4 Commits

Author SHA1 Message Date
9f36f7c921 Added player 2025-11-11 23:02:13 +01:00
f9ec2e855d Switched 'intensive' functions to cpp 2025-11-11 00:23:12 +01:00
c92c6d4432 godot-cpp init. 2025-11-11 00:22:57 +01:00
1c1d8bf3aa Initial commit 2025-11-09 17:09:27 +01:00
80 changed files with 423 additions and 338720 deletions

4
.gitmodules vendored
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@@ -1,4 +1,4 @@
[submodule "evolve-die-repeat/thirdparty/godot-cpp"] [submodule "game-of-life-test/thirdparty/godot-cpp"]
path = evolve-die-repeat/thirdparty/godot-cpp path = game-of-life-test/thirdparty/godot-cpp
url = https://github.com/godotengine/godot-cpp.git url = https://github.com/godotengine/godot-cpp.git
branch = 4.5 branch = 4.5

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@@ -1,25 +1,2 @@
# Evolve Die Repeat TODO: The name is a work in progress # notSpore
This is currently quite empty.
## C++ setup
From anywhere in proejct:
```bash
git submodule update --init --recursive
```
In `thirdparty`:
```bash
godot --headless --dump-extension-api
```
To compile the cpp extension, run this from `thirdparty/godot-cpp`:
```bash
scons platform=linux target=template_debug generate_bindings=yes custom_api_file=../extension_api.json -j8
```
Finally, to compile and extern local `.cpp` files, run this from `thirdparty`:
```bash
scons platform=linux target=template_debug -j8
```

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extends Label
#var counter := Test.new() # C++ class
func _ready() -> void:
#text += str(counter.get_counter())
pass
func _process(delta: float) -> void:
pass
#if Input.is_action_just_pressed("ui_accept"):
#counter.increment()
#var baseText := text
#baseText = baseText.left(baseText.length() - str(counter.get_counter()).length())
#text = baseText + str(counter.get_counter())

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uid://ceut2lrvkns75

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extends Node
var screen_size = Vector2(1920.0, 1080.0) # Default screen size (this is a float for some reason)
var viewport_size
func _ready() -> void:
viewport_size = get_viewport().get_visible_rect().size
# TODO: This needs to be called from a script inheriting a CharacterBody2D (e.g. the player)
# Alternative would be to pass the player reference to this script (which might be better?)
func init_screen_size(x:float, y:float) -> void:
screen_size.x = x
screen_size.y = y
# This can take a vector of any size (but should be 2d, other components are unused)
func get_boundaried_position(position):
## clamp
#return position.clamp(Vector2.ZERO, screen_size)
## periodic
position.x = wrapf(position.x, 0, screen_size.x)
position.y = wrapf(position.y, 0, screen_size.y)
return position

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uid://vsbibc5fanou

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extends Control
func _on_play_button_pressed() -> void:
get_tree().change_scene_to_file("res://molecular/molecular_stage.tscn")

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uid://dxc66bci2ivrj

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[ext_resource type="Script" uid="uid://dxc66bci2ivrj" path="res://main_menu.gd" id="1_06t4h"]
[sub_resource type="LabelSettings" id="LabelSettings_rhts7"]
font_size = 64
[node name="MainMenu" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_06t4h")
[node name="PlayButton" type="Button" parent="."]
layout_mode = 0
offset_left = 448.0
offset_top = 256.0
offset_right = 768.0
offset_bottom = 314.0
text = "Play"
[node name="MainMenuText" type="Label" parent="."]
layout_mode = 0
offset_left = 320.0
offset_top = 32.0
offset_right = 904.0
offset_bottom = 151.0
text = "The Main Menu"
label_settings = SubResource("LabelSettings_rhts7")
horizontal_alignment = 1
vertical_alignment = 1
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extends CharacterBody2D
@export var speed = 200
var damage = 1
func _ready() -> void:
var screen_size = get_viewport_rect().size
GameManager.init_screen_size(screen_size.x, screen_size.y)
func _process(delta):
velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
move_and_collide(speed * velocity * delta)
#position += speed * velocity * delta
position = GameManager.get_boundaried_position(position)

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[gd_scene load_steps=5 format=3 uid="uid://dxluckxdkpv4f"]
[ext_resource type="Script" uid="uid://di7eglnrnqm6i" path="res://molecular/molecular_player.gd" id="1_0ix7k"]
[ext_resource type="Texture2D" uid="uid://cxwvga07sm3yl" path="res://molecular/assets/player-sprite-placeholder-crop.png" id="2_en8op"]
[sub_resource type="SpriteFrames" id="SpriteFrames_onrkg"]
animations = [{
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"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"]
radius = 191.95984
height = 1295.8773
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collision_mask = 2
script = ExtResource("1_0ix7k")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
visibility_layer = 2
scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("SpriteFrames_onrkg")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["player"]]
position = Vector2(0, 56)
rotation = -1.5732701
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extends AbstractPrey2D
@onready var sprite = get_node("AnimatedSprite2D")
# Mirroed sprites for periodic boundary
var mirrorSprite1: Node2D
var mirrorSprite2: Node2D
var mirrorSprite3: Node2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
$AnimatedSprite2D.animation = "Healthy"
$AnimatedSprite2D.play()
mirrorSprite1 = sprite.duplicate()
mirrorSprite2 = sprite.duplicate()
mirrorSprite3 = sprite.duplicate()
add_child(mirrorSprite1)
add_child(mirrorSprite2)
add_child(mirrorSprite3)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
# Boundary mirroring
_handle_wrapping()
func _physics_process(delta: float) -> void:
self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
func move(motion: Vector3) -> void:
move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
# Apply boundary to new position
position = GameManager.get_boundaried_position(position)
func die() -> void:
sprite.play("Dying")
super.die()
func _on_area_2d_body_entered(body: Node2D) -> void:
# TODO: collision with other entities
# check if colision with player
if body.is_in_group("player"):
handle_collision_player(body)
# Function to handle collision logic
func handle_collision_player(player):
self.health -= player.damage
if sprite:
if self.health <= 0:
self.die()
else:
sprite.play("Injured")
# FIXME: Doesn't work with injured sprite
# Mirroring table:
# |---|---|---|---|
# | 4 | 3 | 4 | 3 |
# |---|===|===|---|
# | 1 ǁ 2 | 1 ǁ 2 |
# |---ǁ---|---ǁ---|
# | 4 ǁ 3 | 4 ǁ 3 |
# |---|===|===|---|
# | 1 | 2 | 1 | 2 |
# |---|---|---|---|
# If less than viewport size away from an edge, mirror over that edge (for seamless boundary)
# NOTE: For this to look correctly the camera size should be smaller than half the screen port (in
# any one dimension. Ideally, the difference between camera size and half the screen port is
# at least the size of the prey sprite)
func _handle_wrapping():
mirrorSprite1.visible = false
mirrorSprite2.visible = false
mirrorSprite3.visible = false
# TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size
# Find corresponding section of the screen
if position.x < GameManager.screen_size.x/2 and position.y < GameManager.screen_size.y/2:
# 2
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Right
#mirrorSprite1.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(GameManager.screen_size.x, 0)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite3.position = Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
# Bottom
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
elif position.x < GameManager.screen_size.x/2:
# 3
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Top
#mirrorSprite1.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite1.position = Vector2(0, - GameManager.screen_size.y)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite2.position = Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
# Right
#mirrorSprite3.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
mirrorSprite3.position = Vector2(GameManager.screen_size.x, 0)
elif position.y < GameManager.screen_size.y/2:
# 1
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Left
#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
# Bottom
#mirrorSprite2.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
# Diag
#mirrorSprite3.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
mirrorSprite3.position = Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
else:
# 4
mirrorSprite1.visible = true
mirrorSprite2.visible = true
mirrorSprite3.visible = true
# Left
#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
# Diag
#mirrorSprite2.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite2.position = Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
# Top
#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
mirrorSprite3.position = Vector2(0, - GameManager.screen_size.y)

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@@ -1 +0,0 @@
uid://bgossk6xo31gi

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@@ -1,65 +0,0 @@
[gd_scene load_steps=10 format=3 uid="uid://c3iw2v3x6ngrb"]
[ext_resource type="PackedScene" uid="uid://bvsdg1v3ksixy" path="res://shared/npc/prey2D.tscn" id="1_qvulj"]
[ext_resource type="Script" uid="uid://bgossk6xo31gi" path="res://molecular/nucleotide_prey.gd" id="2_0227s"]
[ext_resource type="Texture2D" uid="uid://bhcb5g7g7um8" path="res://molecular/assets/prey/prey-dying-frame0.png" id="2_lkj7f"]
[ext_resource type="Texture2D" uid="uid://bxn11avw7dykl" path="res://molecular/assets/prey/prey-dying-frame1.png" id="3_svqyr"]
[ext_resource type="Texture2D" uid="uid://ctkehsavw6ghx" path="res://molecular/assets/prey/prey-healthy-frame0.png" id="4_ee1gb"]
[ext_resource type="Texture2D" uid="uid://uy28y3mkk6nt" path="res://molecular/assets/prey/prey-healthy-frame1.png" id="5_ae5nf"]
[ext_resource type="Texture2D" uid="uid://btnyajci8ptb2" path="res://molecular/assets/prey/prey-injured-frame0.png" id="6_0f87h"]
[ext_resource type="Texture2D" uid="uid://bqll8ge4cr2uf" path="res://molecular/assets/prey/prey-injured-frame1.png" id="7_w7inl"]
[sub_resource type="SpriteFrames" id="SpriteFrames_66x8p"]
animations = [{
"frames": [{
"duration": 20.0,
"texture": ExtResource("2_lkj7f")
}, {
"duration": 20.0,
"texture": ExtResource("3_svqyr")
}],
"loop": true,
"name": &"Dying",
"speed": 1.0
}, {
"frames": [{
"duration": 20.0,
"texture": ExtResource("4_ee1gb")
}, {
"duration": 20.0,
"texture": ExtResource("5_ae5nf")
}],
"loop": true,
"name": &"Healthy",
"speed": 1.0
}, {
"frames": [{
"duration": 20.0,
"texture": ExtResource("6_0f87h")
}, {
"duration": 20.0,
"texture": ExtResource("7_w7inl")
}],
"loop": true,
"name": &"Injured",
"speed": 1.0
}]
[node name="NucleotidePrey" instance=ExtResource("1_qvulj")]
collision_layer = 2
collision_mask = 3
motion_mode = 1
script = ExtResource("2_0227s")
maxHealth = 20
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." index="0"]
scale = Vector2(0.1, 0.1)
sprite_frames = SubResource("SpriteFrames_66x8p")
animation = &"Dying"
frame_progress = 0.60472965
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Area2D" index="0"]
position = Vector2(7.215866, -0.5034294)
polygon = PackedVector2Array(-8.831272, -2.3390446, -5.7760534, -2.3993049, -4.0230684, 0.41277456, -5.8890305, 2.9948444, -8.862037, 2.9326901, -10.268076, 0.28495264)
[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]

View File

@@ -1,28 +0,0 @@
extends Node
var preyScene = preload("res://molecular/nucleotide_prey.tscn")
#var predatorScene = preload("res://Predator.tscn")
var score
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
for i in range(0, 100, 10):
spawn_creature(preyScene, Vector2(i, i))
spawn_random()
spawn_random()
spawn_random()
spawn_random()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func spawn_random() -> void:
spawn_creature(preyScene, Vector2(randfn(100, 100), randfn(100, 100)))
func spawn_creature(scene, position: Vector2) -> void:
var instance = scene.instantiate()
instance.position = position
add_child(instance)

View File

@@ -1,13 +0,0 @@
extends SpawnManager2D
@export var cam: Camera2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
spawnRange = cam.get_viewport_rect()
_spawn_minimum()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@@ -1 +0,0 @@
uid://umx4w11edif

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@@ -1,56 +0,0 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="EvolveDieRepeat"
run/main_scene="uid://drgv154ei1vrl"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
GameManager="*res://game_manager.gd"
[global_group]
player="All scenes that constitute players should be added here."
[input]
move_right={
"deadzone": 0.2,
"events": [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":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [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":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_up={
"deadzone": 0.2,
"events": [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":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.2,
"events": [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":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
[layer_names]
2d_render/layer_1="Player"
2d_render/layer_2="Prey"
[rendering]
textures/canvas_textures/default_texture_filter=0

View File

@@ -1,41 +0,0 @@
extends CharacterBody2D
class_name NPC2D
@export var maxHealth: int = 0
var health: int = maxHealth
signal died
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
spawn()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func spawn() -> void:
pass
func take_damage(dmg: int) -> void:
self.health -= dmg;
if self.health < 0:
self.die()
# I think the move per npc is to model concrete behaviours in functions.
# How the npc acts can be determined elsewhere, these functions just implement the behvaiour
func flee(direction: Vector3) -> void:
push_error("Function flee() not implemented.")
# Im envisioning we feed on "sustenance (to be classed)" only; when something dies it should spawn some sustenance
func feed(source ) -> void:
push_error("Function feed() not implemented.")
func die() -> void:
died.emit()
queue_free()
# TODO: should associate this class with a loot table (or equivalent), and can then implement logic for dying in parent class here.
func move(destination: Vector3) -> void:
push_error("Function move() not implemented.")

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@@ -1 +0,0 @@
uid://biu3sctw15ga

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@@ -1,8 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://biup0eej85fq2"]
[ext_resource type="Script" uid="uid://biu3sctw15ga" path="res://shared/npc/npc2D.gd" id="1_ucjfp"]
[node name="NPC" type="CharacterBody2D"]
script = ExtResource("1_ucjfp")
[node name="Area2D" type="Area2D" parent="."]

View File

@@ -1,15 +0,0 @@
extends NPC2D
class_name AbstractPredator2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func attack(target) -> void:
push_error("Function attack() not implemented.")

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@@ -1 +0,0 @@
uid://dgfimmq53whll

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@@ -1,7 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://b7wqd5owafn6g"]
[ext_resource type="PackedScene" uid="uid://biup0eej85fq2" path="res://shared/npc/npc2D.tscn" id="1_4llks"]
[ext_resource type="Script" uid="uid://dgfimmq53whll" path="res://shared/npc/predator2D.gd" id="2_rj1ok"]
[node name="AbstractPredator" instance=ExtResource("1_4llks")]
script = ExtResource("2_rj1ok")

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@@ -1,12 +0,0 @@
extends NPC2D
class_name AbstractPrey2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@@ -1 +0,0 @@
uid://76jxpubyd8wp

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@@ -1,7 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://bvsdg1v3ksixy"]
[ext_resource type="PackedScene" uid="uid://biup0eej85fq2" path="res://shared/npc/npc2D.tscn" id="1_2m1le"]
[ext_resource type="Script" uid="uid://76jxpubyd8wp" path="res://shared/npc/prey2D.gd" id="2_dny00"]
[node name="AbstractPrey" instance=ExtResource("1_2m1le")]
script = ExtResource("2_dny00")

View File

@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://dje58m1cj34gn"]
[ext_resource type="Script" uid="uid://coetidfssb80w" path="res://shared/npc/spawn_manager_2d.gd" id="1_624qc"]
[node name="SpawnManager2d" type="Node"]
script = ExtResource("1_624qc")

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@@ -1,41 +0,0 @@
extends Node
class_name SpawnManager2D
#var scene = preload("res://molecular/nucleotide_prey.tscn")
@export var scene: PackedScene
@export var minCount = 1
@export var maxCount = 2
@export var spawnRange: Rect2
var _currentCount = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_spawn_minimum()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _spawn_minimum() -> void:
while _currentCount < minCount and _currentCount < maxCount:
_spawn_random()
func _random_pos() -> Vector2:
return Vector2(randf_range(spawnRange.position[0], spawnRange.size[0]), randf_range(spawnRange.position[1], spawnRange.size[1]))
func _spawn_random() -> void:
var pos = _random_pos()
_spawn_creature(pos)
_currentCount += 1
func _spawn_creature(position: Vector2) -> void:
var instance = scene.instantiate()
instance.position = position
add_child(instance)
if instance.has_signal("died"):
instance.died.connect(_on_entity_died)
func _on_entity_died() -> void:
_currentCount = max(0, _currentCount-1)
_spawn_minimum()

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@@ -1 +0,0 @@
uid://coetidfssb80w

View File

@@ -1,8 +0,0 @@
bin
*.uid
*sconsign.dblite
**.os
godot-cpp/bin/
*.o
*.so

File diff suppressed because it is too large Load Diff

View File

@@ -1,56 +0,0 @@
#include <gdextension_interface.h>
#include <godot_cpp/classes/ref_counted.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
using namespace godot;
class Test : public RefCounted {
GDCLASS(Test, RefCounted);
int counter = 0;
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("increment"), &Test::increment);
ClassDB::bind_method(D_METHOD("get_counter"), &Test::get_counter);
ClassDB::bind_method(D_METHOD("set_counter", "value"), &Test::set_counter);
ClassDB::add_property("Test", PropertyInfo(Variant::INT, "counter"),
"set_counter", "get_counter");
}
public:
int increment() {
counter += 1;
return counter;
}
int get_counter() const { return counter; }
void set_counter(int p_value) { counter = p_value; }
};
extern "C" GDExtensionBool GDE_EXPORT
gol_library_init(GDExtensionInterfaceGetProcAddress get_proc_address,
GDExtensionClassLibraryPtr library,
GDExtensionInitialization *r_initialization) {
static GDExtensionBinding::InitObject init(get_proc_address, library,
r_initialization);
init.register_initializer([](ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<Test>();
});
init.register_terminator([](ModuleInitializationLevel /*p_level*/) {
// no-op
});
init.set_minimum_library_initialization_level(
MODULE_INITIALIZATION_LEVEL_SCENE);
return init.init();
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

View File

@@ -2,16 +2,16 @@
importer="texture" importer="texture"
type="CompressedTexture2D" type="CompressedTexture2D"
uid="uid://bto1pnycvianp" uid="uid://c7assq3lqgw8x"
path="res://.godot/imported/bg.png-84a173f3a1de937d0ba2884af46d549b.ctex" path="res://.godot/imported/black_sq.png-43fbf60d129e97f2df8400c8ac3589c6.ctex"
metadata={ metadata={
"vram_texture": false "vram_texture": false
} }
[deps] [deps]
source_file="res://molecular/assets/background/bg.png" source_file="res://black_sq.png"
dest_files=["res://.godot/imported/bg.png-84a173f3a1de937d0ba2884af46d549b.ctex"] dest_files=["res://.godot/imported/black_sq.png-43fbf60d129e97f2df8400c8ac3589c6.ctex"]
[params] [params]

View File

@@ -0,0 +1,36 @@
shader_type canvas_item;
uniform sampler2D unlitTex;
uniform sampler2D litTex;
uniform sampler2D binDataTex;
uniform int n;
const int cellSize = 8;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
vec2 totalGridSize = vec2(float(n) * float(cellSize));
vec2 scaledUV = UV * float(n);
ivec2 cellIdx = ivec2(floor(scaledUV));
vec2 cellUV = fract(scaledUV);
float binVal = texelFetch(binDataTex, cellIdx, 0).r;
bool isWhite = binVal > 0.5;
vec4 color = texture(unlitTex, cellUV);
if (isWhite) {
color = texture(litTex, cellUV);
}
COLOR = color;
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}

View File

@@ -0,0 +1 @@
uid://cidrd2kca02ko

View File

@@ -0,0 +1,23 @@
[gd_scene load_steps=7 format=3 uid="uid://bawvofeipkkmn"]
[ext_resource type="Texture2D" uid="uid://dma7owg4valo7" path="res://icon.svg" id="1_4fmrq"]
[ext_resource type="Shader" uid="uid://cidrd2kca02ko" path="res://dot_matrix.gdshader" id="1_wjpme"]
[ext_resource type="Texture2D" uid="uid://csm64p7o7eyc6" path="res://white_sq.png" id="2_og22u"]
[ext_resource type="Texture2D" uid="uid://c7assq3lqgw8x" path="res://black_sq.png" id="3_b70w7"]
[ext_resource type="Script" uid="uid://cgwkfjisbqbwt" path="res://gol.gd" id="5_og22u"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_wvg0l"]
shader = ExtResource("1_wjpme")
shader_parameter/unlitTex = ExtResource("3_b70w7")
shader_parameter/litTex = ExtResource("2_og22u")
shader_parameter/n = 64
[node name="Dot Matrix" type="Node2D"]
[node name="Renderer" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_wvg0l")
position = Vector2(960, 960)
scale = Vector2(15, 15)
texture = ExtResource("1_4fmrq")
script = ExtResource("5_og22u")
metadata/_edit_lock_ = true

196
game-of-life-test/gol.gd Normal file
View File

@@ -0,0 +1,196 @@
extends Sprite2D
var n: int = 64
var arr := []
var data_img: Image
var data_tex: ImageTexture
var gol := GoL.new()
@onready var mat: ShaderMaterial = material as ShaderMaterial
# sim. consts
var T := 0.01
var t := 0.0
# player (2x2 block)
var player_alive := true
var player_col := 10
var player_row := 10
var PLAYER_SHAPE := [Vector2i(0,0), Vector2i(1,0), Vector2i(0,1), Vector2i(1,1)]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
data_img = Image.create(n, n, false, Image.FORMAT_R8)
data_img.fill(Color8(0, 0, 0, 255))
data_tex = ImageTexture.create_from_image(data_img)
mat.set_shader_parameter("binDataTex", data_tex)
mat.set_shader_parameter("n", n)
# player
_seed_clear()
_fill_example()
_spawn_player(20, 10)
_upload_arr()
func _upload_arr() -> void:
for y in n:
for x in n:
var v := int(arr[y][x]) * 255
data_img.set_pixel(x, y, Color8(v, 0, 0, 255))
data_tex.update(data_img)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
if Input.is_action_just_pressed("move_right"):
_move_player(1, 0)
if Input.is_action_just_pressed("move_left"):
_move_player(-1, 0)
if Input.is_action_just_pressed("move_up"):
_move_player(0, -1)
if Input.is_action_just_pressed("move_down"):
_move_player(0, 1)
t += _delta
if t >= T:
t = 0.0
_game_of_life_step()
# arr = gol.step_once(arr, n) # cpp step (no player)
_track_player_after_step()
_upload_arr()
func _game_of_life_step() -> void:
var next := []
for y in n:
var row := []
for x in n:
var alive: bool = arr[y][x] == 1
var cn := _count_neighs(x, y)
var newv := 0
if alive:
newv = int(cn == 2 or cn == 3)
else:
newv = int(cn == 3)
row.append(newv)
next.append(row)
arr = next
func _count_neighs(x:int, y:int) -> int:
var ans := 0
for _dy in 3:
var dy := _dy-1
for _dx in 3:
var dx := _dx-1
if dx == 0 and dy == 0:
continue
var nx := int((x + dx + n)%n)
var ny := int((y + dy + n)%n)
ans += arr[ny][nx]
return ans
func _track_player_after_step() -> void:
if not player_alive:
return
var best_count := -1
var best_shift := Vector2i(0, 0)
# search a 5x5 neighborhood for where the 2x2 footprint moved
for dy in range(-2, 3):
for dx in range(-2, 3):
var cnt := 0
for off in PLAYER_SHAPE:
var x:int = (player_col + off.x + dx + n) % n
var y:int = (player_row + off.y + dy + n) % n
cnt += arr[y][x]
if cnt > best_count:
best_count = cnt
best_shift = Vector2i(dx, dy)
# if nothing from the footprint survived, the player is dead
if best_count <= 0:
player_alive = false
print("Player dead!")
return
player_col = (player_col + best_shift.x + n) % n
player_row = (player_row + best_shift.y + n) % n
func _fill_example() -> void:
#_checkerboard()
_ship()
# inits
func _checkerboard() -> void:
for y in n:
var row := []
for x in n:
row.append((x + y) % 2) # checkerboard
arr.append(row)
func _ship() -> void:
var i: int = 0
var j: int = 0
while (i < n):
var row := []
j = 0
while (j < n):
row.append(0)
j+=1
arr.append(row)
i+=1
arr[0][1] = 1
arr[1][2] = 1
arr[2][0] = 1
arr[2][1] = 1
arr[2][2] = 1
# Player
func _write_player(val:int) -> void:
for off in PLAYER_SHAPE:
var x:int = (player_col + off.x + n) % n
var y:int = (player_row + off.y + n) % n
arr[y][x] = val
func _spawn_player(col:int, row:int) -> void:
player_col = (col + n) % n
player_row = (row + n) % n
player_alive = true
_write_player(1)
_upload_arr()
func _despawn_player() -> void:
if player_alive:
_write_player(0)
player_alive = false
_upload_arr()
func _move_player(dx:int, dy:int) -> void:
if not player_alive:
return
# erase old footprint
_write_player(0)
# move
player_col = (player_col + dx + n) % n
player_row = (player_row + dy + n) % n
# write new footprint
_write_player(1)
_upload_arr()
# Clear
func _seed_clear() -> void:
arr.clear()
for _y in n:
var row := []
for _x in n:
row.append(0)
arr.append(row)

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uid://cgwkfjisbqbwt

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@@ -2,7 +2,7 @@
importer="texture" importer="texture"
type="CompressedTexture2D" type="CompressedTexture2D"
uid="uid://uqy71st3rbdr" uid="uid://dma7owg4valo7"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex" path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={ metadata={
"vram_texture": false "vram_texture": false

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@@ -0,0 +1,23 @@
extends Area2D
@export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready() -> void:
screen_size = get_viewport_rect().size
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
else:
$AnimatedSprite2D.stop()
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)

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uid://cvxhfc50fgdyb

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="GameOfLifeTest"
run/main_scene="uid://bawvofeipkkmn"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1920
[input]
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_up={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}

10
game-of-life-test/thirdparty/.gitignore vendored Normal file
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bin
*.uid
*sconsign.dblite
**.os
game-of-life-test/thirdparty/godot-cpp/bin/
game-of-life-test/thirdparty/bin/
*.o
*.so

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@@ -7,4 +7,3 @@ reloadable = true
[libraries] [libraries]
linux.debug.x86_64 = "res://thirdparty/bin/libgol.linux.debug.x86_64" linux.debug.x86_64 = "res://thirdparty/bin/libgol.linux.debug.x86_64"

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@@ -0,0 +1,75 @@
// src/gol.cpp
#include <gdextension_interface.h>
#include <godot_cpp/classes/ref_counted.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
#include <godot_cpp/variant/array.hpp>
using namespace godot;
class GoL : public RefCounted {
GDCLASS(GoL, RefCounted);
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("step_once", "arr", "n"), &GoL::step_once);
}
static int neighs(const Array &a, int n, int x, int y) {
int s = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
if (dx == 0 && dy == 0)
continue;
const int nx = ((x + dx) % n + n) % n;
const int ny = ((y + dy) % n + n) % n;
const Array row = a[ny];
s += (int)row[nx];
}
}
return s;
}
public:
Array step_once(const Array &arr, int n) const {
Array next;
next.resize(n);
for (int y = 0; y < n; ++y) {
Array row;
row.resize(n);
const Array crow = arr[y];
for (int x = 0; x < n; ++x) {
const bool alive = ((int)crow[x]) == 1;
const int cn = neighs(arr, n, x, y);
row.set(x, alive ? int(cn == 2 || cn == 3) : int(cn == 3));
}
next.set(y, row);
}
return next;
}
};
extern "C" GDExtensionBool GDE_EXPORT
gol_library_init(GDExtensionInterfaceGetProcAddress get_proc_address,
GDExtensionClassLibraryPtr library,
GDExtensionInitialization *r_initialization) {
static GDExtensionBinding::InitObject init(get_proc_address, library,
r_initialization);
init.register_initializer([](ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
return;
ClassDB::register_class<GoL>();
});
init.register_terminator([](ModuleInitializationLevel /*p_level*/) {
// no-op
});
init.set_minimum_library_initialization_level(
MODULE_INITIALIZATION_LEVEL_SCENE);
return init.init();
}

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@@ -2,16 +2,16 @@
importer="texture" importer="texture"
type="CompressedTexture2D" type="CompressedTexture2D"
uid="uid://c3cuhrmulyy1s" uid="uid://csm64p7o7eyc6"
path="res://.godot/imported/bg-near.png-00577ad303726b65cb5579d462bbdf09.ctex" path="res://.godot/imported/white_sq.png-7baf4040d7b03bc76a02f41aa766a5a0.ctex"
metadata={ metadata={
"vram_texture": false "vram_texture": false
} }
[deps] [deps]
source_file="res://molecular/assets/background/bg-near.png" source_file="res://white_sq.png"
dest_files=["res://.godot/imported/bg-near.png-00577ad303726b65cb5579d462bbdf09.ctex"] dest_files=["res://.godot/imported/white_sq.png-7baf4040d7b03bc76a02f41aa766a5a0.ctex"]
[params] [params]