correct camera offset for vertical movement, add basic main menu.
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parent
e90949a8d9
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55
MB_FYP/scenes/main_menu.tscn
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55
MB_FYP/scenes/main_menu.tscn
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@ -0,0 +1,55 @@
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[gd_scene load_steps=2 format=3 uid="uid://bh3heupvlc1ok"]
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[ext_resource type="Script" path="res://script/main_menu.cs" id="1_wxwq5"]
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[node name="MainMenu" type="Control"]
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layout_mode = 3
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anchors_preset = 0
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offset_right = 40.0
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offset_bottom = 40.0
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script = ExtResource("1_wxwq5")
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[node name="StartButton" type="Button" parent="."]
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layout_mode = 0
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offset_right = 8.0
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offset_bottom = 8.0
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text = "Start Game
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"
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[node name="ExitButton" type="Button" parent="."]
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layout_mode = 1
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anchors_preset = -1
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anchor_left = -1.52
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anchor_top = 0.5
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anchor_right = -1.52
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anchor_bottom = 0.5
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offset_left = 61.8
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offset_top = 13.0
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offset_right = 157.8
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offset_bottom = 44.0
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text = "Exit Game
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"
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[node name="OptionButton" type="Button" parent="."]
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offset_top = 68.0
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offset_right = 96.0
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offset_bottom = 99.0
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text = "Options
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"
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[node name="Label" type="Label" parent="."]
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layout_mode = 1
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anchors_preset = -1
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anchor_left = 16.1
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anchor_top = 5.7
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anchor_right = 33.175
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anchor_bottom = 10.4
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offset_left = -2.0
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offset_top = 2.99998
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offset_right = -2.00012
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offset_bottom = 2.99997
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grow_horizontal = 0
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grow_vertical = 0
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theme_override_font_sizes/font_size = 80
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text = "Name in Progress"
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horizontal_alignment = 1
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@ -45,21 +45,21 @@ public partial class asteroid : Area2D
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switch (size)
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{
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case AsteroidSize.LARGE:
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Speed = rand.Next(50, 100);
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Speed = rand.Next(5, 15);
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Sprite.Texture = GD.Load<Texture2D>(LargeAsteroidTexture[rand.Next(3)]);
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ColShapeL = GD.Load<CircleShape2D>("res://assets/CollisionShapes/asteroid_cshape_big.tres");
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ColShape.SetDeferred("shape", ColShapeL);
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break;
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case AsteroidSize.MEDIUM:
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Speed = rand.Next(100, 150);
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Speed = rand.Next(25, 50);
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Sprite.Texture = GD.Load<Texture2D>(MediumAsteroidTexture[rand.Next(3)]);
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ColShapeL = GD.Load<CircleShape2D>("res://assets/CollisionShapes/asteroid_cshape_medcircle.tres");
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ColShape.SetDeferred("shape", ColShapeL);
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break;
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case AsteroidSize.SMALL:
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Speed = rand.Next(150, 200);
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Speed = rand.Next(50, 75);
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Sprite.Texture = GD.Load<Texture2D>(SmallAsteroidTexture[rand.Next(3)]);
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ColShapeL = GD.Load<CircleShape2D>("res://assets/CollisionShapes/asteroid_cshape_smallcircle.tres");
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ColShape.SetDeferred("shape", ColShapeL);
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@ -3,8 +3,8 @@ using System;
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public partial class camera : Camera2D
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{
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[Export] public Vector2 OffsetAmount = new Vector2(100, 0);
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[Export] public float SmoothingSpeed = 0.1f;
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[Export] public Vector2 OffsetAmount = new Vector2(50, 70);
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[Export] public float SmoothingSpeed = 0.05f;
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// Called when the node enters the scene tree for the first time.
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public CharacterBody2D Player;
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@ -15,10 +15,8 @@ public partial class camera : Camera2D
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Player = GetParent<CharacterBody2D>();
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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Vector2 playerPos = Player.GlobalPosition;
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Vector2 playerV = Player.Velocity;
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Vector2 direction = playerV.Normalized();
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28
MB_FYP/script/main_menu.cs
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28
MB_FYP/script/main_menu.cs
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@ -0,0 +1,28 @@
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using Godot;
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using System;
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public partial class main_menu : Control
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{
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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//Connecting Buttons
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GetNode<Button>("StartButton").Pressed += OnStartButtonPressed;
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GetNode<Button>("ExitButton").Pressed += OnExitButtonPressed;
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}
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private void OnStartButtonPressed()
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{
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GetTree().ChangeSceneToFile("res://scenes/game.tscn");
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}
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private void OnExitButtonPressed()
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{
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GetTree().Quit();
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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}
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}
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