This commit is contained in:
2026-05-13 18:52:00 +02:00
commit 2bb1acbece
404 changed files with 33353 additions and 0 deletions

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extends CharacterBody2D
signal place_shape(global_pos : Vector2, curve : Curve2D)
signal cut_shapes(global_pos : Vector2, curve : Curve2D)
signal has_won()
const SPEED := 500.0
const JUMP_VELOCITY = -300.0
var dead := false
var won := false
var bumped_into_wall := false
var finish : VisibleOnScreenNotifier2D = null
@onready var orig_pos := position
func _ready() -> void:
$AnimationPlayer.play("run")
$ShapeHintEllipse.visible = false
$ShapeHintRectangle.visible = true
func _process(delta: float) -> void:
var global_mouse_pos := get_global_mouse_position()
$ShapeHintEllipse.global_position = global_mouse_pos
$ShapeHintRectangle.global_position = global_mouse_pos
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index in [MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN] and not event.pressed:
$ShapeHintEllipse.visible = not $ShapeHintEllipse.visible
$ShapeHintRectangle.visible = not $ShapeHintRectangle.visible
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
var cur_shape : ScalableVectorShape2D = $ShapeHintEllipse if $ShapeHintEllipse.visible else $ShapeHintRectangle
place_shape.emit(get_global_mouse_position(), cur_shape.curve)
if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
var cur_shape : ScalableVectorShape2D = $ShapeHintEllipse if $ShapeHintEllipse.visible else $ShapeHintRectangle
cut_shapes.emit(get_global_mouse_position(), cur_shape.curve)
func _physics_process(delta: float) -> void:
if dead or won:
return
if not is_on_floor():
velocity += get_gravity() * delta * 3
velocity.x = move_toward(velocity.x, 0.0, SPEED * delta)
else:
velocity.x = SPEED if $Pivot.scale.x > 0 else -SPEED
move_and_slide()
if bumped_into_wall:
bumped_into_wall = false
$Pivot.scale.x = -$Pivot.scale.x
elif is_on_wall() and is_on_floor():
velocity.y = JUMP_VELOCITY
if is_instance_valid(finish):
if not finish.is_on_screen():
$TargetArrow.show()
$TargetArrow.look_at(finish.global_position)
$TargetArrow/CutoutOfTargetArrow/TheCheese.rotation = -$TargetArrow.rotation
else:
$TargetArrow.hide()
if position.distance_to(finish.global_position) < 150.0:
win()
func _on_wall_detector_body_entered(body: Node2D) -> void:
if body is StaticBody2D:
bumped_into_wall = true
func die() -> void:
dead = true
$AnimationPlayer.play("disappear")
func win() -> void:
won = true
$AnimationPlayer.play("win")
func _on_animation_player_animation_finished(anim_name: StringName) -> void:
if anim_name == "disappear" or anim_name == "win":
position = orig_pos
modulate = Color(1.0, 1.0, 1.0, 1.0)
$AnimationPlayer.play("run")
dead = false
won = false
velocity = Vector2.ZERO
if anim_name == "win" and is_instance_valid(finish):
finish.queue_free()
has_won.emit()

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extends Node2D
var collision_polygon_map : Dictionary[ScalableVectorShape2D, Array] = {}
var TheFinishScene : PackedScene = preload("res://addons/curved_lines_2d/examples/rat/the_finish.tscn")
func _ready() -> void:
_set_finish()
$Rat.has_won.connect(_set_finish)
func _set_finish() -> void:
var cheese_spawns := $CheeseSpawns.get_children()
var finish = TheFinishScene.instantiate()
cheese_spawns[randi() % cheese_spawns.size()].add_child(finish)
$Rat.finish = finish
func _on_drop_zone_body_entered(body: Node2D) -> void:
if 'die' in body:
body.die()
func _on_rat_place_shape(global_pos: Vector2, curve: Curve2D) -> void:
var new_shape = ScalableVectorShape2D.new()
new_shape.update_curve_at_runtime = true
new_shape.curve = curve
new_shape.position = global_pos
new_shape.polygon = Polygon2D.new()
new_shape.polygon.color = Color(0.402, 0.207, 0.0)
new_shape.polygon.texture = NoiseTexture2D.new()
(new_shape.polygon.texture as NoiseTexture2D).noise = FastNoiseLite.new()
(new_shape.polygon.texture as NoiseTexture2D).seamless = true
new_shape.texture_repeat = CanvasItem.TEXTURE_REPEAT_ENABLED
new_shape.add_to_group("blocks")
new_shape.add_child(new_shape.polygon)
new_shape.polygons_updated.connect(_add_collision_polygons)
add_child(new_shape)
func _on_rat_cut_shapes(global_pos: Vector2, curve: Curve2D) -> void:
var new_shape = ScalableVectorShape2D.new()
new_shape.update_curve_at_runtime = true
new_shape.curve = curve
new_shape.position = global_pos
add_child(new_shape)
for block in get_tree().get_nodes_in_group("blocks"):
if Rect2(new_shape.position, new_shape.get_bounding_rect().size).intersects(
Rect2(block.position, block.get_bounding_rect().size), true
):
(block as ScalableVectorShape2D).add_clip_path(new_shape)
func _add_collision_polygons(polygons : Array[PackedVector2Array], _poly_strokes : Array[PackedVector2Array], svs : ScalableVectorShape2D):
if svs in collision_polygon_map:
for old_poly : Node in collision_polygon_map.get(svs):
old_poly.queue_free()
collision_polygon_map.get(svs).clear()
else:
collision_polygon_map[svs] = []
for poly in polygons:
var col_poly := CollisionPolygon2D.new()
col_poly.transform = svs.transform
col_poly.polygon = poly
collision_polygon_map[svs].append(col_poly)
%BlockStaticBody2D.add_child(col_poly)

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