Commit of existing data.

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2025-06-22 23:22:32 -06:00
commit 1bbd8c812f
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@tool
class_name Config
extends Resource
@export var music_volume: float = 0
@export var sfx_volume: float = 0
@export var fullscreen: bool = false
@export var vsync: bool = true
func save() -> Error:
return ResourceSaver.save(self, "user://config.tres")
static func exists() -> bool:
return ResourceLoader.exists("user://config.tres")
static func load() -> Save:
if exists():
var config_data = ResourceLoader.load("user://config.tres")
if config_data is Config:
return config_data
return null
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extends AnimatedSprite2D
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func _on_animation_finished():
queue_free()
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@tool
class_name Save
extends Resource
enum Difficulty {EASY, NORMAL, HARD}
enum Projectile {BLAST, FIRE, ICE, LASER}
@export var slot: int = 1
@export var playtime: int = 0
@export var difficulty: Difficulty = Difficulty.NORMAL
@export var max_health: int = 100
@export var xp: int = 0
@export var room: String = "labs"
@export var atk: int = 1
@export var def: int = 1
@export var con: int = 1
@export var chg: int = 1
@export var projectile: Projectile = Projectile.BLAST;
@export var fire: bool = false
@export var ice: bool = false
@export var laser: bool = false
@export var roll: bool = false
@export var wall: bool = false
@export var pound: bool = false
@export var slice: bool = false
@export var lock_1: bool = false
@export var lock_2: bool = false
@export var lock_3: bool = false
func _init(save_slot: int):
self.slot = save_slot
func save_to_disk() -> Error:
return ResourceSaver.save(self, "user://slot_%s.res" % self.slot)
static func exists(save_slot: int) -> bool:
return ResourceLoader.exists("user://slot_%s.res" % save_slot)
static func load(save_slot: int) -> Save:
if exists(save_slot):
var save_data = ResourceLoader.load("user://slot_%s.res" % save_slot)
if save_data is Save:
return save_data
return null
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class_name CollisionState2D
extends CollisionShape2D
@export var Shapes: Dictionary[String, Shape2D]
func change_shape(id: String) -> void:
if id in Shapes:
shape = Shapes[id]
elif len(Shapes) > 0:
shape = Shapes[Shapes.keys()[0]]
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class_name Timespan
extends Node
var _millis: int
var _MillisPerSecond = 1000
var _MillisPerMinute = _MillisPerSecond * 60
var _MillisPerHour = _MillisPerMinute * 60
var _MillisPerDay = _MillisPerHour * 24
func _init(millis: int):
_millis = millis
func Add(ts: Timespan) -> Timespan:
return Timespan.new(self._millis + ts._millis)
func Subtract(ts: Timespan) -> Timespan:
assert(self._millis >= ts._millis)
return Timespan.new(self._millis - ts._millis)
func CompareTo(ts: Timespan) -> int:
if self._millis > ts._millis: return 1
if self._millis < ts._millis: return -1
return 0
func Days() -> int:
return _millis / _MillisPerDay
func Hours() -> int:
return (_millis / _MillisPerHour) % 24
func Minutes() -> int:
return (_millis / _MillisPerMinute) % 60
func Seconds() -> int:
return (_millis / _MillisPerSecond) % 60
func Millis() -> int:
return _millis % 1000
func TotalDays() -> float:
return float(_millis) / _MillisPerDay
func TotalHours() -> float:
return float(_millis) / _MillisPerHour
func TotalMinutes() -> float:
return float(_millis) / _MillisPerMinute
func TotalSeconds() -> float:
return float(_millis) / _MillisPerSecond
func TotalMillis() -> int:
return _millis
static func FromTimestamps(t1: int, t2: int) -> Timespan:
assert(t1 <= t2)
return Timespan.new(t2 - t1)
static func Compare(ts1: Timespan, ts2: Timespan) -> int:
if ts1._millis > ts2._millis: return 1
if ts1._millis < ts2._millis: return -1
return 0
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