initial commit

This commit is contained in:
eleos 2026-05-16 19:32:29 +02:00
commit d9319d65c9
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Hi! Thank you very much for the purchase, I hope you like it.
If you have interest in checking out more of my stuff you can go to my portfolio: raou-ii.tumblr.com or my personal deviant art page: raouii.deviantart.com
You can also contact me at oucemar@gmail.com if you're interested in commissioning unique assets for your game!

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Heyo! Thanks for downloading the Sprout Lands asset pack. -Made by: Cup Nooble
This asset pack is the start of a series of different asset packs, so let me know if there's any specific sprites you'd like in future packs.
License - Free Basic Pack
- You can modify the assets.
- You can not redistribute or resale, even if modified.
- You can only use these assets in non-commercial projects.
( If you want to make something commercial with these sprites contact me)
Follow Sprout Lands on Twitter for future updates :
https://twitter.com/Sprout_Lands
If you enjoy this then leave a rating and comment. It helps to support this project! :D

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Hi! Thank you very much for the purchase. This tileset was originally for a personal project that never got too far into development. I hope you like it.
If you have interest in checking out more of my stuff you can go to my portfolio: raou-ii.tumblr.com or my personal deviant art page: raouii.deviantart.com

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extends CanvasModulate
@export var RSECONDS_PER_GMINUTE: float = 1
@export var r_time: float = 6 * 60 * 60
@export var gradient: GradientTexture1D
@export var min_hour: int = 6
@export var max_hour: int = 24
@export var is_stopped: bool = false
@export var should_apply_modulation: bool = true
var minute: int = 0
var hour: int = self.min_hour
var min_time: float = float(min_hour) * 60 * 60
var max_time: float = float(max_hour) * 60 * 60
signal time_changed(hour: int, minute: int)
func _get_game_time() -> float:
return floorf(self.r_time / 60 * RSECONDS_PER_GMINUTE)
func get_game_minute() -> int:
return posmod(int(_get_game_time() / RSECONDS_PER_GMINUTE), 60)
func get_game_hour() -> int:
return posmod(int(_get_game_time() / 60 / RSECONDS_PER_GMINUTE), 24)
func apply_modulation():
if not should_apply_modulation:
return
self.color = \
self.gradient.gradient.sample(
(self.r_time - self.min_time) / (self.max_time - self.min_time)
)
print("New color:", self.color)
func _on_time_changes() -> void:
self.minute = get_game_minute()
self.hour = get_game_hour()
apply_modulation()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
self.minute = get_game_minute()
self.hour = get_game_hour()
self.min_time = min_hour * 60 * 60
_on_time_changes()
time_changed.emit(get_game_hour(), get_game_minute())
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if self.is_stopped or self.r_time >= self.max_time:
return
self.r_time = min(self.r_time + (delta * 60 / RSECONDS_PER_GMINUTE), self.max_time)
if (minute != get_game_minute() or hour != get_game_hour()):
_on_time_changes()
time_changed.emit(get_game_hour(), get_game_minute())

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extends Label
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
pass
func _on_day_night_time_changed(hour: int, minute: int) -> void:
text = "%02d:%02d" % [hour, minute]

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extends CharacterBody2D
const SPEED = 300.0
func _physics_process(_delta: float) -> void:
# Add the gravity.
var direction = Vector2(0, 0)
if Input.is_action_pressed("ui_up"):
direction.y -= 1
if Input.is_action_pressed("ui_down"):
direction.y += 1
if Input.is_action_pressed("ui_right"):
direction.x += 1
if Input.is_action_pressed("ui_left"):
direction.x -= 1
#var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity = direction * SPEED
else:
#velocity.x = move_toward(velocity, Vector2(0,0), Vector2(SPEED, SPEED))
velocity = Vector2(0,0)
print(velocity)
move_and_slide()

1
Scripts/player.gd.uid Normal file
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uid://b5372jolf1ll8

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MIT License
Copyright (c) 2016-2023 The Godot Engine community
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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[configuration]
entry_symbol = "git_plugin_init"
compatibility_minimum = "4.2.0"
[libraries]
linux.editor.x86_64 = "linux/libgit_plugin.linux.editor.x86_64.so"
macos.editor = "macos/libgit_plugin.macos.editor.universal.dylib"
windows.editor.x86_64 = "windows/libgit_plugin.windows.editor.x86_64.dll"

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uid://dhcmhxl738xtm

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35
icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c1kwwten6ha6a"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0

29
project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[animation]
compatibility/default_parent_skeleton_in_mesh_instance_3d=true
[application]
config/name="Farming"
run/main_scene="res://Scenes/node_2d.tscn"
config/features=PackedStringArray("4.6")
config/icon="res://icon.svg"
[display]
display_server/driver.linuxbsd="wayland"
[editor]
version_control/plugin_name="GitPlugin"
version_control/autoload_on_startup=true