Add main Godot project files

This commit is contained in:
mirivlad 2026-03-11 03:08:33 +08:00
parent 55decaa1a8
commit d1c5816d3d
105 changed files with 2410 additions and 27 deletions

27
.gitignore vendored
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@ -10,31 +10,4 @@ export_presets.cfg
# Imported translations (automatically generated from CSV files) # Imported translations (automatically generated from CSV files)
*.translation *.translation
# Mono-specific ignores
.mono/
data_*/
mono_crash.*.json
# ---> Gradle
.gradle
**/build/
!src/**/build/
# Ignore Gradle GUI config
gradle-app.setting
# Avoid ignoring Gradle wrapper jar file (.jar files are usually ignored)
!gradle-wrapper.jar
# Avoid ignore Gradle wrappper properties
!gradle-wrapper.properties
# Cache of project
.gradletasknamecache
# Eclipse Gradle plugin generated files
# Eclipse Core
.project
# JDT-specific (Eclipse Java Development Tools)
.classpath

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extends CharacterBody2D
const SPEED = 200.0
const STAMINA_DRAIN = 5.0
const STAMINA_REGEN = 3.0
var stats = {
"health": 100,
"stamina": 100,
"hunger": 0,
"thirst": 0,
"mood": 100,
"organs": {
"heart": 100,
"lungs": 100,
"brain": 100,
"cyber": 100
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}
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func _ready() -> void:
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if hud:
hud.update_stats(stats)
func _physics_process(delta: float) -> void:
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var moving = input_dir.length() > 0
if moving and stats.stamina > 0:
velocity = input_dir * SPEED
stats.stamina = max(0, stats.stamina - STAMINA_DRAIN * delta)
elif not moving:
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velocity.y = move_toward(velocity.y, 0, SPEED)
stats.stamina = min(100, stats.stamina + STAMINA_REGEN * delta)
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.y = move_toward(velocity.y, 0, SPEED)
move_and_slide()
if input_dir.length() > 0:
rotation = input_dir.angle()
if hud:
hud.update_stats(stats)
func take_damage(amount: int) -> void:
stats.health = max(0, stats.health - amount)
func heal(amount: int) -> void:
stats.health = min(100, stats.health + amount)
func add_hunger(amount: int) -> void:
stats.hunger = min(100, stats.hunger + amount)
func add_thirst(amount: int) -> void:
stats.thirst = min(100, stats.thirst + amount)
func change_mood(amount: int) -> void:
stats.mood = clamp(stats.mood + amount, 0, 100)

1
player.gd.uid Normal file
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uid://c50q2iypummuu

19
player.tscn Normal file
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[gd_scene load_steps=3 format=3 uid="uid://player_scene"]
[ext_resource type="Script" path="res://player.gd" id="1_player"]
[sub_resource type="CircleShape2D" id="CircleShape2D_player"]
radius = 16.0
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_player")
[node name="Sprite2D" type="Sprite2D" parent="."]
modulate = Color(0.913725, 0.271, 0.376, 1)
[node name="Polygon2D" type="Polygon2D" parent="Sprite2D"]
color = Color(0.913725, 0.271, 0.376, 1)
polygon = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_player")

57
project.godot Normal file
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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="OpenCyber"
config/description="RPG про выживание в постапокалиптическом мире"
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.6", "GL Compatibility")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/size/mode=2
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input]
move_up={
"deadzone": 0.5,
"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)
]
}
move_down={
"deadzone": 0.5,
"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)
]
}
move_left={
"deadzone": 0.5,
"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)
]
}
move_right={
"deadzone": 0.5,
"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)
]
}
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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extends Camera2D
@export var min_zoom: float = 0.5
@export var max_zoom: float = 4.0
@export var zoom_speed: float = 0.1
@export var target_zoom: float = 2.0
func _ready() -> void:
zoom = Vector2(target_zoom, target_zoom)
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
target_zoom = clamp(target_zoom - zoom_speed, min_zoom, max_zoom)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
target_zoom = clamp(target_zoom + zoom_speed, min_zoom, max_zoom)
func _process(delta: float) -> void:
var current_zoom = zoom.x
var new_zoom = lerp(current_zoom, target_zoom, delta * 10)
zoom = Vector2(new_zoom, new_zoom)

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