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@@ -0,0 +1,67 @@
|
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# Gitea Actions CI
|
||||
|
||||
Workflow defined in [`build.yml`](./build.yml). Triggered on push / PR to
|
||||
`dev` and `main`, or manually via `workflow_dispatch`.
|
||||
|
||||
## Jobs
|
||||
|
||||
| Job | Image | Role |
|
||||
|----------------------|-----------------------------|------------------------------------------------------------------------------------------|
|
||||
| `validate` | `barichello/godot-ci:4.6` | `godot --headless --import` then grep for `SCRIPT ERROR` / `Parse Error`. Uploads `.godot/` cache. |
|
||||
| `lint` | `ubuntu-latest` (Python) | `gdlint scripts db scenes` via `gdtoolkit==4.*` (Scony). Parallel to `validate`; does not gate exports yet. |
|
||||
| `export-desktop` | `barichello/godot-ci:4.6` | Matrix: Windows / Linux / macOS. Reuses the import cache, uploads each binary as artifact. |
|
||||
| `export-android` | `barichello/godot-ci:4.6` + JDK 17 + Android SDK installed at runtime | Provisions keystore, writes `editor_settings-4.tres` with SDK / JDK paths, exports APK. |
|
||||
|
||||
Artifacts are kept 14 days, accessible from the Gitea run page.
|
||||
|
||||
## Prerequisites before the first successful run
|
||||
|
||||
1. **Docker image tag** — verify `barichello/godot-ci:4.6` exists on Docker
|
||||
Hub. Otherwise adjust `GODOT_IMAGE` (common alternatives: `4.3`, `4.4`).
|
||||
2. **macOS preset missing** — add it in Godot Editor → Project → Export →
|
||||
Add → macOS, name it exactly `macOS` (or change the matrix entry). The
|
||||
`.zip` will be unsigned; on Mac it needs
|
||||
`xattr -dr com.apple.quarantine` to launch.
|
||||
3. **`Linux/X11Debug` preset** — Godot-3-era name. Reopen the project in
|
||||
Godot 4 once and re-save the preset (the editor may rename it). Update
|
||||
the matrix `preset:` field accordingly if it does.
|
||||
4. **Gitea runner** — must support Docker containers (`act_runner` in
|
||||
`docker` mode, or `host` mode with Docker installed). Check
|
||||
`act_runner exec` access to Docker Hub.
|
||||
5. **Optional secret** `ANDROID_KEYSTORE_BASE64` — `base64 -w0 debug.keystore`,
|
||||
stored as a Gitea repo secret. Without it, a throwaway keystore is
|
||||
generated per run, so the APK signature changes every build.
|
||||
|
||||
## Linting
|
||||
|
||||
`gdlint` (from Scony's `gdtoolkit`) runs in the `lint` job over `scripts/`,
|
||||
`db/`, and `scenes/`. `addons/` (third-party LOD plugin) and `developers/`
|
||||
(sandbox) are intentionally excluded.
|
||||
|
||||
The job is **non-blocking** today — the export jobs only depend on
|
||||
`validate`, so a lint failure prints warnings but still produces binaries.
|
||||
Once the codebase is clean, switch the export jobs' `needs: validate` to
|
||||
`needs: [validate, lint]` to make lint a hard gate.
|
||||
|
||||
Suppress specific rules per-line with `# gdlint: disable=<rule>` or
|
||||
project-wide with a `gdlintrc` file at the repo root (see
|
||||
[gdtoolkit docs](https://github.com/Scony/godot-gdscript-toolkit/wiki)).
|
||||
|
||||
## Differences from the old `.drone.yml`
|
||||
|
||||
- No more Drone, no more Butler — build only, artifacts downloadable from
|
||||
the Gitea UI.
|
||||
- GDScript validation step before export (didn't exist).
|
||||
- `.godot/` import cache shared between jobs (faster reruns).
|
||||
- Keystore via Gitea secret instead of a public pCloud link.
|
||||
- macOS target added (preset still to be created in Godot).
|
||||
- `master` / empty `ReleaseVersion` pipeline → replaced by triggers on
|
||||
`main` (release branch per `CLAUDE.md`).
|
||||
|
||||
## Future: itch.io deploy via Butler
|
||||
|
||||
Not wired. When you want it back, add a `deploy-itch` job gated on tag
|
||||
push (`v*`) that downloads the artifacts and runs
|
||||
`butler push <dir> dev-crea/ahog:<channel>` with `BUTLER_API_KEY` from
|
||||
secrets. Channels used historically:
|
||||
`windows`, `linux`, `android`, `mac`.
|
||||
@@ -0,0 +1,192 @@
|
||||
name: Build Puzzle Quest
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [dev, main]
|
||||
pull_request:
|
||||
branches: [dev, main]
|
||||
workflow_dispatch:
|
||||
|
||||
env:
|
||||
GODOT_VERSION: "4.6"
|
||||
GODOT_IMAGE: "barichello/godot-ci:4.6"
|
||||
|
||||
jobs:
|
||||
# ---------------------------------------------------------------------------
|
||||
# 1. GDScript validation — parse every script and fail on errors / warnings.
|
||||
# ---------------------------------------------------------------------------
|
||||
validate:
|
||||
name: Validate GDScript
|
||||
runs-on: ubuntu-latest
|
||||
container:
|
||||
image: barichello/godot-ci:4.6
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Import project (parses every .gd / .tscn)
|
||||
run: |
|
||||
godot --headless --import 2>&1 | tee /tmp/godot-import.log || true
|
||||
|
||||
- name: Fail on parse / script errors
|
||||
run: |
|
||||
if grep -qE "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log; then
|
||||
echo "::error::GDScript errors detected during import"
|
||||
grep -E "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log
|
||||
exit 1
|
||||
fi
|
||||
|
||||
- name: Upload import cache
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: godot-import-cache
|
||||
path: .godot
|
||||
retention-days: 1
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 2. Static analysis — gdlint from Scony's gdtoolkit (Python, no Godot).
|
||||
# Runs in parallel with `validate`. Exports do NOT depend on this job,
|
||||
# so a lint failure does not block builds while the Godot-3 leftovers
|
||||
# are still being cleaned up. Once the tree is clean, add this job to
|
||||
# the `needs:` of the export jobs to make it a hard gate.
|
||||
# ---------------------------------------------------------------------------
|
||||
lint:
|
||||
name: Lint GDScript
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install gdtoolkit
|
||||
run: |
|
||||
python3 -m pip install --user "gdtoolkit==4.*"
|
||||
echo "$HOME/.local/bin" >> "$GITHUB_PATH"
|
||||
|
||||
- name: Run gdlint
|
||||
run: gdlint scripts db scenes
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 3. Desktop exports (Windows / Linux / macOS) — runs in parallel.
|
||||
# macOS preset must be added in the Godot editor before this matrix entry
|
||||
# can succeed (export_presets.cfg currently has none).
|
||||
# ---------------------------------------------------------------------------
|
||||
export-desktop:
|
||||
name: Export ${{ matrix.platform }}
|
||||
needs: validate
|
||||
runs-on: ubuntu-latest
|
||||
container:
|
||||
image: barichello/godot-ci:4.6
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
include:
|
||||
- platform: Windows
|
||||
preset: WindowsDebug
|
||||
output: releases/windows/Puzzle-Quest.exe
|
||||
artifact_path: releases/windows
|
||||
- platform: Linux
|
||||
preset: Linux/X11Debug
|
||||
output: releases/linux/Puzzle-Quest.x86_64
|
||||
artifact_path: releases/linux
|
||||
- platform: macOS
|
||||
preset: macOS
|
||||
output: releases/macos/Puzzle-Quest.zip
|
||||
artifact_path: releases/macos
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Restore import cache
|
||||
uses: actions/download-artifact@v3
|
||||
with:
|
||||
name: godot-import-cache
|
||||
path: .godot
|
||||
|
||||
- name: Prepare output dir
|
||||
run: mkdir -p "${{ matrix.artifact_path }}"
|
||||
|
||||
- name: Export ${{ matrix.platform }}
|
||||
run: godot --headless --export-debug "${{ matrix.preset }}" "${{ matrix.output }}"
|
||||
|
||||
- name: Upload artifact
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: PuzzleQuest-${{ matrix.platform }}
|
||||
path: ${{ matrix.artifact_path }}
|
||||
if-no-files-found: error
|
||||
retention-days: 14
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 4. Android export — needs JDK + Android SDK on top of the Godot image.
|
||||
# Provide ANDROID_KEYSTORE_BASE64 as a Gitea secret for a stable signature;
|
||||
# otherwise a fresh debug keystore is generated on each run.
|
||||
# ---------------------------------------------------------------------------
|
||||
export-android:
|
||||
name: Export Android
|
||||
needs: validate
|
||||
runs-on: ubuntu-latest
|
||||
container:
|
||||
image: barichello/godot-ci:4.6
|
||||
env:
|
||||
ANDROID_HOME: /opt/android-sdk
|
||||
JAVA_HOME: /usr/lib/jvm/java-17-openjdk-amd64
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install JDK 17 + unzip
|
||||
run: |
|
||||
apt-get update
|
||||
apt-get install -y --no-install-recommends openjdk-17-jdk wget unzip
|
||||
|
||||
- name: Install Android command-line tools + SDK
|
||||
run: |
|
||||
mkdir -p "$ANDROID_HOME/cmdline-tools"
|
||||
wget -q https://dl.google.com/android/repository/commandlinetools-linux-11076708_latest.zip -O /tmp/cmdline.zip
|
||||
unzip -q /tmp/cmdline.zip -d "$ANDROID_HOME/cmdline-tools"
|
||||
mv "$ANDROID_HOME/cmdline-tools/cmdline-tools" "$ANDROID_HOME/cmdline-tools/latest"
|
||||
yes | "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" --licenses >/dev/null
|
||||
"$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" \
|
||||
"platform-tools" "platforms;android-34" "build-tools;34.0.0" >/dev/null
|
||||
|
||||
- name: Provision debug keystore
|
||||
env:
|
||||
ANDROID_KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
|
||||
run: |
|
||||
if [ -n "$ANDROID_KEYSTORE_BASE64" ]; then
|
||||
echo "$ANDROID_KEYSTORE_BASE64" | base64 -d > /root/debug.keystore
|
||||
else
|
||||
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android \
|
||||
-keystore /root/debug.keystore -storepass android \
|
||||
-dname "CN=Android Debug,O=Android,C=US" -validity 9999
|
||||
fi
|
||||
sed -i 's@keystore/debug=".*"@keystore/debug="/root/debug.keystore"@g' export_presets.cfg
|
||||
|
||||
- name: Write Godot editor settings (Android SDK / JDK paths)
|
||||
run: |
|
||||
mkdir -p ~/.config/godot
|
||||
cat > ~/.config/godot/editor_settings-4.tres <<EOF
|
||||
[gd_resource type="EditorSettings" format=3]
|
||||
[resource]
|
||||
export/android/android_sdk_path = "/opt/android-sdk"
|
||||
export/android/java_sdk_path = "/usr/lib/jvm/java-17-openjdk-amd64"
|
||||
export/android/debug_keystore = "/root/debug.keystore"
|
||||
export/android/debug_keystore_user = "androiddebugkey"
|
||||
export/android/debug_keystore_pass = "android"
|
||||
EOF
|
||||
|
||||
- name: Restore import cache
|
||||
uses: actions/download-artifact@v3
|
||||
with:
|
||||
name: godot-import-cache
|
||||
path: .godot
|
||||
|
||||
- name: Prepare output dir
|
||||
run: mkdir -p releases/android
|
||||
|
||||
- name: Export Android APK
|
||||
run: godot --headless --export-debug "AndroidDebug" "releases/android/Puzzle-Quest.apk"
|
||||
|
||||
- name: Upload artifact
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: PuzzleQuest-Android
|
||||
path: releases/android
|
||||
if-no-files-found: error
|
||||
retention-days: 14
|
||||
@@ -149,10 +149,12 @@ re-author it with Godot 4's built-in `theme_override_constants/outline_size`
|
||||
|
||||
## CI
|
||||
|
||||
Build pipeline is in `releases/.drone.yml`. The Docker images still pin
|
||||
`barichello/godot-ci:3.3.2` and a custom `devcrea/godot-ci:3.3.2-android`
|
||||
— **bump these to a 4.x image** before relying on CI builds again. Butler
|
||||
push targets `dev-crea/ahog:windows|android|linux|mac` on itch.io.
|
||||
Gitea Actions workflow at `.gitea/workflows/build.yml`, documented in
|
||||
`.gitea/workflows/README.md`. Three jobs: GDScript validation
|
||||
(`godot --headless --import` + error grep), desktop matrix
|
||||
(Windows / Linux / macOS), and Android. Build only — no Butler / itch.io
|
||||
deploy currently wired (channels used historically were
|
||||
`dev-crea/ahog:windows|android|linux|mac`). Drone pipeline removed.
|
||||
|
||||
Branches: default `dev`, releases from `main`. Long-running migration work
|
||||
on `feature/godot-migration`.
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
[](https://drone.dev-crea.com/Athena/game-source)
|
||||
|
||||
- Hidden Object
|
||||
- Tips
|
||||
- Log on Android
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
# gdtoolkit / gdlint config
|
||||
# https://github.com/Scony/godot-gdscript-toolkit/wiki
|
||||
|
||||
# Godot $-paths and typed signatures push lines well past 100 cols routinely;
|
||||
# 140 keeps the rule as a "no absurdly long line" safety net without forcing
|
||||
# constant manual wrapping of node paths.
|
||||
max-line-length: 140
|
||||
@@ -1,134 +0,0 @@
|
||||
---
|
||||
# Windows Development version
|
||||
|
||||
kind: pipeline
|
||||
type: docker
|
||||
name: WindowsDebugVersion
|
||||
|
||||
platform:
|
||||
os: linux
|
||||
arch: amd64
|
||||
|
||||
clone:
|
||||
depth: 1
|
||||
|
||||
steps:
|
||||
- name: WindowsDebug
|
||||
image: barichello/godot-ci:3.3.2
|
||||
volumes:
|
||||
- name: binary
|
||||
path: releases/windows
|
||||
commands:
|
||||
- godot --export "WindowsDebug" "releases/windows/Puzzle Quest.exe"
|
||||
- name: WindowsDeploy
|
||||
image: barichello/godot-ci:3.3.2
|
||||
volumes:
|
||||
- name: binary
|
||||
path: releases/windows
|
||||
environment:
|
||||
BUTLER_API_KEY:
|
||||
from_secret: BUTLER_API_KEY
|
||||
commands:
|
||||
- butler push --if-changed --ignore '.keep' "releases/windows" "dev-crea/ahog:windows"
|
||||
|
||||
trigger:
|
||||
branch:
|
||||
- dev
|
||||
|
||||
---
|
||||
# Android Development version
|
||||
|
||||
kind: pipeline
|
||||
type: docker
|
||||
name: AndroidDebugVersion
|
||||
|
||||
platform:
|
||||
os: linux
|
||||
arch: amd64
|
||||
|
||||
clone:
|
||||
depth: 1
|
||||
|
||||
steps:
|
||||
- name: AndroidDebug
|
||||
image: devcrea/godot-ci:3.3.2-android
|
||||
volumes:
|
||||
- name: binary
|
||||
path: releases/android
|
||||
commands:
|
||||
- apt-get update
|
||||
- apt-get install -y wget
|
||||
- wget -O /root/debug.keystore https://u.pcloud.link/publink/show?code=XZD8dxXZSdXUyze6UHXxhssGJXHfUBI730Gk
|
||||
- sed 's@keystore/debug=".*"@keystore/debug="'/root/debug.keystore'"@g' -i export_presets.cfg
|
||||
# - sed 's@keystore/release_user=".*"@keystore/release_user="'$SECRET_RELEASE_KEYSTORE_USER'"@g' -i export_presets.cfg
|
||||
# - sed 's@keystore/release_password=".*"@keystore/release_password="'$SECRET_RELEASE_KEYSTORE_PASSWORD'"@g' -i export_presets.cfg
|
||||
- godot --export "AndroidDebug" "releases/android/Puzzle Quest.apk"
|
||||
- name: AndroidDeploy
|
||||
image: barichello/godot-ci:3.3.2
|
||||
volumes:
|
||||
- name: binary
|
||||
path: releases/android
|
||||
environment:
|
||||
BUTLER_API_KEY:
|
||||
from_secret: BUTLER_API_KEY
|
||||
commands:
|
||||
- butler push --if-changed --ignore '.keep' "releases/android" "dev-crea/ahog:android"
|
||||
|
||||
trigger:
|
||||
branch:
|
||||
- dev
|
||||
|
||||
---
|
||||
# Linux Development version
|
||||
|
||||
kind: pipeline
|
||||
type: docker
|
||||
name: LinuxDebugVersion
|
||||
|
||||
platform:
|
||||
os: linux
|
||||
arch: amd64
|
||||
|
||||
clone:
|
||||
depth: 1
|
||||
|
||||
steps:
|
||||
- name: LinuxDebug
|
||||
image: barichello/godot-ci:3.3.2
|
||||
volumes:
|
||||
- name: binary
|
||||
path: releases/linux
|
||||
commands:
|
||||
- godot --export "Linux/X11Debug" "releases/linux/Puzzle Quest.x86_64"
|
||||
- name: LinuxDeploy
|
||||
image: barichello/godot-ci:3.3.2
|
||||
volumes:
|
||||
- name: binary
|
||||
path: releases/linux
|
||||
environment:
|
||||
BUTLER_API_KEY:
|
||||
from_secret: BUTLER_API_KEY
|
||||
commands:
|
||||
- butler push --if-changed --ignore '.keep' "releases/linux" "dev-crea/ahog:linux"
|
||||
|
||||
trigger:
|
||||
branch:
|
||||
- dev
|
||||
|
||||
---
|
||||
# For Production version
|
||||
|
||||
kind: pipeline
|
||||
type: docker
|
||||
name: ReleaseVersion
|
||||
|
||||
platform:
|
||||
os: linux
|
||||
arch: amd64
|
||||
|
||||
clone:
|
||||
depth: 1
|
||||
|
||||
trigger:
|
||||
branch:
|
||||
- master
|
||||
@@ -75,7 +75,7 @@ func _get_node_animated() -> Node:
|
||||
func _search_button_to_use(counter: int) -> Node:
|
||||
if counter == 0:
|
||||
return object_first.instantiate()
|
||||
elif counter == meshes.size() - 1:
|
||||
if counter == meshes.size() - 1:
|
||||
return object_last.instantiate()
|
||||
return object_std.instantiate()
|
||||
|
||||
@@ -184,13 +184,13 @@ func _gyroscope_changed_right(gyroscope: Vector3) -> bool:
|
||||
func _gyroscope_changed_down(gyroscope: Vector3) -> bool:
|
||||
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.z > gyroscope_value_old.z or \
|
||||
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
|
||||
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.x > gyroscope_value_old.x
|
||||
|
||||
func _gyroscope_changed_up(gyroscope: Vector3) -> bool:
|
||||
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.z < gyroscope_value_old.z or \
|
||||
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
|
||||
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.x < gyroscope_value_old.x
|
||||
|
||||
func _start_dissolve(key: String) -> void:
|
||||
|
||||
+5
-5
@@ -9,11 +9,6 @@ extends Node
|
||||
# (per-scene lock state) persists across runs.
|
||||
|
||||
class DB extends RefCounted:
|
||||
var settings: SettingsData
|
||||
var levels: Array[LevelEntry] = []
|
||||
var scenes: Array[SceneEntry] = []
|
||||
var _path: String
|
||||
|
||||
const _SETTINGS_PROPS := [
|
||||
{"name": "langue", "type": "1", "auto_increment": "0"},
|
||||
{"name": "gyroscope", "type": "0", "auto_increment": "0"},
|
||||
@@ -36,6 +31,11 @@ class DB extends RefCounted:
|
||||
{"name": "counter", "type": "1", "auto_increment": "0"},
|
||||
]
|
||||
|
||||
var settings: SettingsData
|
||||
var levels: Array[LevelEntry] = []
|
||||
var scenes: Array[SceneEntry] = []
|
||||
var _path: String
|
||||
|
||||
func _init(path: String) -> void:
|
||||
_path = path
|
||||
var f := FileAccess.open(path, FileAccess.READ)
|
||||
|
||||
+2
-2
@@ -2,8 +2,6 @@ extends Control
|
||||
|
||||
# Application root: async scene loading + reference to the loaded Database.
|
||||
|
||||
@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
|
||||
|
||||
var current_scene: Node = null
|
||||
var current_scene_int: int = -1
|
||||
var wait_frames: int = 1
|
||||
@@ -11,6 +9,8 @@ var database: RefCounted = null
|
||||
var loaded: bool = false
|
||||
var _loading_path: String = ""
|
||||
|
||||
@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
|
||||
|
||||
func _ready() -> void:
|
||||
database = load("res://scripts/Database.gd").new().initialize()
|
||||
_initialize_current_scene()
|
||||
|
||||
Reference in New Issue
Block a user