Initial commit: Godot 4.7 pixel platformer prototype
Player: move/jump (Space), test flight (F, debug builds only). Key: pickup, hold S to aim with live trajectory preview, release to throw, W to warp to the thrown key. Spring bounce. Spikes deal damage. 3-heart health, Z consumes a heal item for +1 heart and a 5s shield. HUD with hearts and item count. Death screen with fade-to-black and restart. Hidden passages. Assets: Kenney Pixel Platformer (CC0).
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Texture2D" path="res://assets/game/collectibles/coin_gold_thin.png" id="1_texture"]
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[sub_resource type="RectangleShape2D" id="Shape_coin"]
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size = Vector2(7, 13)
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[node name="CoinGoldThin" type="Area2D" groups=["collectible"]]
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collision_layer = 16
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collision_mask = 2
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[node name="Sprite" type="Sprite2D" parent="."]
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texture_filter = 1
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texture = ExtResource("1_texture")
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[node name="PickupArea" type="CollisionShape2D" parent="."]
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shape = SubResource("Shape_coin")
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