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@lamarmarshall
lamarmarshall / player.gd
Created March 8, 2025 02:39
godot, rpg movement
extends CharacterBody2D
var speed: int = 250
func _process(delta: float) -> void:
player_movement()
func player_movement() -> void:
velocity = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
velocity = velocity.normalized() * speed
@lamarmarshall
lamarmarshall / player.gd
Created March 6, 2025 02:53
godot, move charater, character controller, top down, shoot bullet
extends CharacterBody2D
@onready var bullet_spawn_point: Marker2D = $BulletSpawnPoint
@onready var bullet = preload("res://bullet.tscn")
var speed: int = 75
var direction: Vector2 = Vector2()
func _physics_process(delta: float) -> void:
var input_dir = Vector2(Input.get_axis("ui_left", "ui_right"), Input.get_axis("ui_up", "ui_down")).normalized()
@lamarmarshall
lamarmarshall / npc.gd
Created March 6, 2025 00:09
godot, dialog manage, trigger dialog
func _on_body_entered(body: Node2D) -> void:
print("contacted")
body.enable_process(false)
DialogueManager.show_example_dialogue_balloon(load("res://dialogue.dialogue"), "start")
body.enable_process(true)
@lamarmarshall
lamarmarshall / player.gd
Created March 5, 2025 20:48
godot, topdown 2d, tile, character controller, move, raycast 2d, sd raycast
extends CharacterBody2D
func _physics_process(delta: float) -> void:
player_input()
func player_input() -> void:
if Input.is_action_just_pressed("move_right"):
velocity = Vector2.RIGHT
move(velocity)
if Input.is_action_just_pressed("move_left"):
@lamarmarshall
lamarmarshall / coin.gd
Created March 5, 2025 18:28
godot, bob, rotate, up and down, back and fourth
extends Area2D
var rotate_speed : float = 3.0
var bob_height: float = 5.0
var bob_speed: float = 5.0
@onready var start_position: Vector2 = global_position
@onready var sprite = $Sprite2D
func _physics_process(delta: float) -> void:
@lamarmarshall
lamarmarshall / enemy.gd
Created March 5, 2025 15:50
godot, move,between, to points, back and forth, up and down
extends Area2D
@export var move_direction: Vector2
@export var move_speed: float = 100
@onready var marker_2d: Marker2D = $Marker2D
@onready var start_position: Vector2 = global_position
@onready var target_position: Vector2 = marker_2d.global_position
@lamarmarshall
lamarmarshall / player.gd
Last active March 5, 2025 20:00
godot, characterbody2d, move, character controller, platformer
extends CharacterBody2D
@export var move_speed: float = 200
@export var acceleration: float = 50
@export var braking: float = 20
@export var gravity: float = 500
@export var jump_force: float = 250
@onready var sprite: Sprite2D = $Sprite
@onready var anim: AnimationPlayer = $AnimationPlayer
@lamarmarshall
lamarmarshall / main.gd
Created March 3, 2025 04:14
godot, button, movement
extends Area2D
var direction : Vector2 = Vector2.ZERO
var speed: int = 350
var can_move : bool = true
var min_positions: Vector2 = Vector2(20, 176)
var max_positions: Vector2 = Vector2(520, 730)
func _process(delta: float) -> void:
if can_move:
@lamarmarshall
lamarmarshall / main.gd
Created March 2, 2025 16:46
godot, random, swipe, different random
extends Control
var pressed_position: Vector2
var release_position: Vector2
func _input(event: InputEvent) -> void:
if Input.is_action_just_pressed("click"):
pressed_position = event.position
if Input.is_action_just_released("click"):
@lamarmarshall
lamarmarshall / swipe.gd
Created March 2, 2025 16:04
godot, swipe detect
extends Control
var pressed_position: Vector2
var release_position: Vector2
func _input(event: InputEvent) -> void:
if Input.is_action_just_pressed("click"):
pressed_position = event.position
if Input.is_action_just_released("click"):