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https://github.com/bvanroll/pogo.git
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new proj
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2
.gitattributes
vendored
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.gitattributes
vendored
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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2
.gitignore
vendored
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.gitignore
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# Godot 4+ specific ignores
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.godot/
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31
CharacterBody3D.gd
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CharacterBody3D.gd
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = abs(velocity.y)+JUMP_VELOCITY
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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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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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1
icon.svg
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icon.svg
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<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z" fill="#478cbf"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>
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After Width: | Height: | Size: 949 B |
37
icon.svg.import
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icon.svg.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dg8t3bym1m7d8"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.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://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.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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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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40
node_3d.tscn
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node_3d.tscn
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[gd_scene load_steps=6 format=3 uid="uid://cet5x83r5jeyl"]
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[ext_resource type="Script" path="res://player_move.gd" id="1_3w378"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_xx3kl"]
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size = Vector3(20, 0.1, 20)
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[sub_resource type="BoxMesh" id="BoxMesh_lwlrc"]
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size = Vector3(20, 0.1, 20)
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_fla64"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_hyrp0"]
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[node name="Node3D" type="Node3D"]
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[node name="ground" type="StaticBody3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="ground"]
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shape = SubResource("BoxShape3D_xx3kl")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="ground"]
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mesh = SubResource("BoxMesh_lwlrc")
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[node name="CharacterBody3D" type="CharacterBody3D" parent="."]
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script = ExtResource("1_3w378")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="CharacterBody3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
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shape = SubResource("CapsuleShape3D_fla64")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="CharacterBody3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
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mesh = SubResource("CapsuleMesh_hyrp0")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.945194, 0.326509, 0, -0.326509, 0.945194, 0, 3.40972, 20.5085)
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.996617, -0.082182, 1.18574e-09, 0.0479042, 0.580931, 0.812542, -0.0667763, -0.809793, 0.582903, 0, 14.9801, 0)
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33
player_move.gd
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player_move.gd
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 10.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var vel = Vector3(0.01,gravity,0.01)
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle jump.
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var jv = JUMP_VELOCITY + abs(velocity.y)
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = jv
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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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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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21
project.godot
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21
project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="pogo"
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run/main_scene="res://node_3d.tscn"
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config/features=PackedStringArray("4.2", "GL Compatibility")
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config/icon="res://icon.svg"
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[rendering]
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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