Initial commit

This commit is contained in:
2026-01-17 18:33:45 -06:00
commit 673bdc0396
45 changed files with 856 additions and 0 deletions

10
Abilities/Fireball.cs Normal file
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using Godot;
using System;
public partial class Fireball : ProjectileBase
{
public override void _PhysicsProcess(double delta)
{
Position += Transform.X * Speed * (float)delta;
}
}

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19
Abilities/Fireball.tscn Normal file
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radius = 6.0
[node name="Fireball" type="Area2D"]
script = ExtResource("1_0kqim")
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texture = ExtResource("2_rf7by")
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34
Abilities/Fireballv2.cs Normal file
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using Godot;
using System;
public partial class Fireballv2 : ProjectileBase
{
[Export] public float TurnRate { get; set; }
[Export] public float OrbitStrength { get; set; }
Vector2 _velocity;
public override void _Ready()
{
var direction = (GetGlobalMousePosition() - GlobalPosition).Normalized();
_velocity = direction * Speed;
Rotation = _velocity.Angle();
}
public override void _PhysicsProcess(double delta)
{
var targetDirection = (GetGlobalMousePosition() - GlobalPosition).Normalized();
var perp = targetDirection.Orthogonal();
targetDirection = (targetDirection + perp * OrbitStrength).Normalized();
var currentDirection = _velocity.Normalized();
var angle = currentDirection.AngleTo(targetDirection);
var maxTurn = TurnRate * (float)delta;
angle = Mathf.Clamp(angle, -maxTurn, maxTurn);
_velocity = _velocity.Rotated(angle);
GlobalPosition += _velocity * (float)delta;
Rotation = _velocity.Angle();
}
}

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20
Abilities/Fireballv2.tscn Normal file
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29
Abilities/Fireballv3.cs Normal file
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using Godot;
using System;
public partial class Fireballv3 : ProjectileBase
{
[Export] public float TurnSpeed { get; set; }
Vector2 _velocity;
public override void _Ready()
{
base._Ready();
var direction = (GetGlobalMousePosition() - GlobalPosition).Normalized();
_velocity = direction * Speed;
Rotation = _velocity.Angle();
}
public override void _PhysicsProcess(double delta)
{
var targetDirection = (GetGlobalMousePosition() - GlobalPosition).Normalized();
var currentDirection = _velocity.Normalized();
var newDirection = currentDirection.Lerp(targetDirection, TurnSpeed * (float)delta).Normalized();
_velocity = newDirection * Speed;
GlobalPosition += _velocity * (float)delta;
Rotation = _velocity.Angle();
}
}

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Abilities/Fireballv3.tscn Normal file
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20
Abilities/MeleeBase.cs Normal file
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using Godot;
public abstract partial class MeleeBase : Area2D
{
protected CharacterBase? Character;
public override void _Ready()
{
if (Character is null)
{
QueueFree();
}
}
public void Spawn(CharacterBase character)
{
Character = character;
Rotation = character.FacingRotation;
}
}

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using Godot;
public partial class ProjectileBase : Area2D
{
[Export] public float Speed { get; set; }
protected CharacterBase? Character;
public override void _Ready()
{
if (Character is null)
{
QueueFree();
}
}
void OnBodyEntered(Node body)
{
if (body == Character)
{
// Ignore self
return;
}
QueueFree();
}
public void Spawn(CharacterBase character)
{
Character = character;
Position = character.GlobalPosition;
Rotation = character.FacingRotation;
TopLevel = false;
}
}

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34
Abilities/Sword/Sword.cs Normal file
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using Godot;
using System;
public partial class Sword : MeleeBase
{
[Export] public float SweepArcDegrees { get; set; } = 90f;
[Export] public float Lifetime { get; set; } = 0.25f;
float _elapsedTime = 0f;
float _startRotation, _endRotation;
public override void _Ready()
{
base._Ready();
_startRotation = Rotation + Mathf.DegToRad(-SweepArcDegrees * 0.5f);
_endRotation = Rotation + Mathf.DegToRad(SweepArcDegrees * 0.5f);
Rotation = _startRotation;
}
public override void _PhysicsProcess(double delta)
{
_elapsedTime += (float)delta;
var t = _elapsedTime / Lifetime;
Rotation = Mathf.Lerp(_startRotation, _endRotation, t);
if (_elapsedTime >= Lifetime)
{
QueueFree();
}
}
}

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rotation = 2.3561945
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using Godot;
public abstract partial class CharacterBase : CharacterBody2D
{
protected const string InputUp = "character_move_up";
protected const string InputDown = "character_move_down";
protected const string InputLeft = "character_move_left";
protected const string InputRight = "character_move_right";
protected const string PrimaryAction = "character_primary_action";
[ExportCategory("Movement")]
[Export] public float Speed { get; set; }
[ExportCategory("Abilities")]
[Export] public float PrimaryCooldown { get; set; }
public float FacingRotation
=> (GetGlobalMousePosition() - GlobalPosition).Angle();
protected bool IsPrimaryOnCooldown
=> primaryCooldown > 0f;
float primaryCooldown;
public override void _PhysicsProcess(double delta)
{
HandleInput(delta);
MoveAndSlide();
}
protected virtual void _UsePrimary()
{
}
void HandleInput(double delta)
{
var direction = Input.GetVector(InputLeft, InputRight, InputUp, InputDown);
Velocity = direction * Speed;
if (Input.IsActionPressed(PrimaryAction) && !IsPrimaryOnCooldown)
{
_UsePrimary();
primaryCooldown = PrimaryCooldown;
}
else if (IsPrimaryOnCooldown)
{
primaryCooldown -= (float)delta;
}
}
}

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using System.Collections.Generic;
using Godot;
public partial class Knight : CharacterBase
{
[Export] public PackedScene Weapon { get; set; } = default!;
public override string[] _GetConfigurationWarnings()
{
var strings = new List<string>();
if (!Weapon?.CanInstantiate() ?? true)
{
strings.Add("Weapon is not set or invalid scene.");
}
return [.. strings];
}
protected override void _UsePrimary()
{
var weapon = Weapon.Instantiate<MeleeBase>();
weapon.Spawn(this);
AddChild(weapon);
}
}

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using System.Collections.Generic;
using Godot;
public partial class Wizard : CharacterBase
{
[Export] public PackedScene Projectile { get; set; } = default!;
public override string[] _GetConfigurationWarnings()
{
var strings = new List<string>();
if (!Projectile?.CanInstantiate() ?? true)
{
strings.Add("Projectile is not set or invalid scene.");
}
return [.. strings];
}
protected override void _UsePrimary()
{
var projectile = Projectile.Instantiate<ProjectileBase>();
projectile.Spawn(this);
GetTree().CurrentScene.AddChild(projectile);
}
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Slapstick.csproj Normal file
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<Project Sdk="Godot.NET.Sdk/4.5.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
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Slapstick.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Slapstick", "Slapstick.csproj", "{5237B46E-7833-438D-9B9F-77B72E180FF1}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{5237B46E-7833-438D-9B9F-77B72E180FF1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5237B46E-7833-438D-9B9F-77B72E180FF1}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5237B46E-7833-438D-9B9F-77B72E180FF1}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{5237B46E-7833-438D-9B9F-77B72E180FF1}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{5237B46E-7833-438D-9B9F-77B72E180FF1}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{5237B46E-7833-438D-9B9F-77B72E180FF1}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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Stages/Sandbox.tscn Normal file

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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>

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Width:  |  Height:  |  Size: 995 B

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bcul8f6outbnu"
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/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
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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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="Slapstick"
run/main_scene="uid://bls8padw7lugq"
config/features=PackedStringArray("4.5", "C#", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
mouse_cursor/custom_image="uid://dffyyka82e8mr"
mouse_cursor/custom_image_hotspot=Vector2(16, 16)
[dotnet]
project/assembly_name="Slapstick"
[input]
character_move_up={
"deadzone": 0.2,
"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,"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":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
]
}
character_move_down={
"deadzone": 0.2,
"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,"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":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
]
}
character_move_left={
"deadzone": 0.2,
"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,"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":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
]
}
character_move_right={
"deadzone": 0.2,
"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,"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":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
]
}
character_primary_action={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(117, 12),"global_position":Vector2(126, 60),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}