init: initial commit

This commit is contained in:
Suraj B M
2026-03-30 22:39:04 +05:30
commit 9f20d386a7
69 changed files with 2149 additions and 0 deletions

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scripts/coin.gd Normal file
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extends Area2D
@export var coin_id: String
func _ready():
if coin_id == "":
coin_id = name
if GameManager.collected_coins.has(coin_id):
queue_free()
func _on_body_entered(body: Node2D) -> void:
GameManager.add_score()
GameManager.collected_coins[coin_id] = true
queue_free()

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scripts/coin.gd.uid Normal file
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uid://ct437mnkqt5dw

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scripts/game_manager.gd Normal file
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extends Node
var score = 0
var hearts = 3
var collected_coins = {}
@onready var score_node = HUD.get_node("Coins/ScoreLabel")
@onready var hearts_node = HUD.get_node("Hearts/HeartsLabel")
func _ready() -> void:
score = 0
score_node.text = str(score)
hearts = 3
hearts_node.text = str(hearts)
func add_score():
score += 1
score_node.text = str(score)
func reduce_hearts():
hearts -= 1
hearts_node.text = str(hearts)

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uid://bd0bxlq84buib

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scripts/killzone.gd Normal file
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extends Area2D
@onready var timer: Timer = $Timer
func _on_body_entered(body: Node2D) -> void:
Engine.time_scale = 0.5
timer.start()
func _on_timer_timeout() -> void:
Engine.time_scale = 1.0
GameManager.reduce_hearts()
get_tree().reload_current_scene()

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scripts/killzone.gd.uid Normal file
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uid://dt7a05678o5nm

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scripts/main_menu.gd Normal file
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extends Node2D
func _ready() -> void:
HUD.hide()
func _on_start_button_pressed() -> void:
HUD.show()
get_tree().change_scene_to_file("res://scenes/game.tscn")

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scripts/main_menu.gd.uid Normal file
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uid://c1q1fvipjgngb

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scripts/player.gd Normal file
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extends CharacterBody2D
const SPEED = 130.0
const JUMP_VELOCITY = -300.0
@onready var animator = $AnimatedSprite2D
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
# animations
if direction == 0:
if animator.animation != "idle":
animator.play("idle")
else:
if animator.animation != "run":
animator.play("run")
if direction > 0:
animator.flip_h = false
elif direction < 0:
animator.flip_h = true
#if direction:
#velocity.x = direction * SPEED
#else:
#velocity.x = move_toward(velocity.x, 0, SPEED)
const ACCEL = 800.0
const FRICTION = 1000.0
if direction != 0:
velocity.x = move_toward(velocity.x, direction * SPEED, ACCEL * delta)
else:
velocity.x = move_toward(velocity.x, 0, FRICTION * delta)
move_and_slide()

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scripts/player.gd.uid Normal file
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uid://bhqlgaeisqull

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scripts/start_button.gd Normal file
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extends Control

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uid://cfddmwyklvxjk