This commit is contained in:
Solene Rapenne 2022-04-29 20:08:24 +02:00
parent 13fbe9235a
commit 83ad7c32cf
43 changed files with 1053 additions and 0 deletions

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.gitignore vendored Normal file
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# Godot
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/

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Intro.tscn Normal file
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[gd_scene load_steps=2 format=2]
[ext_resource path="res://Label.gd" type="Script" id=1]
[node name="CanvasLayer" type="Node2D"]
scale = Vector2( 6.25854, 7.12237 )
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="Node2D" type="Node2D" parent="CanvasLayer"]
[node name="Label" type="Label" parent="CanvasLayer/Node2D"]
margin_left = 20.0
margin_top = 24.0
margin_right = 280.0
margin_bottom = 259.0
rect_scale = Vector2( 2, 2 )
text = "Welcome to Z-hack
You are a brave adventurer looking to retrieve five lost relics. You heard the relics may be found in an old dungeon where all the population got turned into zombies aeons ago.
Death is only one bite away.
Controls:
- arrows to move
- click to swing your sword
Extra: type cheat to cheat"
autowrap = true
script = ExtResource( 1 )
[node name="Button" type="Button" parent="CanvasLayer/Node2D"]
margin_left = 117.0
margin_top = 516.0
margin_right = 246.0
margin_bottom = 536.0
rect_scale = Vector2( 3, 3 )
text = "Enter the dungeon"
[node name="CanvasModulate" type="CanvasModulate" parent="CanvasLayer"]
scale = Vector2( 6.25854, 7.12237 )
[connection signal="pressed" from="CanvasLayer/Node2D/Button" to="CanvasLayer/Node2D/Label" method="_on_Button_pressed"]

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Label.gd Normal file
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extends Label
export(PackedScene) var main
func _on_Button_pressed():
get_tree().change_scene("res://Main.tscn")

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Main.gd Normal file
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extends Node2D
export(PackedScene) var zombie_scene
var relic_left = 5
func add_zombie():
var zombie = zombie_scene.instance()
var zombie_spawn_location = get_node("Enemies/zombiePath/zombieSpawnLocation")
zombie_spawn_location.offset = randi()
zombie.position = zombie_spawn_location.position
if zombie.position.distance_to($Player.position) > 40:
zombie.look_at($Player.position)
zombie.linear_velocity = Vector2(100, 0).rotated(zombie.rotation)
zombie.connect("hit", self, 'player_got_hit')
add_child(zombie)
else:
add_zombie()
func _ready():
VisualServer.set_default_clear_color(Color(0.0,0.0,0.0,1.0))
randomize()
$Player.relic_left(relic_left)
func _on_SpawnEnemy_timeout():
add_zombie()
func player_got_hit():
$Player.player_die()
func score_increase():
print("found a relic")
relic_left -= 1
$Player.relic_left(relic_left)
$Player.light_increase()
print("still " + str(relic_left) + " to find")
func _on_Player_restart():
get_tree().change_scene(get_tree().current_scene.filename)

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Main.tscn Normal file

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Player.gd Normal file
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extends KinematicBody2D
export(PackedScene) var weapons
signal restart
var speed = 200
var last_velocity = Vector2.ZERO
var cheat = 0
var victory = 0
func _on_WeaponTimer_timeout():
$WeaponTimer.stop()
func player_die():
if victory == 0:
visible = false
$Camera2D/CanvasLayer/Lose.visible = true
$Camera2D/CanvasLayer/Restart.visible = true
pause_mode
func relic_left(number):
$Camera2D/CanvasLayer/Score.text = "Relics left " + str(number)
if number == 0:
$Camera2D/CanvasLayer/Victory.visible = true
$Camera2D/CanvasLayer/Restart.visible = true
victory = 1
$Light2D2.scale += Vector2(1.02,1.02)
func _input(event):
if cheat == 0 and event.as_text() == "C":
cheat = 1
if cheat == 1 and event.as_text() == "H":
cheat = 2
if cheat == 2 and event.as_text() == "E":
cheat = 3
if cheat == 3 and event.as_text() == "A":
cheat = 4
if cheat == 4 and event.as_text() == "T":
cheat = 5
$Camera2D/CanvasLayer/Cheater.visible = true
$Camera2D/CanvasLayer/CheatTimer.start()
if event.is_action_pressed("attack") and $WeaponTimer.is_stopped() :
$WeaponTimer.start()
var mouse_loc = get_global_mouse_position()
var sword = weapons.instance()
# sword.rotation = sword.position.angle_to_point(mouse_loc)
add_child(sword)
sword.look_at(mouse_loc)
sword.rotate(PI/2)
func _process(delta):
var velocity = Vector2.ZERO
var direction = Vector2.ZERO
if Input.is_action_pressed("ui_right"):
velocity.x += 1
direction = Vector2.RIGHT
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
direction = Vector2.LEFT
if Input.is_action_pressed("ui_down"):
velocity.y += 1
direction = Vector2.DOWN
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
direction = Vector2.UP
if cheat == 5 and Input.is_action_pressed("ui_select"):
var sword = weapons.instance()
add_child(sword)
if velocity.length() > 0:
velocity = velocity.normalized() * speed * delta
last_velocity = velocity
move_and_collide(velocity)
func light_increase():
$Light2D2.scale += Vector2(0.02,0.02)
func _on_Button_pressed():
emit_signal("restart")
func _on_CheatTimer_timeout():
$Camera2D/CanvasLayer/Cheater.visible = false

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://player.png" type="Texture" id=2]
[ext_resource path="res://PlayerFollow.gd" type="Script" id=3]
[ext_resource path="res://Sword.tscn" type="PackedScene" id=4]
[ext_resource path="res://assets/light.png" type="Texture" id=5]
[sub_resource type="CircleShape2D" id=1]
radius = 15.0
[node name="Player" type="KinematicBody2D" groups=["player"]]
script = ExtResource( 1 )
weapons = ExtResource( 4 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( -1, 0 )
texture = ExtResource( 2 )
[node name="Camera2D" type="Camera2D" parent="."]
current = true
zoom = Vector2( 0.7, 0.7 )
script = ExtResource( 3 )
[node name="CanvasLayer" type="CanvasLayer" parent="Camera2D"]
[node name="Score" type="Label" parent="Camera2D/CanvasLayer"]
margin_left = 2.0
margin_top = 2.0
margin_right = 51.0
margin_bottom = 16.0
text = "SCORE !"
[node name="Victory" type="Label" parent="Camera2D/CanvasLayer"]
visible = false
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
margin_left = -135.0
margin_top = -71.9999
margin_right = -80.9999
margin_bottom = -57.9999
rect_scale = Vector2( 5, 5 )
text = "VICTORY"
[node name="Cheater" type="Label" parent="Camera2D/CanvasLayer"]
visible = false
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
margin_left = -243.0
margin_top = -132.0
margin_right = -124.0
margin_bottom = -101.0
rect_scale = Vector2( 4, 4 )
text = "Cheater :)
Press Space to win"
align = 1
[node name="Lose" type="Label" parent="Camera2D/CanvasLayer"]
visible = false
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -158.0
margin_top = -27.0
margin_right = -93.9999
margin_bottom = -13.0
rect_scale = Vector2( 5, 5 )
text = "YOU DIED"
[node name="Restart" type="Button" parent="Camera2D/CanvasLayer"]
visible = false
margin_left = 139.0
margin_top = 36.0
margin_right = 241.0
margin_bottom = 56.0
rect_scale = Vector2( 3, 3 )
text = "Restart game?"
[node name="CheatTimer" type="Timer" parent="Camera2D/CanvasLayer"]
wait_time = 3.0
[node name="Light2D2" type="Light2D" parent="."]
position = Vector2( -0.500001, -4.76837e-07 )
scale = Vector2( 0.3, 0.3 )
texture = ExtResource( 5 )
texture_scale = 4.0
shadow_enabled = true
__meta__ = {
"_edit_lock_": true
}
[node name="WeaponTimer" type="Timer" parent="."]
wait_time = 0.3
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 1 )
[node name="CollisionShape2D2" type="CollisionShape2D" parent="."]
visible = false
shape = SubResource( 1 )
[connection signal="pressed" from="Camera2D/CanvasLayer/Restart" to="." method="_on_Button_pressed"]
[connection signal="timeout" from="Camera2D/CanvasLayer/CheatTimer" to="." method="_on_CheatTimer_timeout"]
[connection signal="timeout" from="WeaponTimer" to="." method="_on_WeaponTimer_timeout"]

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PlayerFollow.gd Normal file
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extends Camera2D
var player
func _ready():
player = get_parent()

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Relic.gd Normal file
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extends Area2D
signal relic
func _on_Area2D_body_entered(body):
if body.is_in_group("player"):
emit_signal("relic")
queue_free()

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://assets/relic.png" type="Texture" id=1]
[ext_resource path="res://Relic.gd" type="Script" id=2]
[sub_resource type="CapsuleShape2D" id=1]
radius = 19.0
height = 0.0
[node name="Area2D" type="Area2D" groups=["relic"]]
script = ExtResource( 2 )
__meta__ = {
"_edit_group_": true
}
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[connection signal="body_entered" from="." to="." method="_on_Area2D_body_entered"]

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extends RigidBody2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
$AnimatedSprite.play()
func _on_AnimatedSprite_animation_finished():
queue_free()

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://assets/sword/base.png" type="Texture" id=1]
[ext_resource path="res://assets/sword/base_droite.png" type="Texture" id=2]
[ext_resource path="res://assets/sword/base_gauche.png" type="Texture" id=3]
[ext_resource path="res://Sword.gd" type="Script" id=4]
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 3 ), ExtResource( 1 ), ExtResource( 2 ) ],
"loop": true,
"name": "cut",
"speed": 10.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
radius = 16.0
height = 32.0
[node name="Sword" type="RigidBody2D" groups=["weapons"]]
script = ExtResource( 4 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 1 )
animation = "cut"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( -2, -3 )
rotation = 1.5708
shape = SubResource( 2 )
[connection signal="animation_finished" from="AnimatedSprite" to="." method="_on_AnimatedSprite_animation_finished"]

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extends RigidBody2D
signal hit
func _on_Area2D_body_entered(body):
if body.is_in_group("player"):
print("player hit")
emit_signal("hit")
if body.is_in_group("weapons"):
queue_free()

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://zombie.png" type="Texture" id=1]
[ext_resource path="res://Zombie.gd" type="Script" id=2]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 13, 14.5 )
[node name="RigidBody2D" type="RigidBody2D"]
gravity_scale = 0.0
script = ExtResource( 2 )
__meta__ = {
"_edit_group_": true
}
[node name="Sprite" type="Sprite" parent="."]
scale = Vector2( 0.75, 0.75 )
texture = ExtResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
scale = Vector2( 1.0262, 1.01107 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2( 0, 0.5 )
scale = Vector2( 0.744407, 0.756047 )
shape = SubResource( 1 )
[node name="CollisionShape2D2" type="CollisionShape2D" parent="."]
position = Vector2( 0, 0.505537 )
scale = Vector2( 0.763914, 0.76442 )
shape = SubResource( 1 )
[connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"]

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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=4
[application]
config/name="Z-hack"
config/description="A simple zombie slayer game, but in a nethack style"
run/main_scene="res://Intro.tscn"
config/icon="res://icon.png"
[display]
window/size/width=600
window/stretch/mode="2d"
window/stretch/aspect="keep"
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