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10 commits

Author SHA1 Message Date
04838a55c7 Runner final 2024-07-28 15:40:58 +02:00
ce684dafbf test runner v2
All checks were successful
/ Export Game (push) Successful in 2m27s
2024-07-28 15:14:36 +02:00
721f2e8297 runner test
Some checks failed
/ Godot (linux) (push) Failing after 40s
/ Godot (windows) (push) Failing after 31s
2024-07-28 14:54:59 +02:00
2eef87c163 Cursor look state machine 2024-07-28 14:15:04 +02:00
bf0ddce8a5 Clean 2024-07-28 14:04:58 +02:00
17ea850cce Better handling of ressources 2024-07-28 14:04:20 +02:00
06184afcb8 Sticker shader on detecxtion 2024-07-27 17:04:27 +02:00
e4e21741c1 add Debug draw + grab logic 2024-07-27 16:30:15 +02:00
0d315e3f90 fix cursor code 2024-07-26 23:21:09 +02:00
Lucas Peter
454c15f146
update cursor detection 2024-07-26 16:23:27 +02:00
11 changed files with 371 additions and 114 deletions

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@ -0,0 +1,35 @@
name: "Build Godot"
description: "Build a Godot project for multiple platforms"
author: josephbmanley
inputs:
name:
description: 'Name of the exported binary'
required: true
preset:
description: 'Name of the preset in `export_presets.cfg` to use'
required: true
subdirectory:
description: 'Optional name of the subdirectory to put exported project in'
default: ""
package:
description: 'Set true to output an artifact zip file'
default: false
projectDir:
description: 'Location of Godot project in repository'
default: "."
debugMode:
description: 'Whether or not to use `--export-debug`'
default: false
runs:
using: docker
image: Dockerfile
args:
- ${{ inputs.name }}
- ${{ inputs.preset }}
- ${{ inputs.subdirectory }}
- ${{ inputs.package }}
- ${{ inputs.projectDir }}
- ${{ inputs.debugMode }}
branding:
icon: loader
color: blue

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@ -0,0 +1,39 @@
#!/bin/sh
set -e
# Move godot templates already installed from the docker image to home
mkdir -v -p ~/.local/share/godot/export_templates
cp -a /root/.local/share/godot/export_templates/. ~/.local/share/godot/export_templates/
if [ "$3" != "" ]
then
SubDirectoryLocation="$3/"
fi
mode="export-release"
if [ "$6" = "true" ]
then
echo "Exporting in debug mode!"
mode="export-debug"
fi
# Export for project
echo "Building $1 for $2"
mkdir -p $GITHUB_WORKSPACE/build/${SubDirectoryLocation:-""}
cd "$GITHUB_WORKSPACE/$5"
godot --headless --${mode} "$2" $GITHUB_WORKSPACE/build/${SubDirectoryLocation:-""}$1
echo "Build Done"
echo ::set-output name=build::build/${SubDirectoryLocation:-""}
if [ "$4" = "true" ]
then
echo "Packing Build"
mkdir -p $GITHUB_WORKSPACE/package
cd $GITHUB_WORKSPACE/build
zip $GITHUB_WORKSPACE/package/artifact.zip ${SubDirectoryLocation:-"."} -r
echo ::set-output name=artifact::package/artifact.zip
echo "Done"
fi

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@ -0,0 +1,40 @@
on:
push:
tags:
- "v*"
jobs:
# job id, can be anything
export_game:
# Always use ubuntu-latest for this action
runs-on: linux_amd64
# Add permission for release creation. Can be made narrower according to your needs
permissions: write-all
# Job name, can be anything
name: Export Game
steps:
# Always include the checkout step so that
# your project is available for Godot to export
- name: checkout
uses: actions/checkout@v3.3.0
- name: export game
id: export
# Use latest version (see releases for all versions)
uses: https://github.com/firebelley/godot-export@v5.2.1
with:
# Defining all the required inputs
godot_executable_download_url: https://downloads.tuxfamily.org/godotengine/4.2/Godot_v4.2-stable_linux.x86_64.zip
godot_export_templates_download_url: https://downloads.tuxfamily.org/godotengine/4.2/Godot_v4.2-stable_export_templates.tpz
relative_project_path: ./
archive_output: true
cache: true
# This release action has worked well for me. However, you can most likely use any release action of your choosing.
# https://github.com/ncipollo/release-action
- name: create release
uses: https://github.com/ncipollo/release-action@v1.12.0
with:
token: ${{ secrets.GITHUB_TOKEN }}
generateReleaseNotes: true
tag: ${{ github.ref_name }}
artifacts: ${{ steps.export.outputs.archive_directory }}/*

1
.gitignore vendored
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@ -1,2 +1,3 @@
# Godot 4+ specific ignores
.godot/
*.TMP

173
core/Cursor.gd Normal file
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@ -0,0 +1,173 @@
extends Node2D
var spaceState
var query : PhysicsPointQueryParameters2D
var CastResult : Array
var hoveredObjects : Array
var hoveredObject
var hoveredSticker
var grabbedSticker
enum CURSOR_STATE {DEFAULT, CLICK, GRAB, GRABBED}
var currentCursorState:CURSOR_STATE = CURSOR_STATE.DEFAULT
var oldCursorState:CURSOR_STATE = CURSOR_STATE.DEFAULT
var cursorPlaying:bool
# Called when the node enters the scene tree for the first time.
func _ready():
if not OS.is_debug_build():
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
query = PhysicsPointQueryParameters2D.new()
spaceState = get_world_2d()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
#region Cursor Position
position = get_global_mouse_position()
#endregion
pointcast()
cursor_look()
func isSticker(selectedObject:Node):
var _isSticker:bool = false
var _tags = getTags(selectedObject)
if (_tags.size() > 0):
if (_tags.find("sticker") != -1):
_isSticker = true
return _isSticker
func getTags(selectedObject:Node):
var _tags: Array
if (selectedObject.has_meta("tags")):
_tags = selectedObject.get_meta("tags")
return _tags
else:
printerr("no tags inside %",selectedObject)
return _tags
func pointcast():
resetCast()
query.collide_with_areas = true
query.position = get_global_mouse_position()
CastResult = spaceState.direct_space_state.intersect_point(query)
# CastResult is not reliable. Objects are added randomly in the array
# so we need to filter/sort the trace result
if ( CastResult.size() > 0 and (grabbedSticker == null)):
#region Fill HoveredObjects
for _object in CastResult:
if(_object.collider.input_pickable == true):
hoveredObjects.append(_object.collider.get_parent())
#endregion
if (hoveredObjects.size() > 0):
if (hoveredObjects.size() >= 2):
sortByPosY(hoveredObjects,false)
if (hoveredObjects[0] != hoveredObject):
if (hoveredObject and hoveredObject.has_method("on_unhover")):
hoveredObject.on_unhover()
hoveredObject = hoveredObjects[0]
if (hoveredObject and hoveredObject.has_method("on_hover")):
hoveredObject.on_hover()
print("Current hovered object :", hoveredObject)
if (isSticker(hoveredObject)):
hoveredSticker = hoveredObject
print("Current hovered sticker :", hoveredSticker)
else:
hoveredSticker = null
else:
resetCast(true)
else:
resetCast(true)
func resetCast(bFull = false):
CastResult.clear()
hoveredObjects.clear()
if bFull:
if (hoveredObject and hoveredObject.has_method("on_unhover")):
hoveredObject.on_unhover()
hoveredObject = null
hoveredSticker = null
func sortByPosY(objects: Array, ascending_order: bool = true):
var _tempArray :Array
_tempArray = objects
# Inline comparison function
_tempArray.sort_custom(comparePosY)
# Reverse if descending order is required
if not ascending_order:
_tempArray.reverse()
objects = _tempArray
func comparePosY(a, b):
#print("Compare ",a," at ",a.position.y, " and ",b," at ",b.position.y )
return a.position.y < b.position.y
func _input(rawInputEvent:InputEvent):
if (rawInputEvent.is_action_pressed("select")):
cursorClick()
$GrabTimer.start()
if (rawInputEvent.is_action_released("select")):
$GrabTimer.stop()
if (grabbedSticker):
grab_end()
func grab_start():
if (hoveredSticker):
grabbedSticker = hoveredSticker
print("Grabbed ", grabbedSticker)
func grab_end():
grabbedSticker.on_released()
print("stopg grabbin at ",query.position )
DebugDraw.points.append(query.position)
DebugDraw.drawPoints()
#TODO: Drop the sticker or maybe he will auto-drop ?
grabbedSticker = null
func cursorClick():
if (hoveredObject and hoveredObject.has_method("on_click")):
hoveredObject.on_click()
func cursor_look():
if (grabbedSticker ):
currentCursorState = CURSOR_STATE.GRABBED
elif (hoveredSticker):
if (!($GrabTimer.is_stopped())):
currentCursorState = CURSOR_STATE.GRABBED
else:
currentCursorState = CURSOR_STATE.GRAB
elif (!($GrabTimer.is_stopped())):
currentCursorState = CURSOR_STATE.CLICK
else:
currentCursorState = CURSOR_STATE.DEFAULT
if (currentCursorState != oldCursorState):
oldCursorState = currentCursorState
match oldCursorState:
CURSOR_STATE.DEFAULT:
$AnimatedSprite2D.play("default")
CURSOR_STATE.CLICK:
$AnimatedSprite2D.play("click")
CURSOR_STATE.GRAB:
$AnimatedSprite2D.play("grab_intro")
CURSOR_STATE.GRABBED:
$AnimatedSprite2D.play("grab")
func _on_grab_timer_timeout():
grab_start()
func _on_animated_sprite_2d_animation_changed():
cursorPlaying = true
func _on_animated_sprite_2d_animation_finished():
cursorPlaying = false

View file

@ -1,108 +1,12 @@
[gd_scene load_steps=8 format=3 uid="uid://524sv8spw6go"]
[ext_resource type="Texture2D" uid="uid://q1rdbr8uh78r" path="res://textures/cursor_default.tres" id="1_50ts1"]
[ext_resource type="Script" path="res://core/Cursor.gd" id="1_b5uuj"]
[ext_resource type="Texture2D" uid="uid://bdstohvc7pvot" path="res://textures/cursor_click.tres" id="1_h0do2"]
[ext_resource type="Texture2D" uid="uid://buxws7r3kn0d7" path="res://textures/cursor_grab_01.tres" id="3_fj3w4"]
[ext_resource type="Texture2D" uid="uid://pbahcjllgjjq" path="res://textures/cursor_grab_02.tres" id="4_153q8"]
[ext_resource type="Texture2D" uid="uid://6fajq480n7se" path="res://textures/cursor_grab_03.tres" id="5_tsejy"]
[sub_resource type="GDScript" id="GDScript_h2l04"]
script/source = "extends Node2D
const Speed:float = 900
var spaceState
var query
var CastResult
var old_result
var selectedSticker
enum CURSOR_STATE {DEFAULT, CLICK, GRAB, GRABBED}
var currentCursorState:CURSOR_STATE
var oldCursorState:CURSOR_STATE
# Called when the node enters the scene tree for the first time.
func _ready():
if not OS.is_debug_build():
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
query = PhysicsPointQueryParameters2D.new()
spaceState = get_world_2d()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
#region Mouse Position
position = get_global_mouse_position()
#endregion
pointcast()
cursor_look()
func isSticker(selectedObject:Node):
var _isSticker:bool = false
var _tags = getTags(selectedObject)
if (_tags.size() > 0):
if (_tags.find(\"sticker\") != -1):
_isSticker = true
return _isSticker
func getTags(selectedObject:Node):
var _tags: Array
if (selectedObject.has_meta(\"tags\")):
_tags = selectedObject.get_meta(\"tags\")
return _tags
else:
printerr(\"no tags inside %\",selectedObject)
return _tags
func pointcast():
query.collide_with_areas = true
query.position = get_global_mouse_position()
CastResult = spaceState.direct_space_state.intersect_point(query)
if ( (CastResult.size() > 0) and (old_result != CastResult) ):
old_result = CastResult
#if (CastResult.size()> 2):
#breakpoint # should not detect multiple areas
for _result in CastResult:
if (_result.collider.input_pickable == true):
selectedSticker = _result.collider.get_parent()
if (isSticker(selectedSticker)):
print(\"selected sticker %\",selectedSticker)
else:
selectedSticker = null
if (CastResult.size() == 0 ):
CastResult.clear()
old_result = null
selectedSticker = null
func cursor_look():
if (Input.is_action_pressed(\"select\")):
if (selectedSticker):
currentCursorState = CURSOR_STATE.GRABBED
else:
currentCursorState = CURSOR_STATE.CLICK
else:
if (selectedSticker):
currentCursorState = CURSOR_STATE.GRAB
else:
currentCursorState = CURSOR_STATE.DEFAULT
if (currentCursorState != oldCursorState):
oldCursorState = currentCursorState
match oldCursorState:
CURSOR_STATE.DEFAULT:
$AnimatedSprite2D.play(\"default\")
CURSOR_STATE.CLICK:
$AnimatedSprite2D.play(\"click\")
CURSOR_STATE.GRAB:
$AnimatedSprite2D.play(\"grab_intro\")
CURSOR_STATE.GRABBED:
$AnimatedSprite2D.play(\"grab\")
"
[sub_resource type="SpriteFrames" id="SpriteFrames_u3xkr"]
resource_local_to_scene = true
animations = [{
@ -110,7 +14,7 @@ animations = [{
"duration": 1.0,
"texture": ExtResource("1_h0do2")
}],
"loop": true,
"loop": false,
"name": &"click",
"speed": 5.0
}, {
@ -118,7 +22,7 @@ animations = [{
"duration": 1.0,
"texture": ExtResource("1_50ts1")
}],
"loop": true,
"loop": false,
"name": &"default",
"speed": 5.0
}, {
@ -140,21 +44,25 @@ animations = [{
"duration": 1.0,
"texture": ExtResource("3_fj3w4")
}],
"loop": true,
"loop": false,
"name": &"grab_intro",
"speed": 5.0
}]
[node name="Cursor" type="Node2D"]
top_level = true
script = SubResource("GDScript_h2l04")
script = ExtResource("1_b5uuj")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(1.5, 1.5)
sprite_frames = SubResource("SpriteFrames_u3xkr")
animation = &"grab"
autoplay = "grab"
frame = 2
frame_progress = 1.0
centered = false
offset = Vector2(-80, -190)
[node name="GrabTimer" type="Timer" parent="."]
wait_time = 0.5
one_shot = true
[connection signal="animation_changed" from="AnimatedSprite2D" to="." method="_on_animated_sprite_2d_animation_changed"]
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animated_sprite_2d_animation_finished"]
[connection signal="timeout" from="GrabTimer" to="." method="_on_grab_timer_timeout"]

42
core/debugDraw.tscn Normal file
View file

@ -0,0 +1,42 @@
[gd_scene load_steps=2 format=3 uid="uid://c8ncblufqk10x"]
[sub_resource type="GDScript" id="GDScript_t63le"]
script/source = "extends Node2D
@export var points:Array
@export var duration:float = 1
var radius
var color
func _draw():
for _point in points:
draw_circle(_point,radius,color)
func drawPoints(_points:Array = points,_radius:float = 50.0,_color:Color = Color.CRIMSON,_duration:float = 1):
if(_points):
points = _points
duration = _duration
radius = _radius
color = _color
$Timer.wait_time = duration
$Timer.start()
queue_redraw()
func _on_timer_timeout():
points.clear()
queue_redraw()
func _on_draw():
pass # Replace with function body.
"
[node name="DebugDraw" type="Node2D"]
script = SubResource("GDScript_t63le")
[node name="Timer" type="Timer" parent="."]
one_shot = true
[connection signal="draw" from="." to="." method="_on_draw"]
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

View file

@ -5,8 +5,8 @@ platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="scenes"
export_files=PackedStringArray("res://maps/mainMenu.tscn", "res://maps/map1.tscn", "res://maps/mapManager.tscn")
export_filter="resources"
export_files=PackedStringArray("res://maps/mainMenu.tscn", "res://maps/map1.tscn", "res://maps/mapManager.tscn", "res://shaders/shaderMaterial_Outline.tres", "res://shaders/shader_outline3.gdshader", "res://shaders/shader_outline2.gdshader", "res://shaders/shader_outline.gdshader", "res://core/bridgeNode.tscn", "res://core/Cursor.gd", "res://core/Cursor.tscn", "res://core/debugDraw.tscn", "res://core/player.gd", "res://core/player.tscn", "res://core/sceneInstance.gd", "res://core/Sticker.gd", "res://core/Sticker.tscn")
include_filter=""
exclude_filter=""
export_path="builds/stickerClone.exe"
@ -32,7 +32,7 @@ codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PackedStringArray()
application/modify_resources=true
application/modify_resources=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4

View file

@ -187,7 +187,7 @@ texture = ExtResource("7_gygvy")
offset = Vector2(-251.145, -512)
Shape = SubResource("CapsuleShape2D_dqo8w")
Position = Vector2(0, -253.27)
Rotation = 0.0
Rotation = 0.01
[node name="Tree2" parent="." instance=ExtResource("6_3fkbm")]
position = Vector2(-2399, -55)
@ -195,7 +195,7 @@ texture = ExtResource("7_gygvy")
offset = Vector2(-251.145, -512)
Shape = SubResource("CapsuleShape2D_dqo8w")
Position = Vector2(0, -253.27)
Rotation = 0.0
Rotation = 0.01
[node name="Tree3" parent="." instance=ExtResource("6_3fkbm")]
position = Vector2(-763, -2021)
@ -203,7 +203,7 @@ texture = ExtResource("7_gygvy")
offset = Vector2(-251.145, -512)
Shape = SubResource("CapsuleShape2D_dqo8w")
Position = Vector2(0, -253.27)
Rotation = 0.0
Rotation = 0.01
[node name="Tree4" parent="." instance=ExtResource("6_3fkbm")]
position = Vector2(2365, -2258)
@ -211,7 +211,7 @@ texture = ExtResource("7_gygvy")
offset = Vector2(-251.145, -512)
Shape = SubResource("CapsuleShape2D_dqo8w")
Position = Vector2(0, -253.27)
Rotation = 0.0
Rotation = 0.01
[node name="Bush6" parent="." instance=ExtResource("6_3fkbm")]
position = Vector2(-1556, 293)

View file

@ -10,6 +10,8 @@ region = Rect2(384, 64, 288, 224)
script/source = "@tool
extends Sprite2D
var OutlineMat:ShaderMaterial = preload(\"res://shaders/shaderMaterial_Outline.tres\")
@export_group(\"Sticker Detection Shape\")
@export var Shape :Shape2D:
set(new_shape):
@ -27,6 +29,20 @@ extends Sprite2D
$Area2D/CollisionShape2D.rotation = Rotation
$Area2D/CollisionShape2D.queue_redraw()
func on_released():
print(self,\" released\")
func on_click():
print(self,\" clicked\")
func on_hover():
material = OutlineMat
queue_redraw()
func on_unhover():
material = null
queue_redraw()
"
[node name="FreeSticker1" type="Sprite2D"]
@ -35,7 +51,6 @@ texture = SubResource("AtlasTexture_2wdar")
centered = false
offset = Vector2(-161.055, -179.785)
script = SubResource("GDScript_uqtu8")
Rotation = Vector2(0, 0)
metadata/tags = ["sticker"]
[node name="Area2D" type="Area2D" parent="."]

View file

@ -17,6 +17,10 @@ config/features=PackedStringArray("4.2", "Mobile")
config/icon="res://extracted/Texture2D/Map.png"
config/windows_native_icon="res://extracted/Texture2D/Map.png"
[autoload]
DebugDraw="*res://core/debugDraw.tscn"
[editor_plugins]
enabled=PackedStringArray("res://addons/Todo_Manager/plugin.cfg")
@ -60,7 +64,7 @@ sticker_mode={
select={
"deadzone": 0.5,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(143, 14),"global_position":Vector2(147, 55),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(111, 16),"global_position":Vector2(115, 57),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}