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cmake_minimum_required(VERSION 3.12) | |
include(FetchContent) | |
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin) | |
set(CMAKE_CXX_STANDARD 17) | |
# SDL3 ______________________________________________ | |
FetchContent_Declare( | |
sdl3 |
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cmake_minimum_required(VERSION 3.28) | |
include(FetchContent) | |
set(ProjectName RaylibTemplate) | |
project(${ProjectName} LANGUAGES C CXX) | |
# Raylib _______________________________________ | |
FetchContent_Declare( | |
raylib | |
DOWNLOAD_EXTRACT_TIMESTAMP OFF |
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cmake_minimum_required(VERSION 3.12) | |
include(FetchContent) | |
set(PROJECT_NAME Sdl3Template) | |
project(${PROJECT_NAME}) | |
# ? | |
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin) | |
set(CMAKE_CXX_STANDARD 17) |
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cmake_minimum_required(VERSION 3.12) | |
include(FetchContent) | |
set(PROJECT_NAME SfmlTemplate) | |
project(${PROJECT_NAME} VERSION 1.0.0 LANGUAGES CXX) | |
set(CMAKE_CXX_STANDARD 17) |
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cmake_minimum_required(VERSION 3.28) | |
include(FetchContent) | |
# NAME | |
set(PROJECT_NAME RaylibTemplate) | |
project(${PROJECT_NAME} LANGUAGES C) | |
set(CMAKE_C_STANDARD 99) | |
# set(CMAKE_CXX_STANDARD 17) |
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## Translated from EgoMoose tutorial of deriving formula for Unity | |
## https://youtu.be/FZekwtIO0I4 | |
## https://gist.github.com/EgoMoose/777ed827e89b69d479ea407e79261b97 | |
class_name SpringMath | |
extends Node | |
## zeta = damping ratio | |
## omega = angular frequency | |
static func vec1(value:float, target:float, velocity:float, delta:float, zeta:float = 0.3, omega:float = 20.0)->Array[float]: |
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# https://youtu.be/IOe1aGY6hXA | |
extends KinematicBody2D | |
export var move_speed = 200.0 | |
var velocity := Vector2.ZERO | |
export var jump_height : float | |
export var jump_time_to_peak : float | |
export var jump_time_to_descent : float |
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Springs - can be used as trap to throw at spike. | |
Dissapearing block - block that dissapears after landing on it or oscilates over time. | |
Abyss/ lava - mario abyss or static "floor is lava". | |
Air fan - constant speed added to the player (horizontal, vertical). | |
Spikes - visible and trap like. | |
Saw blades - static and moving. | |
Falling stuff - falling rocks or thing when player is under it. | |
Moving floor - factory assembly line floor. | |
Air current - lifting player up to certain height. | |
Raising lava - climbing floor of lava. |
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//Collection of all possible enemies to make easier on designing enemies | |
//Open for suggestions for entries or categories | |
walker | |
critter - just walking | |
Proximity runner | |
X proximity - ex: NES Batman 1st stage | |
Y proximity | |
guardian - object or position | |
patrolling | |
chaser |