This commit is contained in:
Page Asgardius 2024-02-17 19:29:52 -07:00
parent 3fa4ae285b
commit 30b15c165c
41 changed files with 515 additions and 237 deletions

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<img src=https://git.asgardius.company/asgardius/midori-school/raw/branch/main/icon.png>
An Action Role Playing Game inspired by TLOZ A Link to the Past, Touhou Project, Megaman X, among others. The only Open Source Genshin Killer. This game is made using Godot Engine, but will migrated to a new engine at some point of development. You can find engine source code at https://git.asgardius.company/asgardius/virtualx-engine
An Action Role Playing Game inspired by TLOZ A Link to the Past, Touhou Project, Megaman X, among others. The only Open Source Genshin Killer and the only game at the moment that offers official bittorrent downloads. This game is made using Godot Engine, but will migrated to a new engine at some point of development. You can find engine source code at https://git.asgardius.company/asgardius/virtualx-engine
At the moment this game is only a proof of concept. If you want to help send me an email to asgardius@asgardius.company
You can find game documentation at https://cloud.asgardius.company/s/3tPKHsMznzMjzEc?path=%2Fgame%20documentation%2FMidori%20in%20the%20Magic%20School

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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var angle = 2
var weakness = 0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var anim := $AnimationPlayer
func _physics_process(delta):
velocity.x = 0
velocity.y = 0
# Add the gravity.
#var velocity = Vector2.ZERO
#if Global.live == 1:
#velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
#position += velocity
position += velocity
if velocity.y > 0.3:
angle = 2
elif velocity.y < -0.3:
angle = 0
elif velocity.x > 0.3:
angle = 1
elif velocity.x < -0.3:
angle = 3
if velocity.y != 0 || velocity.x != 0:
if angle == 0:
anim.play("nwalk")
elif angle == 1:
anim.play("ewalk")
elif angle == 3:
anim.play("wwalk")
else:
anim.play("swalk")
else:
if angle == 0:
anim.play("nidle")
elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
else:
anim.play("sidle")
#move_and_slide()

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