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sijcdu 9dffacd938 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).
2026-10-07 20:32:42 +08:00

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[gd_scene load_steps=5 format=3]
[ext_resource type="Texture2D" path="res://assets/game/interactables/spring_red.png" id="1_texture"]
[ext_resource type="Script" path="res://scripts/spring.gd" id="2_spring"]
[sub_resource type="RectangleShape2D" id="Shape_spring_body"]
size = Vector2(16, 10)
[sub_resource type="RectangleShape2D" id="Shape_spring_trigger"]
size = Vector2(18, 14)
[node name="SpringRed" type="StaticBody2D" groups=["spring"]]
collision_layer = 1
collision_mask = 0
[node name="Sprite" type="Sprite2D" parent="."]
texture_filter = 1
texture = ExtResource("1_texture")
[node name="Collision" type="CollisionShape2D" parent="."]
position = Vector2(0, 3)
shape = SubResource("Shape_spring_body")
[node name="BounceArea" type="Area2D" parent="."]
collision_layer = 8
collision_mask = 2
script = ExtResource("2_spring")
[node name="TriggerShape" type="CollisionShape2D" parent="BounceArea"]
shape = SubResource("Shape_spring_trigger")