LD56 is over. This is the game.

This commit is contained in:
Douwe Ravers
2024-10-07 02:28:14 +02:00
parent 4c0c57d5ba
commit af7a46cd23
183 changed files with 20357 additions and 442 deletions

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return object is Node and object == EditorInterface.get_edited_scene_root()
func _parse_begin(object):
add_custom_control(create_ui(object))
func create_ui(node: Node) -> Control:
var path = DebugEnvironmentLib.get_debug_path(node)
var button = Button.new()
button.icon = load("res://addons/godot_debug_environments/flask.svg")
if(FileAccess.file_exists(path)):
button.text = "Edit testing environment"
button.pressed.connect(func(): edit_env(path), CONNECT_DEFERRED)
else:
button.text = "Create testing environment"
button.pressed.connect(func(): create_env(path), CONNECT_DEFERRED)
return button
func edit_env(path: String):
EditorInterface.open_scene_from_path(path)
func create_env(path: String):
if !DirAccess.dir_exists_absolute(path.get_base_dir()):
DirAccess.make_dir_recursive_absolute(path.get_base_dir())
var env = Node.new()
env.name = path.get_file().replace(".tscn", "")
var target = Node.new()
target.name = "$DEBUG_TARGET$"
env.add_child(target)
target.owner = env
var scene = PackedScene.new()
scene.pack(env)
ResourceSaver.save(scene, path)
edit_env(path)

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@@ -1,6 +0,0 @@
class_name DebugEnvironmentLib extends Object
const debug_environment_path = "res://editor/debug_environments/debug_env_$SCENE$"
static func get_debug_path(node:Node) -> String:
return debug_environment_path.replace("$SCENE$", node.scene_file_path.get_file())

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@@ -1,10 +0,0 @@
extends Node
func _ready() -> void:
# Get loaded scene
var node = get_tree().current_scene
# Check if debug environment is stored
var path = DebugEnvironmentLib.get_debug_path(node)
if not FileAccess.file_exists(path): return
# Replace instance with debug environment
get_tree().call_deferred("change_scene_to_file",path)

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@@ -0,0 +1,38 @@
@tool
class_name DebugEnvironmentInspector extends EditorInspectorPlugin
var current_scene:Node
func _can_handle(object:Object)->bool:
return object is Node and object == EditorInterface.get_edited_scene_root()
func _parse_begin(object:Object)->void:
current_scene = object as Node
add_custom_control(create_ui(object as Node))
func create_ui(object:Node)->Control:
var root := VBoxContainer.new()
var header : = HBoxContainer.new()
root.add_child(header)
var icon := TextureRect.new()
header.add_child(icon)
icon.texture = load("res://addons/godot_debug_environments/flask.svg") as Texture2D
var title := Label.new()
header.add_child(title)
title.size_flags_vertical = Control.SIZE_EXPAND_FILL
title.text = "Select testing scene"
var scene_picker := EditorResourcePicker.new()
root.add_child(scene_picker)
scene_picker.base_type = "PackedScene"
var data := LinkData.new()
if data.has_link(current_scene.scene_file_path):
var scene_path := data.get_link(current_scene.scene_file_path)
scene_picker.edited_resource = ResourceLoader.load(scene_path)
scene_picker.connect("resource_changed",on_scene_selected)
return root
func on_scene_selected(resource:Resource)->void:
var current_scene_path := current_scene.scene_file_path
var target_scene_path := resource.resource_path
var data := LinkData.new()
data.save_scene_link(current_scene_path, target_scene_path)

View File

@@ -1,19 +0,0 @@
{
"profiles": {
"Godot Debug": {
"commandName": "Executable",
"executablePath": "$EDITOR$",
"commandLineArgs": "--path . --verbose",
"workingDirectory": ".",
"nativeDebugging": true
},
"Godot Debug $NAME$": {
"commandName": "Executable",
"executablePath": "$EDITOR$",
"commandLineArgs": "--upwards $PATH$ --verbose",
"workingDirectory": ".",
"nativeDebugging": true
}
}
}

View File

@@ -0,0 +1 @@
{"res://entities/faction/fog_of_war.tscn":"res://scenes/game.tscn","res://entities/faction/player/player.tscn":"res://scenes/game.tscn"}

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@@ -1,13 +1,17 @@
@tool
extends EditorPlugin
class_name DebugEnvironmentPlugin extends EditorPlugin
var plugin
static var instance:DebugEnvironmentPlugin
var inspector:DebugEnvironmentInspector
func _enter_tree():
plugin = preload("res://addons/godot_debug_environments/debug_environment_editor_inspector.gd").new()
add_autoload_singleton("DebugEnvironmentWatcher", "res://addons/godot_debug_environments/debug_environment_watcher.gd")
add_inspector_plugin(plugin)
instance = self
var inspector_script := load("res://addons/godot_debug_environments/inspector.gd") as GDScript
inspector = inspector_script.new()
add_inspector_plugin(inspector)
add_autoload_singleton("DebugEnvironmentWatcher", "res://addons/godot_debug_environments/watcher.gd")
func _exit_tree():
remove_inspector_plugin(inspector)
remove_autoload_singleton("DebugEnvironmentWatcher")
remove_inspector_plugin(plugin)

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@@ -0,0 +1,8 @@
extends Node
func _ready() -> void:
var scene := get_tree().current_scene
var data := LinkData.new()
if not data.has_link(scene.scene_file_path): return
var new_scene_path := data.get_link(scene.scene_file_path)
get_tree().call_deferred("change_scene_to_file",new_scene_path)

View File

@@ -3,25 +3,26 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://cqln7j6oifypf"
path="res://.godot/imported/thumb_placeholder.svg-81a80a6d7c59edb9d7ce28b01f213c5c.ctex"
path.s3tc="res://.godot/imported/thumb_placeholder.svg-81a80a6d7c59edb9d7ce28b01f213c5c.s3tc.ctex"
metadata={
"vram_texture": false
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://addons/scene-library/icons/thumb_placeholder.svg"
dest_files=["res://.godot/imported/thumb_placeholder.svg-81a80a6d7c59edb9d7ce28b01f213c5c.ctex"]
dest_files=["res://.godot/imported/thumb_placeholder.svg-81a80a6d7c59edb9d7ce28b01f213c5c.s3tc.ctex"]
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compress/lossy_quality=0.7
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compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
@@ -31,7 +32,7 @@ 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
detect_3d/compress_to=0
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editor/convert_colors_with_editor_theme=false

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animation/fps=30
animation/trimming=true
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@@ -0,0 +1,93 @@
Copyright (c) 2012, Brian J. Bonislawsky DBA Astigmatic (AOETI) (astigma@astigmatic.com), with Reserved Font Names "Eagle Lake"
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
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using the Font Software.
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not met.
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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Copyright (c) 2012, Font Diner (www.fontdiner.com),
with Reserved Font Name "Griffy".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
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"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
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copyright statement(s).
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distributed by the Copyright Holder(s).
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new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
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using the Font Software.
TERMINATION
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not met.
DISCLAIMER
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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