diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..f28239b --- /dev/null +++ b/.editorconfig @@ -0,0 +1,4 @@ +root = true + +[*] +charset = utf-8 diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..0e89732 --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +# Godot 4+ specific ignores +.godot/ +/android/ +*.uid +*.import \ No newline at end of file diff --git a/.vscode/settings.json b/.vscode/settings.json new file mode 100644 index 0000000..4db6180 --- /dev/null +++ b/.vscode/settings.json @@ -0,0 +1,3 @@ +{ + "godotTools.editorPath.godot4": "/home/stefwill/Applications/Godot/Godot_v4.6.1-stable_linux.x86_64" +} \ No newline at end of file diff --git a/CLAUDE.md b/CLAUDE.md new file mode 100644 index 0000000..34f052b --- /dev/null +++ b/CLAUDE.md @@ -0,0 +1,53 @@ +# CLAUDE.md + +This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. + +## Project + +**Shadow Pixel Run** — a 2D pixel art game built with Godot 4.6 (Forward Plus renderer). + +## Running the Game + +```bash +# Launch the game +/home/stefwill/Applications/Godot/Godot_v4.6-stable_linux.x86_64 --path . + +# Run headless (e.g. for script testing) +/home/stefwill/Applications/Godot/Godot_v4.6-stable_linux.x86_64 --path . --headless +``` + +There is no build step — Godot runs the project directly from source. + +## Architecture + +### Scene Structure + +- **Main scene:** `scenes/world.tscn` — a `Node2D` containing two `TileMapLayer` nodes (`FloorLayer`, `WallLayer`) and a `Player` node. +- **Player:** `CharacterBody2D` at `scenes/world.tscn > Player`, driven by `scripts/actors/player.gd`. + +### Scripts + +All scripts live under `scripts/` organized by category: +- `scripts/actors/` — character scripts (`player.gd` defines `class_name Player extends CharacterBody2D`) + +### Assets + +All assets live under `assets/sprites/`. Godot auto-generates `.import` files alongside source assets — these are gitignored and should not be manually edited. + +### Tilemaps + +The world uses two `TileMapLayer` nodes with 32×32 tile atlases: +- `FloorLayer` — `office_floor.png`, simple single-tile floor atlas +- `WallLayer` — `office_walls.png`, terrain tileset with corner/edge peering bits for seamless auto-connected walls + +### Input Map + +Defined in `project.godot`: +- `move_left` → A / Left Arrow +- `move_right` → D / Right Arrow +- `move_up` → W / Up Arrow +- `move_down` → S / Down Arrow + +### Viewport + +640×360 with 4× window scale — targets a retro pixel art look. Default texture filter is **Linear** (set per-sprite if pixelated filtering is needed). diff --git a/addons/godot-git-plugin/LICENSE b/addons/godot-git-plugin/LICENSE new file mode 100644 index 0000000..f153fb8 --- /dev/null +++ b/addons/godot-git-plugin/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2016-2023 The Godot Engine community + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/addons/godot-git-plugin/THIRDPARTY.md b/addons/godot-git-plugin/THIRDPARTY.md new file mode 100644 index 0000000..7b72b27 --- /dev/null +++ b/addons/godot-git-plugin/THIRDPARTY.md @@ -0,0 +1,1346 @@ +# Third-Party Notices + +The Godot Git Plugin source code uses the following third-party source code: + +1. godotengine/godot-cpp - MIT License - https://github.com/godotengine/godot-cpp/tree/02336831735fd6affbe0a6fa252ec98d3e78120c +2. libgit2/libgit2 - GPLv2 with a special Linking Exception - https://github.com/libgit2/libgit2/tree/b7bad55e4bb0a285b073ba5e02b01d3f522fc95d +3. libssh2/libssh2 - BSD-3-Clause License - https://github.com/libssh2/libssh2/tree/635caa90787220ac3773c1d5ba11f1236c22eae8 +4. openssl - OpenSSL License - https://github.com/openssl/openssl/tree/26baecb28ce461696966dac9ac889629db0b3b96 + +## License Texts + +### godotengine/godot-cpp + +``` +# MIT License + +Copyright (c) 2017-2022 Godot Engine contributors. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +``` + +### libgit2/libgit2 + +``` + libgit2 is Copyright (C) the libgit2 contributors, + unless otherwise stated. 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If this is what you want to do, use the GNU Library General +Public License instead of this License. + +---------------------------------------------------------------------- + +The bundled ZLib code is licensed under the ZLib license: + +Copyright (C) 1995-2010 Jean-loup Gailly and Mark Adler + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. 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Box 94079, 1090 GB Amsterdam, Netherlands + marc@marc-stevens.nl + + Dan Shumow + Microsoft Research + danshu@microsoft.com + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +---------------------------------------------------------------------- + +The bundled wildmatch code is licensed under the BSD license: + +Copyright Rich Salz. +All rights reserved. + +Redistribution and use in any form are permitted provided that the +following restrictions are are met: + +1. Source distributions must retain this entire copyright notice + and comment. +2. Binary distributions must include the acknowledgement ``This + product includes software developed by Rich Salz'' in the + documentation or other materials provided with the + distribution. This must not be represented as an endorsement + or promotion without specific prior written permission. +3. The origin of this software must not be misrepresented, either + by explicit claim or by omission. Credits must appear in the + source and documentation. +4. Altered versions must be plainly marked as such in the source + and documentation and must not be misrepresented as being the + original software. + +THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED +WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. + +---------------------------------------------------------------------- + +Portions of the OpenSSL headers are included under the OpenSSL license: + +Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com) +All rights reserved. + +This package is an SSL implementation written +by Eric Young (eay@cryptsoft.com). +The implementation was written so as to conform with Netscapes SSL. + +This library is free for commercial and non-commercial use as long as +the following conditions are aheared to. The following conditions +apply to all code found in this distribution, be it the RC4, RSA, +lhash, DES, etc., code; not just the SSL code. The SSL documentation +included with this distribution is covered by the same copyright terms +except that the holder is Tim Hudson (tjh@cryptsoft.com). + +Copyright remains Eric Young's, and as such any Copyright notices in +the code are not to be removed. +If this package is used in a product, Eric Young should be given attribution +as the author of the parts of the library used. +This can be in the form of a textual message at program startup or +in documentation (online or textual) provided with the package. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: +1. Redistributions of source code must retain the copyright + notice, this list of conditions and the following disclaimer. +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +3. All advertising materials mentioning features or use of this software + must display the following acknowledgement: + "This product includes cryptographic software written by + Eric Young (eay@cryptsoft.com)" + The word 'cryptographic' can be left out if the rouines from the library + being used are not cryptographic related :-). +4. If you include any Windows specific code (or a derivative thereof) from + the apps directory (application code) you must include an acknowledgement: + "This product includes software written by Tim Hudson (tjh@cryptsoft.com)" + +THIS SOFTWARE IS PROVIDED BY ERIC YOUNG ``AS IS'' AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE +FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +SUCH DAMAGE. + +The licence and distribution terms for any publically available version or +derivative of this code cannot be changed. i.e. this code cannot simply be +copied and put under another distribution licence +[including the GNU Public Licence.] + +==================================================================== +Copyright (c) 1998-2007 The OpenSSL Project. All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + +1. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in + the documentation and/or other materials provided with the + distribution. + +3. All advertising materials mentioning features or use of this + software must display the following acknowledgment: + "This product includes software developed by the OpenSSL Project + for use in the OpenSSL Toolkit. (http://www.openssl.org/)" + +4. The names "OpenSSL Toolkit" and "OpenSSL Project" must not be used to + endorse or promote products derived from this software without + prior written permission. For written permission, please contact + openssl-core@openssl.org. + +5. Products derived from this software may not be called "OpenSSL" + nor may "OpenSSL" appear in their names without prior written + permission of the OpenSSL Project. + +6. Redistributions of any form whatsoever must retain the following + acknowledgment: + "This product includes software developed by the OpenSSL Project + for use in the OpenSSL Toolkit (http://www.openssl.org/)" + +THIS SOFTWARE IS PROVIDED BY THE OpenSSL PROJECT ``AS IS'' AND ANY +EXPRESSED OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE OpenSSL PROJECT OR +ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT +NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, +STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED +OF THE POSSIBILITY OF SUCH DAMAGE. +``` + +### libssh2/libssh2 + +``` +/* Copyright (c) 2004-2007 Sara Golemon + * Copyright (c) 2005,2006 Mikhail Gusarov + * Copyright (c) 2006-2007 The Written Word, Inc. + * Copyright (c) 2007 Eli Fant + * Copyright (c) 2009-2021 Daniel Stenberg + * Copyright (C) 2008, 2009 Simon Josefsson + * Copyright (c) 2000 Markus Friedl + * Copyright (c) 2015 Microsoft Corp. + * All rights reserved. + * + * Redistribution and use in source and binary forms, + * with or without modification, are permitted provided + * that the following conditions are met: + * + * Redistributions of source code must retain the above + * copyright notice, this list of conditions and the + * following disclaimer. + * + * Redistributions in binary form must reproduce the above + * copyright notice, this list of conditions and the following + * disclaimer in the documentation and/or other materials + * provided with the distribution. + * + * Neither the name of the copyright holder nor the names + * of any other contributors may be used to endorse or + * promote products derived from this software without + * specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND + * CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, + * INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES + * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, + * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR + * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, + * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE + * USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY + * OF SUCH DAMAGE. + */ +``` + +### OpenSSL + +``` + + LICENSE ISSUES + ============== + + The OpenSSL toolkit stays under a double license, i.e. both the conditions of + the OpenSSL License and the original SSLeay license apply to the toolkit. + See below for the actual license texts. + + OpenSSL License + --------------- + +/* ==================================================================== + * Copyright (c) 1998-2019 The OpenSSL Project. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in + * the documentation and/or other materials provided with the + * distribution. + * + * 3. All advertising materials mentioning features or use of this + * software must display the following acknowledgment: + * "This product includes software developed by the OpenSSL Project + * for use in the OpenSSL Toolkit. (http://www.openssl.org/)" + * + * 4. The names "OpenSSL Toolkit" and "OpenSSL Project" must not be used to + * endorse or promote products derived from this software without + * prior written permission. For written permission, please contact + * openssl-core@openssl.org. + * + * 5. Products derived from this software may not be called "OpenSSL" + * nor may "OpenSSL" appear in their names without prior written + * permission of the OpenSSL Project. + * + * 6. Redistributions of any form whatsoever must retain the following + * acknowledgment: + * "This product includes software developed by the OpenSSL Project + * for use in the OpenSSL Toolkit (http://www.openssl.org/)" + * + * THIS SOFTWARE IS PROVIDED BY THE OpenSSL PROJECT ``AS IS'' AND ANY + * EXPRESSED OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE OpenSSL PROJECT OR + * ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT + * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) + * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, + * STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED + * OF THE POSSIBILITY OF SUCH DAMAGE. + * ==================================================================== + * + * This product includes cryptographic software written by Eric Young + * (eay@cryptsoft.com). This product includes software written by Tim + * Hudson (tjh@cryptsoft.com). + * + */ + + Original SSLeay License + ----------------------- + +/* Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com) + * All rights reserved. + * + * This package is an SSL implementation written + * by Eric Young (eay@cryptsoft.com). + * The implementation was written so as to conform with Netscapes SSL. + * + * This library is free for commercial and non-commercial use as long as + * the following conditions are aheared to. The following conditions + * apply to all code found in this distribution, be it the RC4, RSA, + * lhash, DES, etc., code; not just the SSL code. The SSL documentation + * included with this distribution is covered by the same copyright terms + * except that the holder is Tim Hudson (tjh@cryptsoft.com). + * + * Copyright remains Eric Young's, and as such any Copyright notices in + * the code are not to be removed. + * If this package is used in a product, Eric Young should be given attribution + * as the author of the parts of the library used. + * This can be in the form of a textual message at program startup or + * in documentation (online or textual) provided with the package. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. All advertising materials mentioning features or use of this software + * must display the following acknowledgement: + * "This product includes cryptographic software written by + * Eric Young (eay@cryptsoft.com)" + * The word 'cryptographic' can be left out if the rouines from the library + * being used are not cryptographic related :-). + * 4. If you include any Windows specific code (or a derivative thereof) from + * the apps directory (application code) you must include an acknowledgement: + * "This product includes software written by Tim Hudson (tjh@cryptsoft.com)" + * + * THIS SOFTWARE IS PROVIDED BY ERIC YOUNG ``AS IS'' AND + * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE + * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL + * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS + * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) + * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT + * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY + * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF + * SUCH DAMAGE. + * + * The licence and distribution terms for any publically available version or + * derivative of this code cannot be changed. i.e. this code cannot simply be + * copied and put under another distribution licence + * [including the GNU Public Licence.] + */ +``` diff --git a/addons/godot-git-plugin/git_plugin.gdextension b/addons/godot-git-plugin/git_plugin.gdextension new file mode 100644 index 0000000..62cf890 --- /dev/null +++ b/addons/godot-git-plugin/git_plugin.gdextension @@ -0,0 +1,10 @@ +[configuration] + +entry_symbol = "git_plugin_init" +compatibility_minimum = "4.2.0" + +[libraries] + +linux.editor.x86_64 = "linux/libgit_plugin.linux.editor.x86_64.so" +macos.editor = "macos/libgit_plugin.macos.editor.universal.dylib" +windows.editor.x86_64 = "windows/libgit_plugin.windows.editor.x86_64.dll" diff --git a/addons/godot-git-plugin/linux/libgit_plugin.linux.editor.x86_64.so b/addons/godot-git-plugin/linux/libgit_plugin.linux.editor.x86_64.so new file mode 100644 index 0000000..0acaa28 Binary files /dev/null and b/addons/godot-git-plugin/linux/libgit_plugin.linux.editor.x86_64.so differ diff --git a/addons/godot-git-plugin/macos/libgit_plugin.macos.editor.universal.dylib b/addons/godot-git-plugin/macos/libgit_plugin.macos.editor.universal.dylib new file mode 100644 index 0000000..8e30951 Binary files /dev/null and b/addons/godot-git-plugin/macos/libgit_plugin.macos.editor.universal.dylib differ diff --git a/addons/godot-git-plugin/windows/libgit_plugin.windows.editor.x86_64.dll b/addons/godot-git-plugin/windows/libgit_plugin.windows.editor.x86_64.dll new file mode 100644 index 0000000..1102afc Binary files /dev/null and b/addons/godot-git-plugin/windows/libgit_plugin.windows.editor.x86_64.dll differ diff --git a/assets/sprites/Sprite-0002.aseprite b/assets/sprites/Sprite-0002.aseprite new file mode 100644 index 0000000..0254b20 Binary files /dev/null and b/assets/sprites/Sprite-0002.aseprite differ diff --git a/assets/sprites/door-anim.png b/assets/sprites/door-anim.png new file mode 100644 index 0000000..b13aa89 Binary files /dev/null and b/assets/sprites/door-anim.png differ diff --git a/assets/sprites/icon.svg b/assets/sprites/icon.svg new file mode 100644 index 0000000..c6bbb7d --- /dev/null +++ b/assets/sprites/icon.svg @@ -0,0 +1 @@ + diff --git a/assets/sprites/office_floor.png b/assets/sprites/office_floor.png new file mode 100644 index 0000000..d3afa8d Binary files /dev/null and b/assets/sprites/office_floor.png differ diff --git a/assets/sprites/office_floors.png b/assets/sprites/office_floors.png new file mode 100644 index 0000000..783c05b Binary files /dev/null and b/assets/sprites/office_floors.png differ diff --git a/assets/sprites/office_walls.png b/assets/sprites/office_walls.png new file mode 100644 index 0000000..5e4921f Binary files /dev/null and b/assets/sprites/office_walls.png differ diff --git a/assets/sprites/office_walls_2.png b/assets/sprites/office_walls_2.png new file mode 100644 index 0000000..d35fadb Binary files /dev/null and b/assets/sprites/office_walls_2.png differ diff --git a/assets/sprites/pistol.png b/assets/sprites/pistol.png new file mode 100644 index 0000000..bdb9443 Binary files /dev/null and b/assets/sprites/pistol.png differ diff --git a/assets/sprites/tileset_office_walls.png b/assets/sprites/tileset_office_walls.png new file mode 100644 index 0000000..4136b4f Binary files /dev/null and b/assets/sprites/tileset_office_walls.png differ diff --git a/assets/sprites/tileset_office_walls.tres b/assets/sprites/tileset_office_walls.tres new file mode 100644 index 0000000..cb098bb --- /dev/null +++ b/assets/sprites/tileset_office_walls.tres @@ -0,0 +1,80 @@ +[gd_resource type="TileSet" format=3 uid="uid://142kl47o7n2m"] + +[ext_resource type="Texture2D" uid="uid://c55vbj78e0yrl" path="res://assets/sprites/tileset_office_walls.png" id="1"] + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_t1ruc"] +texture = ExtResource("1") +texture_region_size = Vector2i(32, 32) +0:0/0 = 0 +0:0/0/terrain_set = 0 +0:0/0/terrain = 0 +0:0/0/terrains_peering_bit/bottom_left_corner = 0 +0:0/0/terrains_peering_bit/top_left_corner = 0 +0:0/0/terrains_peering_bit/top_right_corner = 0 +1:0/0 = 0 +1:0/0/terrain_set = 0 +1:0/0/terrain = 0 +1:0/0/terrains_peering_bit/top_left_corner = 0 +1:0/0/terrains_peering_bit/top_right_corner = 0 +1:1/0 = 0 +1:1/0/terrain_set = 0 +2:1/0 = 0 +2:1/0/terrain_set = 0 +2:1/0/terrain = 0 +2:1/0/terrains_peering_bit/bottom_right_corner = 0 +2:1/0/terrains_peering_bit/top_right_corner = 0 +2:2/0 = 0 +2:2/0/terrain_set = 0 +2:2/0/terrain = 0 +2:2/0/terrains_peering_bit/bottom_right_corner = 0 +2:2/0/terrains_peering_bit/bottom_left_corner = 0 +2:2/0/terrains_peering_bit/top_right_corner = 0 +1:2/0 = 0 +1:2/0/terrain_set = 0 +1:2/0/terrain = 0 +1:2/0/terrains_peering_bit/bottom_right_corner = 0 +1:2/0/terrains_peering_bit/bottom_left_corner = 0 +0:1/0 = 0 +0:1/0/terrain_set = 0 +0:1/0/terrain = 0 +0:1/0/terrains_peering_bit/bottom_left_corner = 0 +0:1/0/terrains_peering_bit/top_left_corner = 0 +0:2/0 = 0 +0:2/0/terrain_set = 0 +0:2/0/terrain = 0 +0:2/0/terrains_peering_bit/bottom_right_corner = 0 +0:2/0/terrains_peering_bit/bottom_left_corner = 0 +0:2/0/terrains_peering_bit/top_left_corner = 0 +2:0/0 = 0 +2:0/0/terrain_set = 0 +2:0/0/terrain = 0 +2:0/0/terrains_peering_bit/bottom_right_corner = 0 +2:0/0/terrains_peering_bit/top_left_corner = 0 +2:0/0/terrains_peering_bit/top_right_corner = 0 +3:0/0 = 0 +3:0/0/terrain_set = 0 +3:0/0/terrains_peering_bit/bottom_right_corner = 0 +4:0/0 = 0 +4:0/0/terrain_set = 0 +4:0/0/terrains_peering_bit/bottom_left_corner = 0 +4:1/0 = 0 +4:1/0/terrain_set = 0 +4:1/0/terrains_peering_bit/top_left_corner = 0 +4:2/0 = 0 +4:2/0/terrain_set = 0 +4:2/0/terrains_peering_bit/bottom_right_corner = 0 +4:2/0/terrains_peering_bit/top_left_corner = 0 +3:2/0 = 0 +3:2/0/terrain_set = 0 +3:2/0/terrains_peering_bit/bottom_left_corner = 0 +3:2/0/terrains_peering_bit/top_right_corner = 0 +3:1/0 = 0 +3:1/0/terrain_set = 0 +3:1/0/terrains_peering_bit/top_right_corner = 0 + +[resource] +tile_size = Vector2i(32, 32) +terrain_set_0/mode = 1 +terrain_set_0/terrain_0/name = "office_walls" +terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1) +sources/0 = SubResource("TileSetAtlasSource_t1ruc") diff --git a/assets/tilesets/office_02.tres b/assets/tilesets/office_02.tres new file mode 100644 index 0000000..a3bcc75 --- /dev/null +++ b/assets/tilesets/office_02.tres @@ -0,0 +1,151 @@ +[gd_resource type="TileSet" format=3 uid="uid://cmycomep4ap8y"] + +[ext_resource type="Texture2D" uid="uid://c55vbj78e0yrl" path="res://assets/sprites/tileset_office_walls.png" id="1_cyef1"] + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_t1ruc"] +texture = ExtResource("1_cyef1") +texture_region_size = Vector2i(32, 32) +0:0/0 = 0 +0:0/0/terrain_set = 0 +0:0/0/terrain = 0 +0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -7.3285065, -7.965769, -7.0098763, -7.6471386, 16, -16, 16) +0:0/0/terrains_peering_bit/right_side = 0 +0:0/0/terrains_peering_bit/bottom_right_corner = 0 +0:0/0/terrains_peering_bit/bottom_side = 0 +1:0/0 = 0 +1:0/0/terrain_set = 0 +1:0/0/terrain = 0 +1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, -7.3285065, -16, -7.6471386, -16, -16) +1:0/0/terrains_peering_bit/right_side = 0 +1:0/0/terrains_peering_bit/bottom_right_corner = 0 +1:0/0/terrains_peering_bit/bottom_side = 0 +1:0/0/terrains_peering_bit/bottom_left_corner = 0 +1:0/0/terrains_peering_bit/left_side = 0 +2:1/0 = 0 +2:1/0/terrain_set = 0 +2:1/0/terrain = 0 +2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, 7.3285065, 16, 7.6471386, -16, 16, -16) +2:1/0/terrains_peering_bit/bottom_side = 0 +2:1/0/terrains_peering_bit/bottom_left_corner = 0 +2:1/0/terrains_peering_bit/left_side = 0 +2:1/0/terrains_peering_bit/top_left_corner = 0 +2:1/0/terrains_peering_bit/top_side = 0 +2:2/0 = 0 +2:2/0/terrain_set = 0 +2:2/0/terrain = 0 +2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, -16, 16, -16, 7.3285065, 7.965769, 7.0098763, 7.6471386, -16, 16, -16) +2:2/0/terrains_peering_bit/left_side = 0 +2:2/0/terrains_peering_bit/top_left_corner = 0 +2:2/0/terrains_peering_bit/top_side = 0 +1:2/0 = 0 +1:2/0/terrain_set = 0 +1:2/0/terrain = 0 +1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, 7.3285065, 16, 7.6471386, 16, 16) +1:2/0/terrains_peering_bit/right_side = 0 +1:2/0/terrains_peering_bit/left_side = 0 +1:2/0/terrains_peering_bit/top_left_corner = 0 +1:2/0/terrains_peering_bit/top_side = 0 +1:2/0/terrains_peering_bit/top_right_corner = 0 +0:1/0 = 0 +0:1/0/terrain_set = 0 +0:1/0/terrain = 0 +0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -7.3285065, -16, -7.6471386, 16, -16, 16) +0:1/0/terrains_peering_bit/right_side = 0 +0:1/0/terrains_peering_bit/bottom_right_corner = 0 +0:1/0/terrains_peering_bit/bottom_side = 0 +0:1/0/terrains_peering_bit/top_side = 0 +0:1/0/terrains_peering_bit/top_right_corner = 0 +0:2/0 = 0 +0:2/0/terrain_set = 0 +0:2/0/terrain = 0 +0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, -16, -7.3285065, -16, -7.0098763, 7.965769, 16, 7.6471386, 16, 16) +0:2/0/terrains_peering_bit/right_side = 0 +0:2/0/terrains_peering_bit/top_side = 0 +0:2/0/terrains_peering_bit/top_right_corner = 0 +2:0/0 = 0 +2:0/0/terrain_set = 0 +2:0/0/terrain = 0 +2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, 7.3285065, 16, 7.0098763, -7.965769, -16, -7.6471386, -16, -16) +2:0/0/terrains_peering_bit/bottom_side = 0 +2:0/0/terrains_peering_bit/bottom_left_corner = 0 +2:0/0/terrains_peering_bit/left_side = 0 +3:0/0 = 0 +3:0/0/terrain_set = 0 +3:0/0/terrain = 0 +3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, 6.654772, 16, 6.4749146, 7.014491, 16, 6.834633) +3:0/0/terrains_peering_bit/right_side = 0 +3:0/0/terrains_peering_bit/bottom_side = 0 +3:0/0/terrains_peering_bit/bottom_left_corner = 0 +3:0/0/terrains_peering_bit/left_side = 0 +3:0/0/terrains_peering_bit/top_left_corner = 0 +3:0/0/terrains_peering_bit/top_side = 0 +3:0/0/terrains_peering_bit/top_right_corner = 0 +4:0/0 = 0 +4:0/0/terrain_set = 0 +4:0/0/terrain = 0 +4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, 6.654772, -7.014491, 6.4749146, -6.834633, 16) +4:0/0/terrains_peering_bit/right_side = 0 +4:0/0/terrains_peering_bit/bottom_right_corner = 0 +4:0/0/terrains_peering_bit/bottom_side = 0 +4:0/0/terrains_peering_bit/left_side = 0 +4:0/0/terrains_peering_bit/top_left_corner = 0 +4:0/0/terrains_peering_bit/top_side = 0 +4:0/0/terrains_peering_bit/top_right_corner = 0 +4:1/0 = 0 +4:1/0/terrain_set = 0 +4:1/0/terrain = 0 +4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -6.654772, -16, -6.4749146, -7.014491, -16, -6.834633) +4:1/0/terrains_peering_bit/right_side = 0 +4:1/0/terrains_peering_bit/bottom_right_corner = 0 +4:1/0/terrains_peering_bit/bottom_side = 0 +4:1/0/terrains_peering_bit/bottom_left_corner = 0 +4:1/0/terrains_peering_bit/left_side = 0 +4:1/0/terrains_peering_bit/top_side = 0 +4:1/0/terrains_peering_bit/top_right_corner = 0 +4:2/0 = 0 +4:2/0/terrain_set = 0 +4:2/0/terrain = 0 +4:2/0/terrains_peering_bit/right_side = 0 +4:2/0/terrains_peering_bit/bottom_right_corner = 0 +4:2/0/terrains_peering_bit/bottom_side = 0 +4:2/0/terrains_peering_bit/bottom_left_corner = 0 +4:2/0/terrains_peering_bit/left_side = 0 +4:2/0/terrains_peering_bit/top_left_corner = 0 +4:2/0/terrains_peering_bit/top_side = 0 +4:2/0/terrains_peering_bit/top_right_corner = 0 +3:2/0 = 0 +3:2/0/terrain_set = 0 +3:2/0/terrain = 0 +3:2/0/terrains_peering_bit/right_side = 0 +3:2/0/terrains_peering_bit/bottom_right_corner = 0 +3:2/0/terrains_peering_bit/bottom_side = 0 +3:2/0/terrains_peering_bit/bottom_left_corner = 0 +3:2/0/terrains_peering_bit/left_side = 0 +3:2/0/terrains_peering_bit/top_left_corner = 0 +3:2/0/terrains_peering_bit/top_side = 0 +3:2/0/terrains_peering_bit/top_right_corner = 0 +3:1/0 = 0 +3:1/0/terrain_set = 0 +3:1/0/terrain = 0 +3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, -6.654772, 7.014491, -6.4749146, 6.834633, -16) +3:1/0/terrains_peering_bit/right_side = 0 +3:1/0/terrains_peering_bit/bottom_right_corner = 0 +3:1/0/terrains_peering_bit/bottom_side = 0 +3:1/0/terrains_peering_bit/bottom_left_corner = 0 +3:1/0/terrains_peering_bit/left_side = 0 +3:1/0/terrains_peering_bit/top_left_corner = 0 +3:1/0/terrains_peering_bit/top_side = 0 +1:1/next_alternative_id = 3 +1:1/0 = 0 +1:1/0/terrain_set = 0 +1:1/1 = 1 +1:1/1/transpose = true +1:1/1/terrain_set = 0 + +[resource] +tile_size = Vector2i(32, 32) +physics_layer_0/collision_layer = 1 +terrain_set_0/mode = 0 +terrain_set_0/terrain_0/name = "office_walls" +terrain_set_0/terrain_0/color = Color(0.7063632, 0, 0.35112187, 1) +sources/0 = SubResource("TileSetAtlasSource_t1ruc") diff --git a/assets/tilesets/zelda_futuristic.png b/assets/tilesets/zelda_futuristic.png new file mode 100644 index 0000000..5c734ba Binary files /dev/null and b/assets/tilesets/zelda_futuristic.png differ diff --git a/assets/tilesets/zelda_futuristic.txt b/assets/tilesets/zelda_futuristic.txt new file mode 100644 index 0000000..ef8ede2 --- /dev/null +++ b/assets/tilesets/zelda_futuristic.txt @@ -0,0 +1,7 @@ +Thank you for purchasing my assets! You can find others or games on my itch.io: + +https://deakcor.itch.io/ + +If you want to contact me or follow my works, you can by following my twitter! + +https://twitter.com/deakcor \ No newline at end of file diff --git a/managers/level_manager.gd b/managers/level_manager.gd new file mode 100644 index 0000000..095ab02 --- /dev/null +++ b/managers/level_manager.gd @@ -0,0 +1,51 @@ +## LevelManager.gd +# Manages the current level's data, visual representation, and navigation graph. +# Responsible for generating, painting, and initializing the level, as well as providing pathfinding and coordinate helpers. +extends Node + +# The source of truth for the current level's layout (MapData resource). +var _data: MapData +# The TileMapLayer node where the map is visually rendered. +var _layer: TileMapLayer + +# Service objects for map generation, painting, and pathfinding. +# MapGenerator and MapPainter are stateless; PathfindingHandler manages the navigation graph. +var _generator: MapGenerator = MapGenerator.new() +var _painter: MapPainter = MapPainter.new() +var _pathfinding: PathfindingHandler = PathfindingHandler.new() + +# Orchestrates the creation of a new level. +# 1. Generates the map data. +# 2. Paints the map visually. +# 3. Builds the navigation graph for AI/pathfinding. +# 4. Spawns the player at the correct location. +func initialize(settings: MapSettings, layer: TileMapLayer, player: CharacterBody2D) -> void: + _layer = layer + + # 1. Generate the abstract map data (rooms, corridors, etc.). + # This avoids side effects on the settings resource. + _data = _generator.generate(settings) + + # 2. Paint the visual layer for the player to see. + # This does not modify the underlying map data. + _painter.paint(_data, _layer) + + # 3. Build the AStar graph for AI and navigation. + # Reads directly from the grid stored in _data. + _pathfinding.build(_data) + + # 4. Finalize world state by spawning the player at the spawn point. + # Uses the TileMapLayer to convert grid coordinates to world pixel positions. + player.position = _layer.map_to_local(_data.spawn_point) + +# Public API for other systems (like AI) to query the navigation grid. +# Encapsulates the PathfindingHandler so callers don't need to know about it directly. +func find_path(from: Vector2i, to: Vector2i) -> Array[Vector2i]: + return _pathfinding.find_path(from, to) + +# Coordinate conversion helpers — lets the player and other systems convert between world and tile coordinates without touching the TileMapLayer directly. +func world_to_tile(world_pos: Vector2) -> Vector2i: + return _layer.local_to_map(world_pos) + +func tile_to_world(tile: Vector2i) -> Vector2: + return _layer.map_to_local(tile) diff --git a/managers/turn_manager.gd b/managers/turn_manager.gd new file mode 100644 index 0000000..b6ff127 --- /dev/null +++ b/managers/turn_manager.gd @@ -0,0 +1,61 @@ +## TurnManager.gd +# Autoload singleton for managing turn order in a turn-based game. +# Handles registration, sequencing, and signaling for all turn-taking entities. +extends Node + +# List of entities that participate in the turn order (e.g., Player, Enemies). +var turn_entities: Array[Node] = [] +# Index of the entity whose turn is currently active. +var current_index: int = 0 +# Whether the turn system is currently running. +var active: bool = false + +# Registers an entity to participate in the turn order. +# Ensures no duplicates. +func register_entity(entity: Node) -> void: + if entity not in turn_entities: + turn_entities.append(entity) + +# Unregisters an entity (e.g., when it is removed or defeated). +func unregister_entity(entity: Node) -> void: + if entity in turn_entities: + turn_entities.erase(entity) + +# Starts the turn sequence for all registered entities. +# Resets the index and begins the first turn. +func start_turns() -> void: + if turn_entities.size() == 0: + return + active = true + current_index = 0 + _next_turn() + +# Advances to the next entity's turn. +# Connects to the entity's turn_finished signal and calls its take_turn() method. +func _next_turn() -> void: + if not active or turn_entities.size() == 0: + return + if current_index >= turn_entities.size(): + current_index = 0 # New round + # Get the next entity in the list. + var entity: Node = turn_entities[current_index] + # Connect to the entity's turn_finished signal if not already connected. + if not entity.is_connected("turn_finished", Callable(self, "_on_entity_turn_finished")): + entity.connect("turn_finished", Callable(self, "_on_entity_turn_finished")) + # Notify the entity to take its turn. + entity.take_turn() + +# Called when an entity finishes its turn (emits turn_finished). +# Disconnects the signal and advances to the next entity. +func _on_entity_turn_finished() -> void: + # Disconnect to avoid duplicate connections. + var entity: Node = turn_entities[current_index] + if entity.is_connected("turn_finished", Callable(self, "_on_entity_turn_finished")): + entity.disconnect("turn_finished", Callable(self, "_on_entity_turn_finished")) + current_index += 1 + _next_turn() + +# Optionally, stops the turn sequence and resets state. +func stop_turns() -> void: + active = false + current_index = 0 diff --git a/map/map_data.gd b/map/map_data.gd new file mode 100644 index 0000000..afc4ab1 --- /dev/null +++ b/map/map_data.gd @@ -0,0 +1,39 @@ +## MapData.gd +# Resource class that stores all data for a generated map, including tile types, rooms, and spawn points. +class_name MapData +extends Resource + +# Enum for all possible tile types in the map grid. +# Used to distinguish between empty space, walkable floor, walls, doors, and stairs. +enum TileType { + VOID, # Unused/empty space + FLOOR, # Walkable floor tile + WALL, # Solid wall tile + DOOR, # Door tile (can be opened/closed) + STAIRS # Stairs tile (for level transitions) +} + +# The main grid: Dictionary mapping Vector2i coordinates to TileType values. +# This is the authoritative source for the map's layout. +@export var grid: Dictionary = {} + +# The number of rooms generated for this map (set during generation). +@export var room_count: int = 0 + +# List of all room rectangles (Rect2i) in the map, used for spawning and logic. +@export var rooms: Array[Rect2i] = [] + +# The starting position for the player (in grid coordinates). +@export var spawn_point: Vector2i = Vector2i.ZERO + +# Returns true if the tile at 'coords' is of the given TileType. +# Used for pathfinding and logic checks. +func is_tile_type(coords: Vector2i, type: TileType) -> bool: + return grid.get(coords, TileType.VOID) == type + +# Clears all map data so this resource can be reused for a new map. +func clear() -> void: + grid.clear() + rooms.clear() + room_count = 0 + spawn_point = Vector2i.ZERO diff --git a/map/map_generator.gd b/map/map_generator.gd new file mode 100644 index 0000000..4765cee --- /dev/null +++ b/map/map_generator.gd @@ -0,0 +1,163 @@ +## MapGenerator.gd +# Responsible for procedural generation of dungeon maps, including rooms, corridors, and walls. +class_name MapGenerator +extends RefCounted + +# Main entry point: generates a new MapData resource based on the provided settings. +# Handles room placement, corridor carving, wall painting, and spawn point selection. +func generate(settings: MapSettings) -> MapData: + var map_data: MapData = MapData.new() + # Randomly choose how many rooms to generate within the allowed range. + map_data.room_count = randi_range(settings.min_room_count, settings.max_room_count) + + _generate_rooms(map_data, settings) + _generate_corridors(map_data, settings) + _generate_walls(map_data) + _pick_spawn_point(map_data) + + return map_data + +# Places non-overlapping rectangular rooms in the map grid. +# Each room is checked for overlap and only added if it fits. +func _generate_rooms(data: MapData, settings: MapSettings) -> void: + for _room_idx in range(data.room_count): + for _try in range(settings.max_tries): + var w: int = randi_range(settings.min_room_size, settings.max_room_size) + var h: int = randi_range(settings.min_room_size, settings.max_room_size) + var x: int = randi_range(1, settings.width - w - 1) + var y: int = randi_range(1, settings.height - h - 1) + + var new_room: Rect2i = Rect2i(x, y, w, h) + + var overlaps: bool = false + for existing_room in data.rooms: + if not (new_room.position.x + new_room.size.x + settings.room_padding <= existing_room.position.x or + new_room.position.x >= existing_room.position.x + existing_room.size.x + settings.room_padding or + new_room.position.y + new_room.size.y + settings.room_padding <= existing_room.position.y or + new_room.position.y >= existing_room.position.y + existing_room.size.y + settings.room_padding): + overlaps = true + break + + if not overlaps: + data.rooms.append(new_room) + for rx in range(new_room.position.x, new_room.end.x): + for ry in range(new_room.position.y, new_room.end.y): + data.grid[Vector2i(rx, ry)] = MapData.TileType.FLOOR + break + +# Connects all rooms with corridors using Manhattan paths (L-shaped). +# Also adds a few extra loops for map variety. +func _generate_corridors(data: MapData, _settings: MapSettings) -> void: + var room_centers: Array[Vector2i] = [] + for room in data.rooms: + room_centers.append(room.get_center()) + + if room_centers.is_empty(): return + + var connected: Array[Vector2i] = [] + var unconnected: Array[Vector2i] = room_centers.duplicate() + var potential_loops: Array[Array] = [] + + connected.append(unconnected.pop_front()) + + while unconnected.size() > 0: + var best_distance: int = 999999 + var best_pair: Array[Vector2i] = [Vector2i.ZERO, Vector2i.ZERO] + var best_un_idx: int = -1 + + for i in range(connected.size()): + for j in range(unconnected.size()): + var p1: Vector2i = connected[i] + var p2: Vector2i = unconnected[j] + var dist: int = abs(p1.x - p2.x) + abs(p1.y - p2.y) + if dist < best_distance: + best_distance = dist + best_pair = [p1, p2] + best_un_idx = j + else: + potential_loops.append([p1, p2]) + + _carve_manhattan_corridor(data, best_pair[0], best_pair[1]) + connected.append(unconnected[best_un_idx]) + unconnected.remove_at(best_un_idx) + + # Add extra loops (~15% of room count) for more interesting layouts + potential_loops.shuffle() + var loop_count: int = int(data.rooms.size() * 0.15) + for i in range(min(loop_count, potential_loops.size())): + _carve_manhattan_corridor(data, potential_loops[i][0], potential_loops[i][1]) + +# Helper to carve a corridor between two points using Manhattan (L-shaped) path. +# Chooses the best valid path and writes it to the grid. +func _carve_manhattan_corridor(data: MapData, start: Vector2i, end: Vector2i) -> void: + var path_hv: Array[Vector2i] = _get_manhattan_points(start, end, false) + var path_vh: Array[Vector2i] = _get_manhattan_points(start, end, true) + + # Determine which room indices we are connecting for validation + var ri_a: int = -1 + var ri_b: int = -1 + for i in range(data.rooms.size()): + if data.rooms[i].has_point(start): ri_a = i + if data.rooms[i].has_point(end): ri_b = i + + var chosen: Array[Vector2i] = path_hv + if _is_corridor_valid(data, path_hv, ri_a, ri_b): + chosen = path_hv + elif _is_corridor_valid(data, path_vh, ri_a, ri_b): + chosen = path_vh + + for pt in chosen: + data.grid[pt] = MapData.TileType.FLOOR + +# Returns an array of points representing a Manhattan (L-shaped) path between two points. +# v_first determines whether to go vertical then horizontal, or vice versa. +func _get_manhattan_points(start: Vector2i, end: Vector2i, v_first: bool) -> Array[Vector2i]: + var pts: Array[Vector2i] = [] + var x_step: int = sign(end.x - start.x) if end.x != start.x else 1 + var y_step: int = sign(end.y - start.y) if end.y != start.y else 1 + + if v_first: + for y in range(start.y, end.y + y_step, y_step): + pts.append(Vector2i(start.x, y)) + for x in range(start.x + x_step, end.x + x_step, x_step): + pts.append(Vector2i(x, end.y)) + else: + for x in range(start.x, end.x + x_step, x_step): + pts.append(Vector2i(x, start.y)) + for y in range(start.y + y_step, end.y + y_step, y_step): + pts.append(Vector2i(end.x, y)) + return pts + +# Returns true if the corridor path does not violate the 2-tile gap rule between rooms. +# Ensures corridors do not pass too close to other rooms. +func _is_corridor_valid(data: MapData, points: Array[Vector2i], ri_a: int, ri_b: int) -> bool: + for pt in points: + var inside_any_room: bool = false + for r in data.rooms: + if r.has_point(pt): + inside_any_room = true + break + if inside_any_room: continue + + # Check gap from other rooms + for i in range(data.rooms.size()): + if i == ri_a or i == ri_b: continue + if data.rooms[i].grow(2).has_point(pt): + return false + return true + +# Paints wall tiles around all floor tiles in the grid. +# Any empty neighbor of a floor tile becomes a wall. +func _generate_walls(data: MapData) -> void: + for tile: Vector2i in data.grid.keys(): + if data.grid[tile] == MapData.TileType.FLOOR: + for dx in range(-1, 2): + for dy in range(-1, 2): + var neighbor: Vector2i = tile + Vector2i(dx, dy) + if not data.grid.has(neighbor): + data.grid[neighbor] = MapData.TileType.WALL + +# Picks a spawn point for the player (center of the first room). +func _pick_spawn_point(data: MapData) -> void: + if not data.rooms.is_empty(): + data.spawn_point = data.rooms[0].get_center() diff --git a/map/map_painter.gd b/map/map_painter.gd new file mode 100644 index 0000000..1081b83 --- /dev/null +++ b/map/map_painter.gd @@ -0,0 +1,35 @@ +## MapPainter.gd +# Responsible for painting the generated map data onto a TileMapLayer in the scene. +# Handles both floor and wall tiles, using atlas coordinates for floor variety and terrain peering for walls. +class_name MapPainter +extends RefCounted + +# The source ID for the floor tile in the TileSet atlas. +const FLOOR_SOURCE_ID: int = 0 +# Two different atlas coordinates for floor tiles, used to create a checkerboard effect for visual variety. +const FLOOR_ATLAS_COORDS_1: Vector2i = Vector2i(3, 2) +const FLOOR_ATLAS_COORDS_2: Vector2i = Vector2i(4, 2) + +# Terrain set and terrain index for wall tiles, used for Godot's terrain peering system. +const WALL_TERRAIN_SET: int = 0 +const WALL_TERRAIN: int = 0 + +# Paints all tiles from the given MapData onto the provided TileMapLayer. +# Floors are painted with alternating atlas tiles for variety; walls are collected and painted with terrain peering. +func paint(data: MapData, layer: TileMapLayer) -> void: + layer.clear() # Remove any existing tiles from the layer. + var wall_cells: Array[Vector2i] = [] # Collect wall tile positions for batch painting. + + for coords: Vector2i in data.grid.keys(): + match data.grid[coords]: + MapData.TileType.FLOOR: + # Alternate between two floor atlas tiles for a checkerboard effect. + var use_first: bool = ((coords.x + coords.y) % 2) == 0 + var atlas_coords: Vector2i = FLOOR_ATLAS_COORDS_1 if use_first else FLOOR_ATLAS_COORDS_2 + layer.set_cell(coords, FLOOR_SOURCE_ID, atlas_coords) + MapData.TileType.WALL: + # Collect wall positions for terrain peering. + wall_cells.append(coords) + + # Use Godot's terrain peering to auto-connect wall tiles for seamless edges/corners. + layer.set_cells_terrain_connect(wall_cells, WALL_TERRAIN_SET, WALL_TERRAIN, false) diff --git a/map/map_settings.gd b/map/map_settings.gd new file mode 100644 index 0000000..3e51c60 --- /dev/null +++ b/map/map_settings.gd @@ -0,0 +1,24 @@ +## MapSettings.gd +# Resource for storing all configurable map generation settings. +# Used by MapGenerator to control map size, room count, and room properties. +class_name MapSettings +extends Resource + +# Level size in tiles (width × height). +@export var width: int = 50 +@export var height: int = 50 +# Minimum and maximum number of rooms to generate. +@export var min_room_count: int = 5 +@export var max_room_count: int = 15 + +# Room size constraints (in tiles). +@export var min_room_size: int = 4 +@export var max_room_size: int = 10 +# Minimum number of tiles between rooms (prevents overlap). +@export var room_padding:int = 5 + +# Maximum number of attempts to place a room before giving up. +@export var max_tries: int = 20 + +# The actual number of rooms generated (set by MapGenerator). +var room_count: int diff --git a/map/pathfinding_handler.gd b/map/pathfinding_handler.gd new file mode 100644 index 0000000..f9839bc --- /dev/null +++ b/map/pathfinding_handler.gd @@ -0,0 +1,48 @@ +## PathfindingHandler.gd +# Handles A* pathfinding for the map using Godot's AStar2D. +# Builds a navigation graph from walkable tiles and provides path queries. +class_name PathfindingHandler +extends RefCounted + +# All 8 possible neighbor offsets (cardinal and diagonal directions). +const NEIGHBORS: Array[Vector2i] = [ + Vector2i.RIGHT, Vector2i.LEFT, Vector2i.DOWN, Vector2i.UP, + Vector2i(1, 1), Vector2i(1, -1), Vector2i(-1, 1), Vector2i(-1, -1), +] + +# The underlying AStar2D instance for pathfinding. +var _astar: AStar2D = AStar2D.new() +# Maps grid coordinates (Vector2i) to AStar2D point IDs. +var _coord_to_id: Dictionary = {} + +# Builds the AStar2D graph from all walkable tiles in MapData. +# Safe to call again for a new level — clears all previous state first. +func build(data: MapData) -> void: + _astar.clear() + _coord_to_id.clear() + + # Register a point for every walkable tile (FLOOR). + for coords: Vector2i in data.grid.keys(): + if data.grid[coords] == MapData.TileType.FLOOR: + var id: int = _astar.get_available_point_id() + _astar.add_point(id, Vector2(coords.x, coords.y)) + _coord_to_id[coords] = id + + # Connect each point to its walkable neighbors (cardinal and diagonal). + for coords: Vector2i in _coord_to_id.keys(): + for offset: Vector2i in NEIGHBORS: + var neighbor: Vector2i = coords + offset + if _coord_to_id.has(neighbor): + _astar.connect_points(_coord_to_id[coords], _coord_to_id[neighbor], false) + +# Returns the path as grid coordinates, or an empty array if no path exists. +# Used by LevelManager and Player for navigation. +func find_path(from: Vector2i, to: Vector2i) -> Array[Vector2i]: + if not _coord_to_id.has(from) or not _coord_to_id.has(to): + return [] + + var raw: PackedVector2Array = _astar.get_point_path(_coord_to_id[from], _coord_to_id[to]) + var result: Array[Vector2i] = [] + for point in raw: + result.append(Vector2i(point)) + return result diff --git a/map/room.gd b/map/room.gd new file mode 100644 index 0000000..87bd180 --- /dev/null +++ b/map/room.gd @@ -0,0 +1,10 @@ +## Room.gd +# Resource representing a single room in the map. +# Stores the room's position and size in grid coordinates. +class_name Room +extends Resource + +# Top-left position of the room in grid coordinates. +var room_pos: Vector2i +# Size of the room (width, height) in tiles. +var room_size: Vector2i diff --git a/map/tile.gd b/map/tile.gd new file mode 100644 index 0000000..38c292e --- /dev/null +++ b/map/tile.gd @@ -0,0 +1,8 @@ +## Tile.gd +# Resource representing a single tile in the map. +# Used for storing tile properties such as walkability. +class_name Tile +extends Resource + +# Whether this tile can be walked on (used for pathfinding). +var is_walkable: bool = false diff --git a/project.godot b/project.godot new file mode 100644 index 0000000..0f2ded6 --- /dev/null +++ b/project.godot @@ -0,0 +1,73 @@ +; 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="Shadow Pixel Run" +run/main_scene="uid://cnb0ykbiglgo6" +config/features=PackedStringArray("4.6", "Forward Plus") +config/icon="res://assets/sprites/icon.svg" + +[autoload] + +LevelManager="*uid://c2kvqdy85klps" +TurnManager="*uid://qaa5cunrehr0" + +[debug] + +gdscript/warnings/untyped_declaration=1 + +[display] + +window/size/viewport_width=640 +window/size/viewport_height=320 + +[editor] + +version_control/plugin_name="GitPlugin" +version_control/autoload_on_startup=true + +[input] + +move_left={ +"deadzone": 0.2, +"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": 0.2, +"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) +] +} +move_up={ +"deadzone": 0.2, +"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": 0.2, +"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) +] +} + +[physics] + +3d/physics_engine="Jolt Physics" + +[rendering] + +textures/canvas_textures/default_texture_filter=0 +rendering_device/driver.windows="d3d12" +renderer/rendering_method="gl_compatibility" +renderer/rendering_method.mobile="gl_compatibility" diff --git a/scenes/actors/enemy.tscn b/scenes/actors/enemy.tscn new file mode 100644 index 0000000..2876f29 --- /dev/null +++ b/scenes/actors/enemy.tscn @@ -0,0 +1,19 @@ +[gd_scene format=3 uid="uid://hwbs3q16spqx"] + +[ext_resource type="Script" uid="uid://dh5hx2lospkug" path="res://scripts/actors/character.gd" id="1_4i4j6"] +[ext_resource type="Texture2D" uid="uid://b7s06o6gm42rn" path="res://assets/sprites/icon.svg" id="2_qkj82"] + +[sub_resource type="RectangleShape2D" id="RectangleShape2D_35asm"] +size = Vector2(32, 32) + +[node name="Enemy" type="CharacterBody2D" unique_id=1059490557] +script = ExtResource("1_4i4j6") +metadata/_custom_type_script = "uid://dh5hx2lospkug" + +[node name="Sprite2D" type="Sprite2D" parent="." unique_id=569576189] +self_modulate = Color(1, 0, 0, 1) +scale = Vector2(0.25, 0.25) +texture = ExtResource("2_qkj82") + +[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=328269646] +shape = SubResource("RectangleShape2D_35asm") diff --git a/scenes/actors/player.tscn b/scenes/actors/player.tscn new file mode 100644 index 0000000..327bc9b --- /dev/null +++ b/scenes/actors/player.tscn @@ -0,0 +1,22 @@ +[gd_scene format=3 uid="uid://1ls2pjitfl5m"] + +[ext_resource type="Script" uid="uid://ciusoegxdh344" path="res://scripts/actors/player.gd" id="1_ru62r"] +[ext_resource type="Texture2D" uid="uid://b7s06o6gm42rn" path="res://assets/sprites/icon.svg" id="2_ktjr4"] + +[sub_resource type="RectangleShape2D" id="RectangleShape2D_qfnet"] +size = Vector2(32, 32) + +[node name="Player" type="CharacterBody2D" unique_id=179780959] +script = ExtResource("1_ru62r") + +[node name="Sprite2D" type="Sprite2D" parent="." unique_id=29528982] +scale = Vector2(0.25, 0.25) +texture = ExtResource("2_ktjr4") + +[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=272748828] +shape = SubResource("RectangleShape2D_qfnet") + +[node name="Camera2D" type="Camera2D" parent="." unique_id=2033102226] +position_smoothing_enabled = true +drag_horizontal_enabled = true +drag_vertical_enabled = true diff --git a/scenes/world.tscn b/scenes/world.tscn new file mode 100644 index 0000000..5c5d09c --- /dev/null +++ b/scenes/world.tscn @@ -0,0 +1,10 @@ +[gd_scene format=3 uid="uid://cnb0ykbiglgo6"] + +[ext_resource type="Script" uid="uid://6xvdnyxsb2uq" path="res://scripts/world.gd" id="1_71j4m"] +[ext_resource type="TileSet" uid="uid://cmycomep4ap8y" path="res://assets/tilesets/office_02.tres" id="4_qfnet"] + +[node name="World" type="Node2D" unique_id=1504396068] +script = ExtResource("1_71j4m") + +[node name="MapLayer" type="TileMapLayer" parent="." unique_id=2055425416] +tile_set = ExtResource("4_qfnet") diff --git a/scripts/actors/character.gd b/scripts/actors/character.gd new file mode 100644 index 0000000..3776718 --- /dev/null +++ b/scripts/actors/character.gd @@ -0,0 +1,26 @@ +## Character.gd +# Base class for all turn-based characters (player, enemies, etc.) +# Handles registration with TurnManager and provides a turn interface. +class_name Character +extends CharacterBody2D + +# Signal emitted when this character's turn is finished. +signal turn_finished + +# Called by TurnManager to let this character take its turn. +# Subclasses should override this to implement their own turn logic. +func take_turn() -> void: + # Virtual method to be overridden by subclasses + pass + +# Called when the node enters the scene tree. +# Registers this character with the TurnManager for turn order. +func _ready() -> void: + if Engine.is_editor_hint(): + return + TurnManager.register_entity(self) + +# Call this to remove the character from the turn system and free it from the scene. +func die() -> void: + TurnManager.unregister_entity(self) + queue_free() diff --git a/scripts/actors/player.gd b/scripts/actors/player.gd new file mode 100644 index 0000000..19fc8e4 --- /dev/null +++ b/scripts/actors/player.gd @@ -0,0 +1,41 @@ +## player.gd +# Player character script. Handles input, pathfinding, and movement. +class_name Player +extends Character + +# Movement speed in pixels per second. +const SPEED: float = 250.0 +# Distance threshold for snapping to a tile (prevents jitter). +const ARRIVAL_THRESHOLD: float = 4.0 + + +# The current path (as a list of tile coordinates) the player is following. +var _path: Array[Vector2i] = [] + + +# Handles mouse input for movement. Calculates a path to the clicked tile. +func _unhandled_input(event: InputEvent) -> void: + if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed: + var clicked_tile: Vector2i = LevelManager.world_to_tile(get_global_mouse_position()) + var current_tile: Vector2i = LevelManager.world_to_tile(position) + _path = LevelManager.find_path(current_tile, clicked_tile) + # Drop the first entry — it's the tile the player is already on. + if not _path.is_empty(): + _path.remove_at(0) + +# Moves the player along the path, one tile at a time, using velocity. +func _physics_process(_delta: float) -> void: + if _path.is_empty(): + velocity = Vector2.ZERO + move_and_slide() + return + + var target_world: Vector2 = LevelManager.tile_to_world(_path[0]) + var to_target: Vector2 = target_world - position + + if to_target.length() < ARRIVAL_THRESHOLD: + position = target_world + _path.remove_at(0) + else: + velocity = to_target.normalized() * SPEED + move_and_slide() diff --git a/scripts/world.gd b/scripts/world.gd new file mode 100644 index 0000000..e006d5b --- /dev/null +++ b/scripts/world.gd @@ -0,0 +1,30 @@ +## world.gd +# Main world node script. Sets up the map, player, and level on scene ready. +extends Node + +# Reference to the TileMapLayer node for rendering the map. + +# Reference to the TileMapLayer node for rendering the map. +var map_layer: TileMapLayer +# Path to the Player scene to instance. +const PLAYER_SCENE_PATH: String = "res://scenes/actors/player.tscn" +# Reference to the Player node. +var player: Player +# Map generation settings (size, room count, etc.). +var settings: MapSettings = MapSettings.new() + +# Called when the node is added to the scene tree. +# Initializes references and triggers map setup. +func _ready() -> void: + map_layer = $MapLayer + # Do not assume Player is already in the scene tree; instance it after map generation. + call_deferred("_initialize_map") + +# Initializes the map and level using LevelManager. +# Ensures the map is generated and the player is placed. +func _initialize_map() -> void: + # Instance the Player after the map is generated and add to the scene tree. + var player_scene: PackedScene = load(PLAYER_SCENE_PATH) + player = player_scene.instantiate() as Player + add_child(player) + LevelManager.initialize(settings, map_layer, player)