Init commit

This commit is contained in:
Benjamin Morgan 2025-10-19 20:04:59 -06:00
commit a4452b69c4
59 changed files with 1259 additions and 0 deletions

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Scripts/explosion.gd Normal file
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extends Area2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# Free self after 1.5 seconds
await get_tree().create_timer(0.5).timeout
queue_free()

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Scripts/explosion.gd.uid Normal file
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uid://lawrmxvtimw1

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Scripts/game.gd Normal file
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extends Node2D
var score: int = 0
var lives: int = 0
var added_lives: int = 0
var score_label: Label
var lives_box: HBoxContainer
var spawner: Node2D
var player: CharacterBody2D
var ui: CanvasLayer
var game_over_ui: Control
var menu_ui: Control
var life_icon = preload("res://Scenes/life.tscn")
var menu_scn = preload("res://Scenes/main_menu.tscn")
var game_over_scn = preload("res://Scenes/game_over.tscn")
var ship = preload("res://Scenes/ship.tscn")
var life = preload("res://Sounds/extra_life.wav")
func _ready() -> void:
menu_ui = menu_scn.instantiate()
menu_ui.new_game.connect(_new_game)
menu_ui.quit_game.connect(_quit_game)
await get_tree().process_frame
ui.add_child(menu_ui)
func set_score(amount: int):
score = amount
score_label.text = "Score: " + str(score)
if floor(score / 10000.0) > added_lives:
added_lives += 1
set_lives(lives + 1)
var snd = AudioStreamPlayer.new()
add_child(snd)
snd.stream = life
snd.play()
snd.finished.connect(func(): snd.queue_free())
func set_lives(amount: int):
lives = amount
var icons = lives_box.get_children()
var diff = lives - len(icons);
if diff > 0:
for i in range(diff):
lives_box.add_child(life_icon.instantiate())
else:
if lives >= 0:
for i in range(abs(diff)):
lives_box.remove_child(icons[len(icons) - 1])
icons.remove_at(len(icons) - 1)
if lives == 0:
spawner.stop()
for node in get_tree().get_nodes_in_group("enemies"):
node.queue_free()
player.queue_free()
score_label.visible = false
game_over_ui = game_over_scn.instantiate()
game_over_ui.new_game.connect(_new_game)
game_over_ui.set_score(score)
ui.add_child(game_over_ui)
func _new_game():
if score_label:
score_label.visible = true
set_lives(3)
spawner.start()
set_score(0)
if game_over_ui:
game_over_ui.queue_free()
if menu_ui:
menu_ui.queue_free()
player = ship.instantiate()
player.position = get_viewport_rect().size / 2
get_tree().current_scene.add_child(player)
func _quit_game():
get_tree().quit()

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Scripts/game.gd.uid Normal file
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uid://bs4d2x1ylus1m

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Scripts/game_over.gd Normal file
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extends Control
signal new_game
func set_score(amount: int):
$Container/Score.text = "Score: " + str(amount)
func _ready():
$"Container/New Game".pressed.connect(_emit_new)
func _emit_new():
emit_signal("new_game")

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Scripts/game_over.gd.uid Normal file
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uid://cf1vwutwpi4rf

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Scripts/laser.gd Normal file
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extends Area2D
var explosion = preload('res://Scenes/explosion.tscn')
var pop = preload("res://Sounds/Explosion.wav")
var speed = 750
var half_size: Vector2 # half of sprite dimensions (used for wrapping)
func _ready() -> void:
connect("area_entered", _on_body_entered)
half_size = Utils.get_half_size(self)
func _physics_process(delta):
position += -transform.y * speed * delta
var rect = get_viewport_rect()
if position.x < -half_size.x or position.x > rect.size.x + half_size.x or position.y < -half_size.y or position.y > rect.size.y + half_size.y:
#print_debug("FREED")
queue_free()
func _on_body_entered(body):
if body.is_in_group("enemies"):
body.queue_free()
Utils.play_sound(pop, get_parent())
var boom = explosion.instantiate()
boom.position = body.global_position
boom.scale = body.scale
get_parent().add_child(boom)
Game.set_score(Game.score + 100)
queue_free()
#print_debug("KILLED")

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Scripts/laser.gd.uid Normal file
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uid://csldj2x1axso1

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Scripts/lives.gd Normal file
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extends HBoxContainer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Game.lives_box = self

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Scripts/lives.gd.uid Normal file
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uid://miwfeu4n6uh7

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Scripts/main_menu.gd Normal file
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extends Control
signal new_game
signal quit_game
func _ready():
$"Container/New Game".pressed.connect(_emit_new)
$Container/Quit.pressed.connect(_emit_quit)
func _emit_new():
emit_signal("new_game")
func _emit_quit():
emit_signal("quit_game")

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Scripts/main_menu.gd.uid Normal file
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uid://dxbdiq4y3mqtd

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Scripts/score.gd Normal file
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extends Label
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Game.score_label = self

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Scripts/score.gd.uid Normal file
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uid://efye4dftj3u6

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Scripts/ship.gd Normal file
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extends CharacterBody2D
const ROT_SPEED = 3.0
const MOVE_ACC = 100
const FRICTION = 0.995
const FIRE_RATE = 0.2
@export var Laser: PackedScene
@export var pew: Resource
var speed = Vector2(0, 0)
var last_shot = 0.0
func _ready() -> void:
Game.player = self
func _physics_process(delta: float) -> void:
var forward = Input.is_action_pressed("ui_up")
var left = Input.is_action_pressed("ui_left")
var right = Input.is_action_pressed("ui_right")
if left:
rotation -= ROT_SPEED * delta
if $AnimatedSprite2D.animation != "left":
$AnimatedSprite2D.play("left")
if right:
rotation += ROT_SPEED * delta
if $AnimatedSprite2D.animation != "right":
$AnimatedSprite2D.play("right")
if forward:
speed += Vector2.UP.rotated(rotation) * MOVE_ACC * delta
if $AnimatedSprite2D.animation != "fly":
$AnimatedSprite2D.play("fly")
if Input.is_action_pressed("ui_down"):
speed -= Vector2.UP.rotated(rotation) * MOVE_ACC * delta
if !(forward || left || right) and $AnimatedSprite2D.animation != "idle":
$AnimatedSprite2D.play("idle")
speed *= FRICTION
velocity = speed
move_and_slide()
Utils.wrap_position(self)
# --- Fire projectile on space ---
last_shot += delta
if Input.is_action_pressed("ui_accept") and last_shot >= FIRE_RATE: # default = Space/Enter
var bullet = Laser.instantiate()
Utils.play_sound(pew, self)
get_parent().add_child(bullet)
bullet.transform = $Muzzle.global_transform
last_shot = 0.0
func reset():
position = get_viewport_rect().size / 2
speed = Vector2(0, 0)

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Scripts/ship.gd.uid Normal file
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uid://p443pc5fxxg0

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Scripts/spawner.gd Normal file
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extends Node2D
var timer: Timer
var asteroids := [
preload('res://Enemies/Scenes/asteroidTiny.tscn'),
preload('res://Enemies/Scenes/asteroidSm.tscn'),
preload('res://Enemies/Scenes/asteroid.tscn'),
preload('res://Enemies/Scenes/asteroidBig.tscn')
]
var screen_size: Vector2
func _ready():
Game.spawner = self
screen_size = get_viewport_rect().size
# Call spawn_enemy() every spawn_interval seconds
timer = Timer.new()
timer.wait_time = spawn_time_from_score(Game.score)
timer.timeout.connect(spawn_enemy)
add_child(timer)
func spawn_time_from_score(score: int) -> float:
var min_time = 0.3
var max_time = 2.0
var max_score = 50000.0
# Clamp score so it doesnt overshoot
var clamped_score = clamp(score, 0, max_score)
# Normalized value [0..1]
var t = float(clamped_score) / max_score
# Logarithmic easing (slows down progression)
# Use log10 but you can tweak the base for different curves
var curved_t = log(1.0 + 9.0 * t) / log(10.0) # maps 0..1 to 0..1, but with log shape
# Interpolate between max_time and min_time
return lerp(max_time, min_time, curved_t)
func spawn_enemy():
var enemy = asteroids[randi_range(0, 3)].instantiate()
var pos = get_random_edge_position()
enemy.position = pos
# Direction vector toward center
var center = screen_size * 0.5
var dir = (center - pos).normalized()
# Add some randomness so it's not always perfect
var angle_variation = randf_range(-0.5, 0.5) # radians (~±14 degrees)
dir = dir.rotated(angle_variation)
# Apply starting velocity
enemy.rot_velocity = randf_range(0, PI)
enemy.velocity = dir * randf_range(50, 200)
enemy.rotation = randf_range(0, PI)
var scl = randi_range(1, 5)
enemy.scale = Vector2(scl, scl)
enemy.add_to_group("enemies")
add_child(enemy)
timer.wait_time = spawn_time_from_score(Game.score)
func get_random_edge_position() -> Vector2:
# Pick which edge (0=top,1=bottom,2=left,3=right)
var edge = randi() % 4
match edge:
0: # top
return Vector2(randf() * screen_size.x, 0)
1: # bottom
return Vector2(randf() * screen_size.x, screen_size.y)
2: # left
return Vector2(0, randf() * screen_size.y)
3: # right
return Vector2(screen_size.x, randf() * screen_size.y)
return Vector2.ZERO
func stop():
timer.stop()
func start():
timer.start()

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Scripts/spawner.gd.uid Normal file
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uid://mfgrqlsgsyrx

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extends CanvasLayer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Game.ui = self

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uid://dpa4j6me328ak

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extends Node2D
func get_half_size(sprt: Node2D):
var half_size: Vector2
if sprt is Sprite2D:
half_size = (sprt.texture.get_size() * sprt.scale) / 2.0
elif sprt is AnimatedSprite2D:
var tex: Texture2D = sprt.sprite_frames.get_frame_texture(sprt.animation, 0)
if tex:
half_size = (tex.get_size() * sprt.scale) / 2.0
else:
half_size = Vector2.ZERO
else:
half_size = Vector2.ZERO
return half_size
func wrap_position(node: Node2D) -> void:
var rect = node.get_viewport_rect()
var pos = node.position
var half_size = get_half_size(node)
# Horizontal wrap
if pos.x < -half_size.x:
pos.x = rect.size.x + half_size.x
elif pos.x > rect.size.x + half_size.x:
pos.x = -half_size.x
# Vertical wrap
if pos.y < -half_size.y:
pos.y = rect.size.y + half_size.y
elif pos.y > rect.size.y + half_size.y:
pos.y = -half_size.y
node.position = pos
func play_sound(sound: Resource, parent: Node2D):
var player = AudioStreamPlayer.new()
parent.add_child(player)
player.stream = sound
player.play()
player.finished.connect(func(): player.queue_free())

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