initial commit

This commit is contained in:
Florian GOLESTIN 2026-01-17 14:36:11 +01:00
commit 9028ec47cc
47 changed files with 8871 additions and 0 deletions

4
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* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/
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# Godot-specific ignores
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export.cfg
export_credentials.cfg
*.tmp
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
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data_*/
mono_crash.*.json

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54
Characters/pirate.gd Normal file
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extends RigidBody2D
# Paramètres ajustables
@export var speed: float = 150.0
@export var shoot_range: float = 300.0 # Distance minimale pour tirer
@export var shoot_cooldown: float = 1.5 # Délai entre les tirs
@export var bullet_scene: PackedScene # Scène de la balle (à assigner dans l'inspecteur)
@export var shoot_angle_variation: float = 15.0 # Variation en degrés
@onready var shoot_timer = $ShootTimer
@onready var player = null # Référence au joueur, à assigner via code ou groupe
func _ready():
# Trouve le joueur (suppose qu'il est dans le groupe "players")
var players = get_tree().get_nodes_in_group("players")
if players.size() > 0:
player = players[0]
shoot_timer.timeout.connect(_on_shoot_timer_timeout)
func _physics_process(_delta: float):
if player:
if position.distance_to(player.position) < shoot_range:
look_at(player.position) # Oriente le bateau vers le joueur
if shoot_timer.is_stopped():
shoot_timer.start(shoot_cooldown)
else:
# Direction vers le joueur
var direction = (player.position - position).normalized()
# Applique une force pour se déplacer
apply_central_force(direction * speed)
func _on_shoot_timer_timeout():
if player:
_shoot()
func _shoot():
# Crée une balle
var bullet = bullet_scene.instantiate()
# Position devant le bateau
bullet.position = position + global_transform.x * 100.0 # 50 pixels devant
# Rotation avec variation aléatoire
var angle_rad = deg_to_rad(randf_range(-shoot_angle_variation, shoot_angle_variation))
#bullet.rotation = rotation + angle_rad
bullet.rotation = self.rotation + angle_rad
# Ajoute la balle à la scène
get_parent().add_child(bullet)
# Fonction pour convertir les degrés en radians
func deg_to_rad(degrees: float) -> float:
return degrees * PI / 180.0
func take_damage(_damage : float):
queue_free()

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[ext_resource type="PackedScene" uid="uid://ngrscx1l0dn5" path="res://GPE/CannonBall/cannon_ball.tscn" id="2_gsuw1"]
[ext_resource type="Texture2D" uid="uid://bu2uf2i2gaybu" path="res://Characters/Ships/cannonLoose.png" id="2_h5orw"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_h5orw"]
radius = 39.0
height = 136.0
[node name="Pirate" type="RigidBody2D"]
gravity_scale = 0.0
linear_damp = 0.5
script = ExtResource("1_afkof")
bullet_scene = ExtResource("2_gsuw1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = -1.5707964
shape = SubResource("CapsuleShape2D_h5orw")
[node name="Sprite2D" type="Sprite2D" parent="."]
rotation = -1.5707964
texture = ExtResource("1_u2x3i")
[node name="Sprite2D2" type="Sprite2D" parent="Sprite2D"]
position = Vector2(0, 35)
rotation = 1.5707964
texture = ExtResource("2_h5orw")
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Characters/player.gd Normal file
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extends Area2D
@export var speed = 400
@export var score : int = 0
@export var bullet_scene: PackedScene
var screen_size
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
screen_size = get_viewport_rect().size
$ShootTimer.timeout.connect(_on_shoot_timer_timeout)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
rotation = velocity.angle() #velocity.angle() + PI/2
position += velocity * delta
#position = position.clamp(Vector2.ZERO, screen_size)
func _on_shoot_timer_timeout():
_shoot(Vector2(0, 80))
_shoot(Vector2(0, -80))
func _shoot(socket : Vector2):
var bullet = bullet_scene.instantiate()
bullet.position = position + socket.rotated(self.rotation)
bullet.rotation = self.rotation + PI/2 * sign(socket.y)
get_parent().add_child(bullet)

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height = 118.0
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bullet_scene = ExtResource("2_65n15")
metadata/_edit_group_ = true
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rotation = -1.5707964
shape = SubResource("CapsuleShape2D_vb825")
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extends Area2D
@export var speed: float = 200.0
@export var damage: int = 10
func _ready():
# Déplace la balle dans la direction de sa rotation
#var velocity = Vector2(speed, 0).rotated(rotation)
connect("body_entered", _on_body_entered)
func _physics_process(delta: float):
position += Vector2(speed, 0).rotated(rotation) * delta
func _on_body_entered(body):
if body.has_method("take_damage"):
body.take_damage(damage)
queue_free()

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radius = 5.0
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script = ExtResource("1_u2lho")
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script/source = "extends RigidBody2D
@export var speed: float = 150.0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func _physics_process(delta: float):
apply_central_force(Vector2(speed, 0).rotated(rotation))
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func _process(delta: float) -> void:
pass
"
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gravity_scale = 0.0
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texture = ExtResource("2_so0x5")
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GPE/Coin/coin.gd Normal file
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extends Area2D
func _ready():
# Connecte le signal de collision
#connect("body_entered", _on_body_entered)
connect("area_entered", _on_body_entered)
print("Coucou")
func _on_body_entered(body):
# Vérifie si le corps entrant est le joueur (ajuste selon ton nœud joueur)
if body.is_in_group("players"):
# Détruit le coin
queue_free()
body.score += 100

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5:9/0 = 0
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extends TileMapLayer
# Called when the node enters the scene tree for the first time.
func _ready():
# Taille de la zone à couvrir (en tiles)
var zone_size = 20
# Remplir une zone carrée autour du centre
for x in range(-zone_size, zone_size):
for y in range(-zone_size, zone_size):
set_cell(Vector2i(x, y), 1, Vector2i(2, 7)) # 0 = ID de la tile, Vector2i(0,0) = source
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func _process(_delta: float) -> void:
pass

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extends CanvasLayer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
#var player = get_parent().get_node("player")
var player = get_parent()
update_score(player.score)
func update_score(score: int) -> void:
$ScoreLabel.text = "Score: " + str(score)

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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]
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config/icon="res://icon.svg"
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]
}