, 0, 0, -16, 0, 0, 16, 88, 0, 0, 16, 0, 0, -16, 0, 0, 72, 0, 16, 0, 0, 16, 0, 0, -16, 56, 0, 0, -16, 0, 0, 16, 0, 0, 72, 0, -16, 0, 0, -16, 0, 0, 16, 88, 0, 0, 16, 0, 0, -16, 0, 0, 72, 0, 16, 8, 0, 0, -8, 0, 0, 0, 0, 8, 0, 0, 8, 0, 0, -8, -8, 0, 0, -8, 0, 0, 8, 0, 0, 0, 0, -8, 0, 0, -8, 0, 0, 8, 8, 0, 0, 8, 0, 0, -8, 0, 0, 0, 0, 8, 0, 0, 8, 0, 0, -8, -8, 0, 0, -8, 0, 0, 8, 0, 0, 0, 0, -8),
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"tilts": PackedFloat32Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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}
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point_count = 15
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[sub_resource type="BoxMesh" id="BoxMesh_3vwcb"]
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size = Vector3(1, 1, 2)
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[sub_resource type="Curve3D" id="Curve3D_ycdkn"]
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_data = {
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"points": PackedVector3Array(-16, 0, 0, 16, 0, 0, 0, 0, -16, 0, 0, -16, 0, 0, 16, 16, 0, 0, 16, 0, 0, -16, 0, 0, 0, 0, 16, 0, 0, 16, 0, 0, -16, -15.9109, 0.0032196, 0.0159729, -16, 0, 0, 16, 0, 0, 0, 0, -16, -8, 0, 0, 8, 0, 0, 72, 0, -8, 0, 0, -8, 0, 0, 8, 80, 0, 0, 8, 0, 0, -8, 0, 0, 72, 0, 8, 0, 0, 8, 0, 0, -8, 64, 0, 0, -8, 0, 0, 8, 0, 0, 72, 0, -8, 0, 0, -8, 0, 0, 8, 80, 0, 0, 8, 0, 0, -8, 0, 0, 72, 0, 8, 16, 0, 0, -16, 0, 0, 0, 0, 16, 0, 0, 16, 0, 0, -16, -16, 0, 0, -16, 0, 0, 16, 0, 0, 0, 0, -16),
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"tilts": PackedFloat32Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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}
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point_count = 15
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[node name="Game" type="Node"]
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script = ExtResource("1_iox18")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 1.77636e-14, 7.76471e-22, 0, -4.37114e-08, 1, 1.77636e-14, -1, -4.37114e-08, 36.5305, 43.522, 0.295507)
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[node name="Player1Path" type="Path3D" parent="."]
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curve = SubResource("Curve3D_42kdk")
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[node name="PathFollow3D" type="PathFollow3D" parent="Player1Path"]
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transform = Transform3D(-4.37107e-08, 0, 0.999984, 0, 1, 0, -0.999984, 0, -4.37107e-08, 0, 0, -8)
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[node name="root" type="Node3D" parent="Player1Path/PathFollow3D"]
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[node name="Zug1" type="MeshInstance3D" parent="Player1Path/PathFollow3D/root"]
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transform = Transform3D(1, 0, -7.10543e-15, 0, 1, 0, 7.10543e-15, 0, 1, 0, 0, 0)
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mesh = SubResource("BoxMesh_3vwcb")
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skeleton = NodePath("../..")
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[node name="Player2Path" type="Path3D" parent="."]
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curve = SubResource("Curve3D_ycdkn")
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[node name="PathFollow3D" type="PathFollow3D" parent="Player2Path"]
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transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0, 0, -16)
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[node name="root" type="Node3D" parent="Player2Path/PathFollow3D"]
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transform = Transform3D(-0.0154456, -6.75146e-10, -0.999881, -5.21344e-12, 1, -6.75146e-10, 0.999881, -5.21341e-12, -0.0154456, 0, 0, 0)
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[node name="Zug1" type="MeshInstance3D" parent="Player2Path/PathFollow3D/root"]
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transform = Transform3D(1, 0, -7.10543e-15, 0, 1, 0, 7.10543e-15, 0, 1, 0, 0, 0)
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mesh = SubResource("BoxMesh_3vwcb")
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skeleton = NodePath("../..")
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@@ -1,6 +0,0 @@
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[gd_scene load_steps=2 format=3 uid="uid://d2g0of2prwwj4"]
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[ext_resource type="Script" path="res://Cannon.gd" id="1_mopo1"]
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[node name="Cannon" type="Node"]
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script = ExtResource("1_mopo1")
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@@ -12,22 +12,22 @@ _global_script_classes=[{
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"base": "Module",
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"base": "Module",
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"class": &"Cannon",
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"class": &"Cannon",
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"language": &"GDScript",
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"language": &"GDScript",
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"path": "res://Cannon.gd"
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"path": "res://scripts/Modules/Cannon.gd"
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}, {
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}, {
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"base": "Node",
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"base": "Node",
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"class": &"Module",
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"class": &"Module",
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"language": &"GDScript",
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"language": &"GDScript",
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"path": "res://Module.gd"
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"path": "res://scripts/Modules/Module.gd"
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}, {
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}, {
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"base": "Module",
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"base": "Module",
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"class": &"Storage",
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"class": &"Storage",
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"language": &"GDScript",
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"language": &"GDScript",
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"path": "res://Storage.gd"
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"path": "res://scripts/Modules/Storage.gd"
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}, {
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}, {
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"base": "Module",
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"base": "Module",
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"class": &"TrainEngine",
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"class": &"TrainEngine",
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"language": &"GDScript",
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"language": &"GDScript",
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"path": "res://Engine.gd"
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"path": "res://scripts/Modules/Engine.gd"
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}]
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}]
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_global_script_class_icons={
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_global_script_class_icons={
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"Cannon": "",
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"Cannon": "",
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27
scripts/Logic/Game.gd
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27
scripts/Logic/Game.gd
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@@ -0,0 +1,27 @@
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extends Node
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#Signals
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signal ammo_pickup
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signal shoot
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var t = 0.0
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@onready var tween = create_tween() as Tween
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@onready var p1 = $Player1Path/PathFollow3D
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@onready var p2 = $Player2Path/PathFollow3D
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func _ready():
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start_tween()
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func start_tween():
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tween.set_trans(Tween.TRANS_LINEAR)
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tween.set_parallel(true)
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tween.tween_property(p1, "progress_ratio", 1, 5)
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tween.tween_property(p2, "progress_ratio", -1, 5)
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func _process(delta):
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if round(p1.position.distance_to(p2.position)) == 9:
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emit_signal("shoot")
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@@ -7,7 +7,7 @@ enum STATE {INACTIVE, RELOADING, SHOOTING}
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#------------Methods-------------#
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#------------Methods-------------#
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func _ready():
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func _ready():
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var root = get_tree().root.get_child(0)
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var root = get_tree().root.get_child(0)
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root.shooting.connect(_on_signal_shooting)
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root.shoot.connect(_on_signal_shooting)
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maxStashValue = 1
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maxStashValue = 1
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currentStashValue = 0
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currentStashValue = 0
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currentState = STATE.INACTIVE
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currentState = STATE.INACTIVE
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@@ -23,6 +23,7 @@ func interact():
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return
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return
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func _on_signal_shooting():
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func _on_signal_shooting():
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print("hit")
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if currentStashValue >= 1 and currentState == STATE.INACTIVE:
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if currentStashValue >= 1 and currentState == STATE.INACTIVE:
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currentState = STATE.SHOOTING
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currentState = STATE.SHOOTING
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currentStashValue -= 1
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currentStashValue -= 1
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