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*.jpg filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.flac filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.webp filter=lfs diff=lfs merge=lfs -text
*.svg filter=lfs diff=lfs merge=lfs -text
*.ai filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text

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name: "Build game release"
on:
release:
types:
- published
jobs:
build:
name: "Build game"
runs-on: ubuntu-latest
container:
image: "barichello/godot-ci:3.4.4"
strategy:
matrix:
target:
- "Windows"
- "MacOSX"
- "LinuxX11"
- "HTML5"
steps:
- name: "⬇️ Checkout repository"
uses: actions/checkout@v2
with:
lfs: true
- name: "⚙️ Setup Godot templates"
run: |
mkdir -v -p ~/.local/share/godot/templates
mv /root/.local/share/godot/templates/3.4.4.stable ~/.local/share/godot/templates/3.4.4.stable
- name: "⚙️ Setup Godot build directories"
run: |
mkdir -v -p export/${{ matrix.target }}/LD50/
- name: "🏗️ Build game"
run: |
godot -v --export "${{ matrix.target }}"
- name: "⬆️ Upload artifact"
uses: actions/upload-artifact@v1
with:
name: "${{ matrix.target }}"
path: "export/${{ matrix.target }}"

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# Don't commit builds, but commit the directories!
/export/*/*
!/export/*/.gitkeep
## Godot.gitignore
# Godot-specific ignores
.import/
export.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/

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{
"recommendations": [
"geequlim.godot-tools",
"ms-vsliveshare.vsliveshare"
]
}

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{
"version": "0.2.0",
"configurations": [
{
"name": "Current Scene",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"port": 6007,
"address": "127.0.0.1",
"launch_game_instance": true,
"launch_scene": false
},
{
"name": "Full Project",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"port": 6007,
"address": "127.0.0.1",
"launch_game_instance": true,
"launch_scene": false
},
]
}

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{
"files.exclude": {
"**/.import": true
},
"editor.insertSpaces": false,
"editor.renderWhitespace": "all"
}

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README.md Normal file
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# _untitled project_
_unknown tagline_
## Ludum Dare 50: _category_ entry
[![Overall: TBD](https://img.shields.io/badge/overall-TBD-lightgrey)
![Fun: TBD](https://img.shields.io/badge/fun-TBD-lightgrey)
![Innovation: TBD](https://img.shields.io/badge/innovation-TBD-lightgrey)
![Theme: TBD](https://img.shields.io/badge/theme-TBD-lightgrey)
![Graphics: TBD](https://img.shields.io/badge/graphics-TBD-lightgrey)
![Audio: TBD](https://img.shields.io/badge/audio-TBD-lightgrey)
![Humor: TBD](https://img.shields.io/badge/humor-TBD-lightgrey)
![Mood: TBD](https://img.shields.io/badge/mood-TBD-lightgrey)](YOUR-GAME-URL-HERE)
## Credits
### Game
- Your name goes here!
### Tools
- [Godot Engine `3.4.4`](https://godotengine.org/)
- [Visual Studio Code](https://code.visualstudio.com/)
- [`geequlim.godot-tools` extension](https://marketplace.visualstudio.com/items?itemName=geequlim.godot-tools)
- [`ms-vsliveshare.vsliveshare` extension](https://marketplace.visualstudio.com/items?itemName=ms-vsliveshare.vsliveshare)
- [`Steffo99/template-godot-ld50` template](https://github.com/Steffo99/template-godot-ld50)
- [Git](https://git-scm.com/)
- [Git Large File Storage extension](https://git-lfs.github.com/)
- [GitHub](https://github.com/)
- [GitHub Actions](https://github.com/features/actions)
- [`abarichello/godot-ci` action](https://github.com/marketplace/actions/godot-ci)
## Development
### Large file storage
This repository is configured with the [Git Large File Storage extension](https://git-lfs.github.com/).
#### Cloning
To clone this repository with all LFS files:
1. Ensure Git LFS is installed on your system
1. Clone the repository normally
1. Run:
```console
$ git lfs pull
```
#### Committing
Before you commit a large binary file (such as an image, or an audio file):
1. Ensure the Git LFS hooks are installed:
```console
$ git lfs install
```
1. Ensure the extension of the file you are committing [is tracked](.gitattributes):
```console
$ git lfs track "*.ext"
```
1. Ensure the `.gitattributes` file itself is tracked:
```console
$ git add .gitattributes
```
### Auto-build
To trigger an automatic export of the project:
1. Ensure GitHub Actions are enabled
1. Create a new GitHub Release
To download the resulting builds:
1. Visit the Actions tab
1. Click on the triggered workflow
1. Download the created artifacts from the bottom of the page
> Note that artifacts are visible only if you're logged in to a GitHub account!

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[preset.0]
name="Windows"
platform="Windows Desktop"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/Windows/LD50/LD50.exe"
script_export_mode=1
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
binary_format/64_bits=true
binary_format/embed_pck=false
texture_format/bptc=false
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
texture_format/no_bptc_fallbacks=true
codesign/enable=false
codesign/identity=""
codesign/password=""
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PoolStringArray( )
application/icon=""
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
[preset.1]
name="MacOSX"
platform="Mac OSX"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/MacOSX/LD50/LD50.zip"
script_export_mode=1
script_encryption_key=""
[preset.1.options]
custom_template/debug=""
custom_template/release=""
application/name="LD50"
application/info="Ludum Dare 50 entry"
application/icon=""
application/identifier="example.change-me.ld50"
application/signature=""
application/app_category="Games"
application/short_version="1.0"
application/version="1.0"
application/copyright=""
display/high_res=false
privacy/camera_usage_description=""
privacy/microphone_usage_description=""
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
[preset.2]
name="LinuxX11"
platform="Linux/X11"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/LinuxX11/LD50/LD50.x86_64"
script_export_mode=1
script_encryption_key=""
[preset.2.options]
custom_template/debug=""
custom_template/release=""
binary_format/64_bits=true
binary_format/embed_pck=false
texture_format/bptc=false
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
texture_format/no_bptc_fallbacks=true
[preset.3]
name="HTML5"
platform="HTML5"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="export/HTML5/LD50/LD50.html"
script_export_mode=1
script_encryption_key=""
[preset.3.options]
custom_template/debug=""
custom_template/release=""
variant/export_type=0
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=true
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=1
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color( 0, 0, 0, 1 )

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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=4
[application]
config/name="LD50"
run/main_scene="res://src/MainMenu.tscn"
config/icon="res://src/icon.png"
[display]
window/size/width=1280
window/size/height=720
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://src/default_env.tres"

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extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://src/MainMenu.gd" type="Script" id=1]
[node name="MainMenu" type="Node2D"]
script = ExtResource( 1 )
[node name="Label" type="Label" parent="."]
margin_right = 40.0
margin_bottom = 14.0
text = "Hello world!"

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )