files
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9
Mal-Adresse.csproj
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9
Mal-Adresse.csproj
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<Project Sdk="Godot.NET.Sdk/4.3.0">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>MalAdresse</RootNamespace>
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</PropertyGroup>
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</Project>
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19
Mal-Adresse.sln
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19
Mal-Adresse.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mal-Adresse", "Mal-Adresse.csproj", "{4E1911F5-B16F-455B-B3BB-FC9BBCC6D57E}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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ExportDebug|Any CPU = ExportDebug|Any CPU
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ExportRelease|Any CPU = ExportRelease|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{4E1911F5-B16F-455B-B3BB-FC9BBCC6D57E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{4E1911F5-B16F-455B-B3BB-FC9BBCC6D57E}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{4E1911F5-B16F-455B-B3BB-FC9BBCC6D57E}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
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{4E1911F5-B16F-455B-B3BB-FC9BBCC6D57E}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
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{4E1911F5-B16F-455B-B3BB-FC9BBCC6D57E}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
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{4E1911F5-B16F-455B-B3BB-FC9BBCC6D57E}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
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EndGlobalSection
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EndGlobal
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@@ -14,6 +14,11 @@ config/name="Mal-Adresse"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=266
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window/size/viewport_height=200
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[dotnet]
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[dotnet]
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project/assembly_name="Mal-Adresse"
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project/assembly_name="Mal-Adresse"
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3
scene/city.tscn
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3
scene/city.tscn
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[gd_scene format=3 uid="uid://1tfopbwug3ht"]
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[node name="city" type="Node2D"]
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16
scene/player.tscn
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16
scene/player.tscn
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[gd_scene load_steps=4 format=3 uid="uid://4ubk6w44h4s2"]
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[ext_resource type="Script" path="res://script/Player.cs" id="1_gmlsd"]
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[ext_resource type="Texture2D" uid="uid://c0vb33qqa2u1u" path="res://icon.svg" id="2_7ko2y"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_5g3cc"]
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[node name="CharacterBody2D" type="CharacterBody2D"]
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script = ExtResource("1_gmlsd")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_5g3cc")
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[node name="Icon" type="Sprite2D" parent="."]
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position = Vector2(1, 0)
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texture = ExtResource("2_7ko2y")
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34
script/Player.cs
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script/Player.cs
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using Godot;
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using System;
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public partial class Player : CharacterBody2D
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{
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public const float Speed = 300.0f;
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public const float JumpVelocity = -400.0f;
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public override void _PhysicsProcess(double delta)
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{
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Vector2 velocity = Velocity;
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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{
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velocity.Y = JumpVelocity;
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}
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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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Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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if (direction != Vector2.Zero)
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{
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velocity.X = direction.X * Speed;
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
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}
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Velocity = velocity;
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MoveAndSlide();
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}
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}
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