Setting up Godo Project Repo

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Dustin 2025-03-08 09:19:34 -08:00
commit e0458f8170
4 changed files with 73 additions and 0 deletions

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.gitignore vendored Normal file
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# Godot 4+ specific ignores
.godot/
.import/
.mono/
*.translation
export_presets.cfg
addons/
android/
build/

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script_templates/Actor.gd Normal file
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extends %BASE%
# Declare member variables here. Examples:
# var a%INT_TYPE% = 2
# var b%STRING_TYPE% = "text"
# Called when the node enters the scene tree.
# you do not normally need to define this for Actor
# func _ready()%VOID_RETURN%:
# pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
# you do not normally need to define this for Actor
#func _process(delta%FLOAT_TYPE%)%VOID_RETURN%:
# pass
# Attach any number of signals from children nodes here.
# It's a good idea to define component signals here then call functions
# from other components.

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extends %BASE%
## Constants available to you
# UP = -1.0
# DOWN = 1.0
# LEFT = -1.0
# RIGHT = 1.0
# Avalable functions to call
# A Series of helper functions
# go_up():
# go_down():
# go_left():
# go_right():
# stop():
## Other needed variables
# desired_movement_vector: Vector2 - Used to store desired movement depending on the state
# current_movement_state:String - The name of the current State
# Since animactor state machine can actually view properties from this type
# I'm thinking about moving the velocity tracker in here instead of player.
# velocity: Vector2 - Current velocity, you can change this at will but state may modify it
# Declare any other member variables here. Examples:
# var a%INT_TYPE% = 2
# var b%STRING_TYPE% = "text"
# Called every frame. 'delta' is the elapsed time since the previous frame.
# you do not normally need to define this for Actor
#func process(delta%FLOAT_TYPE%)%VOID_RETURN%:
# pass
# For Enemy and NPC Actors:
# should be called on the frame process.
# For Player Actors:
# Should be called on the input process