@@ -0,0 +1,90 @@
<?xml version="1.0" encoding="UTF-8" ?>
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<string> "toggle_mode" </string>
<string> "enabled_focus_mode" </string>
<string> "shortcut" </string>
<string> "text" </string>
<string> "flat" </string>
<string> "script/script" </string>
<string> "Button" </string>
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<string> "toControls" </string>
<string> "toExit" </string>
<string> "anchor/top" </string>
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<resource name=""></resource> <string> "Play" </string>
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@@ -0,0 +1,44 @@
<?xml version="1.0" encoding="UTF-8" ?>
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<ext_resource path="res://Scenes/Defender.xml" type="PackedScene" index="2"></ext_resource>
<ext_resource path="res://Scenes/Attacker.tscn" type="PackedScene" index="1"></ext_resource>
<ext_resource path="res://Scripts/worldControl.gd" type="Script" index="0"></ext_resource>
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<string> "script/script" </string>
<string> "Node2D" </string>
<string> "Attacker" </string>
<string> "transform/pos" </string>
<string> "Defender" </string>
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@@ -0,0 +1,78 @@
<?xml version="1.0" encoding="UTF-8" ?>
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<ext_resource path="res://Scenes/World.xml" type="PackedScene" index="1"></ext_resource>
<ext_resource path="res://Graphics/UI/ui_bg.tex" type="Texture" index="0"></ext_resource>
<main_resource>
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<string> "focus/stop_mouse" </string>
<string> "size_flags/horizontal" </string>
<string> "size_flags/vertical" </string>
<string> "margin/left" </string>
<string> "margin/top" </string>
<string> "margin/right" </string>
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<string> "texture" </string>
<string> "expand" </string>
<string> "stretch_mode" </string>
<string> "World" </string>
<string> "Panel" </string>
<string> "editor/display_folded" </string>
<string> "Label1" </string>
<string> "text" </string>
<string> "align" </string>
<string> "valign" </string>
<string> "uppercase" </string>
<string> "percent_visible" </string>
<string> "lines_skipped" </string>
<string> "max_lines_visible" </string>
<string> "Label" </string>
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</main_resource>
</resource_file>
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extends Node2D

# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var height = 650
var speed = 5


func _ready():
# Called every time the node is added to the scene.
# Initialization here
set_fixed_process(true)

func _fixed_process(delta):

#The laser's is moving downwards using KinematicBody2D
get_node("KinematicBody2D").move(Vector2(0,speed))


#The laser reached a certain position on screen
if get_node("KinematicBody2D").get_global_pos().y > height:
#this deletes the tree structure of Laser.
get_node(".").queue_free()

@@ -0,0 +1,43 @@
extends Node2D

# class member variables go here, for example:
var firePressed = false
var laserObject = preload("res://Scenes/Laser.tscn")
var laserCount = 0
var laserOffset = 0

func _ready():
# Called every time the node is added to the scene.
# Initialization here
set_process(true)

func _process(delta):

#user pressed spacebar
if Input.is_action_pressed("ui_select") and !firePressed:
laserCount += 1

#create a copy of the laser object
var laserInstance = laserObject.instance()
var laserInstance2 = laserObject.instance()

#give the copy a name
laserInstance.set_name("Laser" + str(laserCount))
laserInstance2.set_name("Laser" + str(laserCount+1))

#add a child
add_child(laserInstance)
add_child(laserInstance2)
laserInstance.set_owner(self)
laserInstance2.set_owner(self)

#set the position of the laser copy
laserInstance.set_global_pos(get_node("KinematicBody2D/ShipSprite").get_global_pos() + Vector2(24,24))
laserInstance2.set_global_pos(get_node("KinematicBody2D/ShipSprite").get_global_pos() + Vector2(-24,24))

#make a collision exception with the attacker
#get_node("Laser" + str(laserCount) + "/KinematicBody2D").add_collision_exception_with(get_node("KinematicBody2D"))


#Check to see if user pressed the spacebar
firePressed = Input.is_action_pressed("ui_select")
@@ -0,0 +1,35 @@

extends KinematicBody2D

export var MOTION_SPEED = 140
var RayNode

func _ready():
# Called every time the node is added to the scene.
# Initialization here
set_fixed_process(true)
RayNode = get_node("RayCast2D")

func _fixed_process(delta):
var motion = Vector2()

#motion
if (Input.is_action_pressed("ui_up")):
motion += Vector2(0,-1)
RayNode.set_rotd(180)

if (Input.is_action_pressed("ui_down")):
motion += Vector2(0,1)
RayNode.set_rotd(0)

if (Input.is_action_pressed("ui_left")):
motion += Vector2(-1,0)
RayNode.set_rotd(-90)

if (Input.is_action_pressed("ui_right")):
motion += Vector2(1,0)
RayNode.set_rotd(90)

motion = motion.normalized() * MOTION_SPEED * delta
move( motion )

@@ -0,0 +1,31 @@
extends KinematicBody2D

# class member variables go here, for example:
var btn_right = false
var btn_left = false


var current_speed = Vector2(0,0)
export var player_speed = 5


#set_linear_velocity(Vector2(current_speed.x,0))
func movement(speed):
current_speed.x = speed
move(current_speed)
get_node("ShipSprite").set_pos(get_pos())
#translate(current_speed)

func _ready():
# Called every time the node is added to the scene.
# Initialization here
set_fixed_process(true)

func _fixed_process(delta):
btn_right = Input.is_action_pressed("ui_right")
btn_left = Input.is_action_pressed("ui_left")

if btn_right:
movement(player_speed)
if btn_left:
movement(-player_speed)
@@ -0,0 +1,14 @@

extends Button

func _ready():
set_process_input(true)



func _pressed():
#change current scene to "controls.xml"
print(" >> How To Play >> ")
get_tree().change_scene("res://Scenes/Controls.xml")
pass

@@ -0,0 +1,13 @@

extends Button

func _ready():
set_process_input(true)



func _pressed():
#quits game
print("Quit!")
get_tree().quit()

@@ -0,0 +1,14 @@

extends Button

func _ready():
set_process_input(true)



func _pressed():
#change current scene to "mainScene.xml"
print("Play Game!")
get_tree().change_scene("res://Scenes/WorldInterface.xml")
pass

@@ -0,0 +1,15 @@

extends Button

func _ready():
set_process_input(true)



func _pressed():
#change current scene to "instructions.xml"
print(" >> What To Play >> ")
get_tree().change_scene("res://Scenes/Instructions.xml")
pass


@@ -0,0 +1,12 @@

extends Node2D

func _ready():
set_process_input(true)

func _input(event):
#go to start scene if "Q" pressed
if (event.type == InputEvent.KEY):
if (event.scancode == KEY_Q && event.pressed == false):
# 'Q' key released
get_tree().change_scene("res://Scenes/Start.xml")
@@ -0,0 +1,14 @@
image loader=false

[application]

name="test"
main_scene="res://Scenes/Start.xml"
icon="res://icon.png"

[display]

width=800
height=600
stretch_mode="2d"
stretch_aspect="keep_height"
BIN +2.67 KB icon.png
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@@ -0,0 +1 @@
gen_mipmaps=false