26 Commits

Author SHA1 Message Date
a21e90388e Rework player movement in C++ 2021-03-06 00:27:07 -05:00
3dd00eabd3 Attach momentum to elevator 2020-06-01 05:32:07 -04:00
1980139acb Added basic elevator system 2020-06-01 01:58:19 -04:00
ac1c935ca0 Story and Writing tweaks 2020-05-31 02:50:59 -04:00
11a8c56d1b Major GUI changes 2020-05-31 02:13:56 -04:00
e1ea4f96cd Movement tweaks, fade tweaks, stopped ledge jumping, and lighting tweaks 2020-05-31 01:16:14 -04:00
3a6df205d2 Player movement tweaks 2020-05-29 01:39:44 -04:00
dee457a561 Tweak player movement 2020-05-21 16:30:22 -04:00
92892072e2 Fix entrypoint 2020-05-18 00:44:20 -04:00
06488a7bc1 Fixed art path 2020-05-18 00:40:31 -04:00
770833a836 Attach dialog 2020-05-18 00:22:32 -04:00
761b34ae55 More sections, more art, and slightly more gameplay 2020-05-18 00:20:31 -04:00
6fd53367c0 Animations & Movement tweaks 2020-05-17 20:48:11 -04:00
abe340f025 Added dirt! 2020-05-17 18:04:19 -04:00
e22d56d0df New sfx, credits overhaul, and feedback button 2020-05-17 17:07:52 -04:00
3614049c11 Add feedback template 2020-05-17 15:49:31 -04:00
23a13f349b Aura dialog 2020-05-17 11:02:12 -04:00
65e4fc6a48 Dev env & bugfixes 2020-05-17 08:30:31 -04:00
c39e44da3a Action changes
Action changes

Action changes

Action changes

Actions work

Delete error?

update addons

Test

Test

Fix exports
2020-05-16 22:31:46 -04:00
3dfff8793c Add version to title 2020-05-16 20:43:48 -04:00
8b93f60aa0 Technically a game 2020-05-16 20:35:08 -04:00
bea02afbc5 Changed project settings 2020-05-16 17:29:19 -04:00
28f8f493ea Enable progression 2020-05-16 17:07:13 -04:00
a26da07f43 Workers, lighting, and loading 2020-05-16 17:05:44 -04:00
7528cba7d7 Added progress & major dialog bugfix 2020-05-16 13:22:42 -04:00
afde971c17 Misc bugfixes 2020-05-16 11:31:16 -04:00
240 changed files with 8702 additions and 1146 deletions

22
.devcontainer/Dockerfile Normal file
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# See here for image contents: https://github.com/microsoft/vscode-dev-containers/tree/v0.158.0/containers/cpp/.devcontainer/base.Dockerfile
# [Choice] Debian / Ubuntu version: debian-10, debian-9, ubuntu-20.04, ubuntu-18.04
ARG VARIANT="buster"
FROM mcr.microsoft.com/vscode/devcontainers/cpp:0-${VARIANT}
RUN apt-get update && export DEBIAN_FRONTEND=noninteractive \
&& apt-get -y install --no-install-recommends build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev \
libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm mingw-w64
ARG GODOT_VERSION="3.2.3"
RUN wget https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION}/Godot_v${GODOT_VERSION}-stable_linux_headless.64.zip \
&& wget https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION}/Godot_v${GODOT_VERSION}-stable_export_templates.tpz \
&& mkdir ~/.cache \
&& mkdir -p ~/.config/godot \
&& mkdir -p ~/.local/share/godot/templates/${GODOT_VERSION}.stable \
&& unzip Godot_v${GODOT_VERSION}-stable_linux_headless.64.zip \
&& mv Godot_v${GODOT_VERSION}-stable_linux_headless.64 /usr/local/bin/godot \
&& unzip Godot_v${GODOT_VERSION}-stable_export_templates.tpz \
&& mv templates/* ~/.local/share/godot/templates/${GODOT_VERSION}.stable \
&& rm -f Godot_v${GODOT_VERSION}-stable_export_templates.tpz Godot_v${GODOT_VERSION}-stable_linux_headless.64.zip

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// For format details, see https://aka.ms/devcontainer.json. For config options, see the README at:
// https://github.com/microsoft/vscode-dev-containers/tree/v0.158.0/containers/cpp
{
"name": "C++",
"build": {
"dockerfile": "Dockerfile",
// Update 'VARIANT' to pick an Debian / Ubuntu OS version: debian-10, debian-9, ubuntu-20.04, ubuntu-18.04
"args": { "VARIANT": "ubuntu-20.04", "GODOT_VERSION" : "3.2.3" }
},
"runArgs": [ "--cap-add=SYS_PTRACE", "--security-opt", "seccomp=unconfined"],
// Set *default* container specific settings.json values on container create.
"settings": {
"terminal.integrated.shell.linux": "/bin/bash"
},
// Add the IDs of extensions you want installed when the container is created.
"extensions": [
"ms-vscode.cpptools"
],
// Use 'forwardPorts' to make a list of ports inside the container available locally.
// "forwardPorts": [],
// Use 'postCreateCommand' to run commands after the container is created.
// "postCreateCommand": "gcc -v",
// Comment out connect as root instead. More info: https://aka.ms/vscode-remote/containers/non-root.
"remoteUser": "vscode"
}

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@ -0,0 +1,16 @@
---
name: 📝 Feedback
about: Let me know what you thought!
title: "Feedback: [TITLE]"
labels: 'feedback'
---
<!-- This the recommended format, not required -->
### What did you like?
### What did you dislike?
### What could be improved?
### Any addtional thoughts?

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@ -16,7 +16,9 @@ jobs:
uses: actions/checkout@v2.1.0 uses: actions/checkout@v2.1.0
with: with:
submodules: 'true' submodules: 'true'
lfs: 'true'
token: ${{ secrets.GH_SECRET }} token: ${{ secrets.GH_SECRET }}
fetch-depth: 0
- name: Configure - name: Configure
env: env:
PLATFORM: ${{ matrix.platform }} PLATFORM: ${{ matrix.platform }}
@ -26,13 +28,6 @@ jobs:
else else
echo "::set-env name=EXPORT_NAME::the-connection" echo "::set-env name=EXPORT_NAME::the-connection"
fi fi
- name: Build
id: build
uses: josephbmanley/build-godot-action@v1.4.0
with:
name: ${{ env.EXPORT_NAME }}
preset: ${{ matrix.platform }}
projectDir: client
- id: get_tag - id: get_tag
name: Get Tag name: Get Tag
env: env:
@ -41,6 +36,17 @@ jobs:
run: | run: |
TAG=$(jq --raw-output '.release.tag_name' $GITHUB_EVENT_PATH) TAG=$(jq --raw-output '.release.tag_name' $GITHUB_EVENT_PATH)
echo ::set-output name=TAG::$TAG echo ::set-output name=TAG::$TAG
cd $GITHUB_WORKSPACE/client
echo $TAG > VERSION.txt
- name: Build
id: build
uses: josephbmanley/build-godot-action@v1.4.0
with:
name: ${{ env.EXPORT_NAME }}
preset: ${{ matrix.platform }}
projectDir: client
debugMode: 'true'
- name: Push to Itch - name: Push to Itch
uses: josephbmanley/butler-publish-itchio-action@v1.0.1 uses: josephbmanley/butler-publish-itchio-action@v1.0.1
env: env:

50
.gitignore vendored Normal file
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# Godot
client/.import/
client/export.cfg
client/export_presets.cfg
api.json
logs/
*.translation
# Godot Mono
client/.mono/
client/data_*/
# Scons
.sconsign.dblite
# Object script
*.os
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app

3
.gitmodules vendored
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@ -4,3 +4,6 @@
[submodule "client/Assets/Proprietary"] [submodule "client/Assets/Proprietary"]
path = client/Assets/Proprietary path = client/Assets/Proprietary
url = git@github.com:josephbmanley/the-connection-proprietary.git url = git@github.com:josephbmanley/the-connection-proprietary.git
[submodule "godot-cpp"]
path = godot-cpp
url = git@github.com:godotengine/godot-cpp.git

37
Makefile Normal file
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PROJECTNAME="The Connection"
platform=linux
threads=4
build-godot-bindings:
@echo " > Generating `api.json`..."
@godot --gdnative-generate-json-api api.json
@echo " > Building bindings..."
@cd godot-cpp && scons platform=$(platform) bits=64 generate_bindings=yes -j$(threads) use_custom_api_file=yes custom_api_file=../api.json
## compile: Compiles GDNative code
compile:
@mkdir -p ./godot/bin
@echo " > Compiling GDNative..."
@scons platform=$(platform)
## build: Cleans project, create bindings, and compiles GDNative
build: clean build-godot-bindings compile
## clean: Removes all build related files
clean:
@echo " > Cleaning project..."
@rm -f ./api.json
@rm -f ./.sconsign.dblite
@rm -rf ./godot-cpp/bin
@find ./client/bin -name \*.dll -type f -delete
@find ./client/bin -name \*.so -type f -delete
@find ./client/bin -name \*.dylib -type f -delete
## help: Displays help text for make commands
.DEFAULT_GOAL := help
all: help
help: Makefile
@echo " Choose a command run in "$(PROJECTNAME)":"
@sed -n 's/^##//p' $< | column -t -s ':' | sed -e 's/^/ /'

156
SConstruct Normal file
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#!python
import os, sys
opts = Variables([], ARGUMENTS)
# Gets the standard flags CC, CCX, etc.
env = DefaultEnvironment()
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'client/bin/'))
opts.Add(PathVariable('target_name', 'The library name.', 'connection', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "godot-cpp/godot-headers/"
cpp_bindings_path = "godot-cpp/"
cpp_library = "libgodot-cpp"
# only support 64 at this time..
bits = 64
# Updates the environment with the option variables.
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
if env['p'] != '':
env['platform'] = env['p']
if env['platform'] == '':
print("No valid target platform selected.")
quit();
# Try to detect the host platform automatically.
# This is used if no `platform` argument is passed
if sys.platform.startswith('linux'):
host_platform = 'linux'
elif sys.platform == 'darwin':
host_platform = 'osx'
elif sys.platform == 'win32' or sys.platform == 'msys':
host_platform = 'windows'
else:
raise ValueError(
'Could not detect platform automatically, please specify with '
'platform=<platform>'
)
#############
## Mac OSX ##
#############
# Check our platform specifics
if env['platform'] == "osx":
# Throw error if not running on Mac
if host_platform != "osx":
raise "Cross compile not supported for OSX!"
env['target_path'] += 'osx/'
cpp_library += '.osx'
env['target_suffix'] = "dylib"
env.Append(CCFLAGS=['-arch', 'x86_64'])
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=['-arch', 'x86_64'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g', '-O2'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
###########
## Linux ##
###########
elif env['platform'] in ('x11', 'linux'):
env['target_path'] += 'x11/'
env['target_suffix'] = "so"
cpp_library += '.linux'
env.Append(CCFLAGS=['-fPIC'])
env.Append(CXXFLAGS=['-std=c++17'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
#############
## Windows ##
#############
elif env['platform'] == "windows":
env['target_path'] += 'win64/'
cpp_library += '.windows'
env['target_suffix'] = "dll"
# Configure compiler for visual studio if bulding windows on windows
if host_platform == 'windows' and not env['use_mingw']:
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ)
env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
env.Append(CCFLAGS=['-W3', '-GR'])
if env['target'] in ('debug', 'd'):
env.Append(CPPDEFINES=['_DEBUG'])
env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
env.Append(LINKFLAGS=['-DEBUG'])
else:
env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
# Configure compiler for mingw if building for windows on another OS
elif host_platform == 'linux' or host_platform == 'osx':
# MinGW
if bits == 64:
env['CXX'] = 'x86_64-w64-mingw32-g++'
env['AR'] = "x86_64-w64-mingw32-ar"
env['RANLIB'] = "x86_64-w64-mingw32-ranlib"
env['LINK'] = "x86_64-w64-mingw32-g++"
elif bits == 32:
env['CXX'] = 'i686-w64-mingw32-g++'
env['AR'] = "i686-w64-mingw32-ar"
env['RANLIB'] = "i686-w64-mingw32-ranlib"
env['LINK'] = "i686-w64-mingw32-g++"
env.Append(CCFLAGS=['-O3', '-std=c++14', '-Wwrite-strings'])
env.Append(LINKFLAGS=[
'--static',
'-Wl,--no-undefined',
'-static-libgcc',
'-static-libstdc++',
])
if env['target'] in ('debug', 'd'):
cpp_library += '.debug'
else:
cpp_library += '.release'
cpp_library += '.' + str(bits)
# Add paths to libraries and dependencies
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
# Add project files
env.Append(CPPPATH=['src/'])
sources = Glob('src/*.cpp')
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] + "." + env['target_suffix'], source=sources)
Default(library)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))

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