5 Commits

Author SHA1 Message Date
a4d062ea04 Updated README.md with C++ instructions 2025-11-23 00:03:25 +01:00
52ae094087 Added c++ test; now works 2025-11-22 23:55:25 +01:00
e77fe832f0 (wip) Added c++ test file 2025-11-22 23:36:14 +01:00
f4fd083a1a (wip) trying to setup c++ extension 2025-11-22 23:23:35 +01:00
cdcc23c50a Initial setup w. basic scene(s) 2025-11-22 22:57:26 +01:00
34 changed files with 337771 additions and 281 deletions

1
.gitignore vendored
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@@ -35,7 +35,6 @@
# ---> Godot # ---> Godot
# Godot 4+ specific ignores # Godot 4+ specific ignores
.godot/ .godot/
addons/
# Godot-specific ignores # Godot-specific ignores
.import/ .import/

4
.gitmodules vendored Normal file
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[submodule "evolve-die-repeat/thirdparty/godot-cpp"]
path = evolve-die-repeat/thirdparty/godot-cpp
url = https://github.com/godotengine/godot-cpp.git
branch = 4.5

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@@ -1,2 +1,25 @@
# notSpore # Evolve Die Repeat TODO: The name is a work in progress
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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@@ -1,4 +1,3 @@
# Godot 4+ specific ignores # Godot 4+ specific ignores
.godot/ .godot/
project.godot /android/
*.import

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extends Label
var counter := Test.new() # C++ class
func _ready() -> void:
text += str(counter.get_counter())
func _process(delta: float) -> void:
#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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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://uqy71st3rbdr"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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

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uid://dxc66bci2ivrj

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[gd_scene load_steps=3 format=3 uid="uid://drgv154ei1vrl"]
[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
[connection signal="pressed" from="PlayButton" to="." method="_on_play_button_pressed"]

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[gd_scene load_steps=2 format=3 uid="uid://b55w56d4twno1"]
[ext_resource type="Script" uid="uid://ceut2lrvkns75" path="res://debug_label.gd" id="1_quyes"]
[node name="MolecularStag" type="Node2D"]
[node name="DebugLabel" type="Label" parent="."]
offset_right = 40.0
offset_bottom = 23.0
text = "Debug: You made it into the game!
This is running from C++: "
script = ExtResource("1_quyes")

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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="EvolveDieRepeat"
run/main_scene="uid://drgv154ei1vrl"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"

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

31
evolve-die-repeat/thirdparty/SConstruct vendored Normal file
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import os
from SCons.Script import DefaultEnvironment, ARGUMENTS, Glob, Dir
env = DefaultEnvironment()
platform = ARGUMENTS.get("platform", "linux")
target = ARGUMENTS.get("target", "template_debug") # or template_release
arch = ARGUMENTS.get("arch", "x86_64")
HERE = Dir(".").abspath
GODOTCPP = os.path.join(HERE, "godot-cpp")
inc_paths = [
os.path.join(GODOTCPP, "include"),
os.path.join(GODOTCPP, "gen", "include"),
]
for extra in ("godot-headers", "gdextension"):
p = os.path.join(GODOTCPP, extra)
if os.path.isdir(p):
inc_paths.append(p)
env.Append(CPPPATH=inc_paths)
env.Append(LIBPATH=[os.path.join(GODOTCPP, "bin")])
env.Append(CXXFLAGS=["-std=c++17", "-fPIC"])
env.Append(LIBS=[f"godot-cpp.{platform}.{target}.{arch}"])
outdir = os.path.join(HERE, "bin")
os.makedirs(outdir, exist_ok=True)
soname = f"gol.{platform}.{'debug' if target == 'template_debug' else 'release'}.{arch}"
env.SharedLibrary(target=os.path.join(outdir, soname), source=Glob("src/*.cpp"))

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[configuration]
entry_symbol = "gol_library_init"
compatibility_minimum = "4.5" ; required in 4.5+
reloadable = true
[libraries]
linux.debug.x86_64 = "res://thirdparty/bin/libgol.linux.debug.x86_64"

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#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();
}

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@@ -1,4 +0,0 @@
UI -> toggleButton so camera follows ant
-> reset camera button
-> pause button
dynamically generate tile colours (using a big palette for indexing maybe?) this probably needs to be a shader.

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@@ -1,89 +0,0 @@
extends Sprite2D
var pos: Vector2i = Vector2i(0,0)
var dir: TileSet.CellNeighbor = TileSet.CELL_NEIGHBOR_RIGHT_SIDE
@onready var tiles: TileMapLayer = get_node("../TileMapLayer")
@export var randomRules: bool = true
var curDir: Dictionary = {
0: TileSet.CELL_NEIGHBOR_RIGHT_SIDE,
1: TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE,
2: TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE,
3: TileSet.CELL_NEIGHBOR_LEFT_SIDE,
4: TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE,
5: TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE,
}
var curInt: Dictionary = {
TileSet.CELL_NEIGHBOR_RIGHT_SIDE: 0,
TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE: 1,
TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE: 2,
TileSet.CELL_NEIGHBOR_LEFT_SIDE: 3,
TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE: 4,
TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE: 5,
}
var antProgram: Array[Vector2i] = [
Vector2i(2, 1),
Vector2i(0, 2),
Vector2i(3, 3),
Vector2i(1, 4),
Vector2i(1, 5),
Vector2i(2, 0),
]
func randomTileset() -> void:
var rng = RandomNumberGenerator.new()
antProgram = []
var s: int = rng.randi_range(10, 99)
for i in range(0, s):
antProgram.append(Vector2i(rng.randi_range(1, 4), (i+1)%s))
func getNextStep(tile: int) -> Vector2i:
if tile > antProgram.size():
return Vector2i(0,0)
else:
return antProgram.get(tile)
func _ready() -> void:
self.set_z_index(1)
self.set_frame(curInt[dir])
if randomRules:
randomTileset()
tiles.set_tile(pos, tiles.get_tile_colour(pos))
move(dir)
# update loop:
# move in dir
# get tile col, change dir based on col
# paint tile col
func update() -> void:
move(dir)
pos = tiles.get_neighbor_cell(pos, dir)
var tile: int = tiles.get_tile_colour(pos)
var res = getNextStep(tile)
dir = curDir[(curInt[dir] + tiles.numTiles + res.x) % tiles.numTiles]
self.set_frame(curInt[dir])
tiles.set_tile(pos, res.y % tiles.numTiles)
func move(to: TileSet.CellNeighbor) -> void:
var delta: Vector2
match to:
TileSet.CELL_NEIGHBOR_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x, 0)
TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x/2, tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x/2, tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x, 0)
TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x/2, -tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x/2, -tiles.texSize.y/4*3)
_:
delta = Vector2(0,0)
self.translate(delta)

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uid://b6ll30b7xtwal

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@@ -1,41 +0,0 @@
extends Camera2D
@export var minZoom := 0.01
@export var maxZoom := 2.0
@export var zoomFactor := 0.1
@export var zoomDuration := 0.2
var zoomLevel: float = 1
var dragging: bool = false
func _ready():
pass
func _input(event):
if event.is_action_pressed("zoomIn"):
setZoomLevel(zoomLevel + zoomFactor)
elif event.is_action_pressed("zoomOut"):
setZoomLevel(zoomLevel - zoomFactor)
elif event.is_action_pressed("resetCamera"):
reset()
func _unhandled_input(event):
if event is InputEventMouseButton:
if event.get_button_index() == 1:
dragging = event.is_pressed()
elif event is InputEventMouseMotion:
if dragging:
self.global_position -= event.get_relative() * 1/zoomLevel
func setZoomLevel(level: float, mouse_world_position = self.get_global_mouse_position()):
var old_zoomLevel = zoomLevel
zoomLevel = clampf(level, minZoom, maxZoom)
var direction = (mouse_world_position - global_position)
var new_position = self.global_position + direction - ((direction) / (zoomLevel/old_zoomLevel))
zoom = Vector2(zoomLevel, zoomLevel)
self.global_position = new_position
func reset():
self.global_position = Vector2(0, 0)

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uid://bqjbnbfd7jlob

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extends Node2D
var t: float = -1
var paused: bool = false
@export var stepSize: float = 20
@export var ant: Sprite2D
@export var tiles: TileMapLayer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
func _input(event):
if event.is_action_pressed("togglePause"):
paused = !paused
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if paused: return
t += delta
if (t > stepSize/1000):
t = 0
ant.update()

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uid://by3d3t5ymxl3m

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@@ -1,50 +0,0 @@
[gd_scene load_steps=9 format=3 uid="uid://b6xi32r3co6md"]
[ext_resource type="Script" uid="uid://by3d3t5ymxl3m" path="res://grid.gd" id="1_bghhw"]
[ext_resource type="Script" uid="uid://b6ll30b7xtwal" path="res://ant.gd" id="1_ebq2e"]
[ext_resource type="Texture2D" uid="uid://ykvioy4g357o" path="res://assets/ant.png" id="3_sle3t"]
[ext_resource type="Texture2D" uid="uid://b8dilj6w2vq2l" path="res://assets/tiles.png" id="4_fqc2p"]
[ext_resource type="Script" uid="uid://cqxfmo3hixad1" path="res://tile_map_layer.gd" id="5_fqc2p"]
[ext_resource type="Script" uid="uid://bqjbnbfd7jlob" path="res://camera.gd" id="6_g2qvd"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_g2qvd"]
texture = ExtResource("4_fqc2p")
texture_region_size = Vector2i(32, 32)
0:0/0 = 0
1:0/0 = 0
0:1/0 = 0
1:1/0 = 0
0:2/0 = 0
1:2/0 = 0
0:3/0 = 0
1:3/0 = 0
0:4/0 = 0
0:5/0 = 0
[sub_resource type="TileSet" id="TileSet_05i0m"]
tile_shape = 3
tile_size = Vector2i(32, 32)
sources/0 = SubResource("TileSetAtlasSource_g2qvd")
[node name="Grid" type="Node2D" node_paths=PackedStringArray("ant", "tiles")]
script = ExtResource("1_bghhw")
stepSize = 1.0
ant = NodePath("Ant")
tiles = NodePath("TileMapLayer")
[node name="TileMapLayer" type="TileMapLayer" parent="."]
tile_set = SubResource("TileSet_05i0m")
collision_enabled = false
script = ExtResource("5_fqc2p")
[node name="Ant" type="Sprite2D" parent="."]
position = Vector2(-15.999998, 14.999998)
scale = Vector2(0.8, 0.8)
texture = ExtResource("3_sle3t")
vframes = 6
script = ExtResource("1_ebq2e")
[node name="Camera" type="Camera2D" parent="."]
position = Vector2(-3.8146973e-06, -8)
scale = Vector2(0.79999983, 0.79999983)
script = ExtResource("6_g2qvd")

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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="New Game Project"
run/main_scene="res://grid.tscn"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[editor_plugins]
enabled=PackedStringArray("res://addons/godot-vim/plugin.cfg")
[input]
zoomIn={
"deadzone": 0.2,
"events": [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":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
zoomOut={
"deadzone": 0.2,
"events": [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":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
togglePause={
"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":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
resetCamera={
"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":82,"physical_keycode":0,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
]
}

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@@ -1,22 +0,0 @@
extends TileMapLayer
var tiles: Dictionary = {}
@onready var numTiles: int = get_tile_set().get_source(0).get_tiles_count()
#@onready var texSize: Vector2 = get_tile_set().get_tile_texture(get_tile_set().get_tile_id(0))
@onready var texSize: Vector2 = Vector2(32, 32) # TODO: get from tileSet
@export var randomColors: bool = true
var stateColMap: Dictionary = {
}
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
func get_tile_colour(pos: Vector2i) -> int:
return tiles.get_or_add(pos, 0)
# TODO: state should be an enum probably
func set_tile(pos: Vector2i, state: int) -> void:
self.set_cell(pos, 0, Vector2i(0, state%numTiles))
if randomColors:
var col: Color = stateColMap.get_or_add(state, Color(rng.randf(), rng.randf(), rng.randf(), 1))
self.get_cell_tile_data(pos).set_modulate(col)
tiles.erase(pos)
tiles.get_or_add(pos, state)

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@@ -1 +0,0 @@
uid://cqxfmo3hixad1