Add box sprite and scene
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<Project Sdk="Godot.NET.Sdk/4.2.1">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tlob", "Tlob.csproj", "{DAF2229D-5187-4A27-A81D-0555D20817E2}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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ExportDebug|Any CPU = ExportDebug|Any CPU
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ExportRelease|Any CPU = ExportRelease|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{DAF2229D-5187-4A27-A81D-0555D20817E2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{DAF2229D-5187-4A27-A81D-0555D20817E2}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{DAF2229D-5187-4A27-A81D-0555D20817E2}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
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{DAF2229D-5187-4A27-A81D-0555D20817E2}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
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{DAF2229D-5187-4A27-A81D-0555D20817E2}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
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{DAF2229D-5187-4A27-A81D-0555D20817E2}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
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EndGlobalSection
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EndGlobal
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[gd_scene load_steps=3 format=3 uid="uid://dur0i50oao18u"]
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[ext_resource type="Texture2D" uid="uid://be6qojhnjml47" path="res://sprites/box.png" id="1_uib42"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_pnqxx"]
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size = Vector2(42, 42)
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[node name="Node2D" type="Node2D"]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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scale = Vector2(0.328125, 0.328125)
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texture = ExtResource("1_uib42")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("RectangleShape2D_pnqxx")
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[gd_scene format=3 uid="uid://byuw363qi2nwu"]
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[gd_scene load_steps=3 format=3 uid="uid://byuw363qi2nwu"]
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[ext_resource type="PackedScene" uid="uid://cpqrufo1gdajy" path="res://scenes/tlob.tscn" id="1_f4jm3"]
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[ext_resource type="PackedScene" uid="uid://dur0i50oao18u" path="res://scenes/box.tscn" id="2_n63uh"]
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[node name="Main" type="Node2D"]
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[node name="Tlob" parent="." instance=ExtResource("1_f4jm3")]
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position = Vector2(0, -3)
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[node name="Node2D" parent="." instance=ExtResource("2_n63uh")]
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position = Vector2(635, -362)
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using Godot;
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using System;
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public partial class tlob : CharacterBody2D
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{
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public const float Speed = 300.0f;
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public const float JumpVelocity = -400.0f;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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public override void _PhysicsProcess(double delta)
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{
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Vector2 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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velocity.Y += gravity * (float)delta;
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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velocity.Y = JumpVelocity;
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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if (direction != Vector2.Zero)
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{
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velocity.X = direction.X * Speed;
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
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}
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Velocity = velocity;
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MoveAndSlide();
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}
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}
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[gd_scene load_steps=3 format=3 uid="uid://cpqrufo1gdajy"]
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[gd_scene load_steps=4 format=3 uid="uid://cpqrufo1gdajy"]
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[ext_resource type="Script" path="res://scenes/tlob.cs" id="1_i865j"]
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[ext_resource type="Texture2D" uid="uid://dfjrr8hcd3ol" path="res://sprites/tlob.png" id="1_tg6nh"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_5pvct"]
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radius = 64.0
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[node name="Tlob" type="CharacterBody2D"]
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motion_mode = 1
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script = ExtResource("1_i865j")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_5pvct")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("1_tg6nh")
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[node name="Camera2D" type="Camera2D" parent="."]
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zoom = Vector2(0.5, 0.5)
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Binary file not shown.
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After Width: | Height: | Size: 803 B |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://be6qojhnjml47"
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path="res://.godot/imported/box.png-88e8c9a9152bfabd2b270e3db2186223.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://sprites/box.png"
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dest_files=["res://.godot/imported/box.png-88e8c9a9152bfabd2b270e3db2186223.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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