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| 410c135870 |
@@ -0,0 +1,43 @@
|
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name: Setup Godot
|
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description: Download a Godot headless Linux binary and (optionally) export templates.
|
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|
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inputs:
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version:
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description: Godot version (e.g. 4.6). Templates land under <version>.stable.
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required: false
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default: "4.6"
|
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templates:
|
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description: Install export templates too. "true" / "false".
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required: false
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default: "false"
|
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|
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runs:
|
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using: composite
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steps:
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- name: Install Godot ${{ inputs.version }}
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shell: bash
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run: |
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set -euo pipefail
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VER="${{ inputs.version }}"
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URL="https://github.com/godotengine/godot/releases/download/${VER}-stable/Godot_v${VER}-stable_linux.x86_64.zip"
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wget -q "$URL" -O /tmp/godot.zip
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mkdir -p "$HOME/bin"
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unzip -q /tmp/godot.zip -d /tmp
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mv "/tmp/Godot_v${VER}-stable_linux.x86_64" "$HOME/bin/godot"
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chmod +x "$HOME/bin/godot"
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echo "$HOME/bin" >> "$GITHUB_PATH"
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"$HOME/bin/godot" --version
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|
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- name: Install export templates
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if: inputs.templates == 'true'
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shell: bash
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run: |
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set -euo pipefail
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VER="${{ inputs.version }}"
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URL="https://github.com/godotengine/godot/releases/download/${VER}-stable/Godot_v${VER}-stable_export_templates.tpz"
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wget -q "$URL" -O /tmp/templates.tpz
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DEST="$HOME/.local/share/godot/export_templates/${VER}.stable"
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mkdir -p "$DEST"
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unzip -q /tmp/templates.tpz -d /tmp/templates_extracted
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mv /tmp/templates_extracted/templates/* "$DEST/"
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ls "$DEST" | head
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@@ -0,0 +1,118 @@
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# Gitea Actions CI
|
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|
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Workflow defined in [`build.yml`](./build.yml). Triggered on push / PR to
|
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`dev` and `main`, or manually via `workflow_dispatch`.
|
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|
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## Jobs
|
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|
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All jobs run on the default `ubuntu-latest` runner image (which already
|
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ships Node, Python, git, wget, unzip, etc.). Godot is installed per-job
|
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via the local composite action [`.gitea/actions/setup-godot`](../actions/setup-godot/action.yml),
|
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which downloads the official Linux binary from the godotengine GitHub
|
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release and (optionally) export templates into `$HOME`.
|
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|
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| Job | Tooling installed by the job | Role |
|
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|------------------|---------------------------------------------------------------------------|------------------------------------------------------------------------------------------|
|
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| `validate` | Godot binary (no templates) | `godot --headless --import` then grep for `SCRIPT ERROR` / `Parse Error`. Uploads `.godot/` cache. |
|
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| `lint` | `gdtoolkit==4.*` via `pip` | `gdlint scripts db scenes`. Parallel to `validate`; does not gate exports yet. |
|
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| `export-desktop` | Godot binary + export templates | Matrix: Windows / Linux / macOS. Reuses the import cache, uploads each binary as artifact. |
|
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| `export-android` | Godot binary + export templates + JDK 17 + Android SDK (under `$GITHUB_WORKSPACE/.android-sdk`) | Provisions keystore, writes `editor_settings-4.tres` with SDK / JDK paths, exports APK. |
|
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|
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Artifacts are kept 14 days, accessible from the Gitea run page.
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|
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## Prerequisites before the first successful run
|
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|
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1. **Godot version** — `GODOT_VERSION` is set at the top of the workflow
|
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(currently `4.6`). The setup action expects a stable release on the
|
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godotengine GitHub releases page; bump in lockstep with the project.
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2. **macOS preset missing** — add it in Godot Editor → Project → Export →
|
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Add → macOS, name it exactly `macOS` (or change the matrix entry). The
|
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`.zip` will be unsigned; on Mac it needs
|
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`xattr -dr com.apple.quarantine` to launch.
|
||||
3. **`Linux/X11Debug` preset** — Godot-3-era name. Reopen the project in
|
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Godot 4 once and re-save the preset (the editor may rename it). Update
|
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the matrix `preset:` field accordingly if it does.
|
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4. **Gitea runner** — `act_runner` with the default
|
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`catthehacker/ubuntu:act-latest` image is enough; no Docker-in-Docker
|
||||
needed now that no job uses `container:`. The runner must reach
|
||||
`github.com` (for actions + Godot release downloads) and
|
||||
`dl.google.com` (for the Android SDK).
|
||||
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
|
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`validate`, so a lint failure prints warnings but still produces binaries.
|
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Once the codebase is clean, switch the export jobs' `needs: validate` to
|
||||
`needs: [validate, lint]` to make lint a hard gate.
|
||||
|
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Suppress specific rules per-line with `# gdlint: disable=<rule>` or
|
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project-wide with a `gdlintrc` file at the repo root (see
|
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[gdtoolkit docs](https://github.com/Scony/godot-gdscript-toolkit/wiki)).
|
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|
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## Known issues from first runs
|
||||
|
||||
Captured from the first triggered runs on `feature/godot-migration`
|
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(2026-05-17). Both must be resolved before the workflow can pass.
|
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|
||||
### 1. Container jobs failed with `node: not found` (resolved 2026-05-17)
|
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|
||||
The first runs used `container: barichello/godot-ci:4.6` for the Godot
|
||||
jobs. That image does not ship Node.js, so `actions/checkout@v4` (a JS
|
||||
action) crashed at startup with
|
||||
`OCI runtime exec failed: exec: "node": executable file not found`.
|
||||
|
||||
Resolved by removing every `container:` block. The runner's default
|
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`catthehacker/ubuntu:act-latest` image already has Node / Python / git /
|
||||
JDK, and Godot is now installed at the start of each job via the local
|
||||
composite action `.gitea/actions/setup-godot/`.
|
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|
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### 2. `actions/checkout` clones the wrong URL (resolved 2026-05-17)
|
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|
||||
The first runs failed at clone time because the runner asked for
|
||||
`https://dev.stilobique.com/darknight/puzzle-quest/info/refs` while
|
||||
Gitea was mounted under `/gitea/` behind YunoHost — the request was
|
||||
intercepted by the YunoHost SSO at the root and redirected before
|
||||
reaching Gitea.
|
||||
|
||||
Resolved by relocating Gitea to the root: it now serves at
|
||||
`https://dev.stilobique.com/` directly (API at `/api/v1/...`,
|
||||
`clone_url` at `/<owner>/<repo>.git`). The runner-injected
|
||||
`GITHUB_SERVER_URL` and the actual Gitea base URL now agree.
|
||||
|
||||
If Gitea is ever moved back under a sub-path, the fix is `ROOT_URL` in
|
||||
`app.ini` (`[server] ROOT_URL = https://<host>/<prefix>/`) or
|
||||
re-registering `act_runner` with the full instance URL.
|
||||
|
||||
### 3. Default-branch mismatch
|
||||
|
||||
The Gitea API reports `default_branch: main` for the repo, but
|
||||
`CLAUDE.md` describes `dev` as the default. The workflow listens to both,
|
||||
so jobs trigger correctly either way, but the "Workflows" sidebar in the
|
||||
Gitea UI reads from whatever the actual default branch is. If you intend
|
||||
`dev` to be the default, update it under repo Settings → Branches.
|
||||
|
||||
## 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`.
|
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@@ -0,0 +1,217 @@
|
||||
name: Build Puzzle Quest
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [dev, main, feature/godot-migration]
|
||||
pull_request:
|
||||
branches: [dev, main]
|
||||
workflow_dispatch:
|
||||
|
||||
env:
|
||||
GODOT_VERSION: "4.6"
|
||||
|
||||
jobs:
|
||||
# ---------------------------------------------------------------------------
|
||||
# 1. GDScript validation — parse every script and fail on errors / warnings.
|
||||
# ---------------------------------------------------------------------------
|
||||
validate:
|
||||
name: Validate GDScript
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- uses: ./.gitea/actions/setup-godot
|
||||
with:
|
||||
version: ${{ env.GODOT_VERSION }}
|
||||
|
||||
- name: Import project (parses every .gd / .tscn)
|
||||
run: |
|
||||
godot --headless --import 2>&1 | tee /tmp/godot-import.log || true
|
||||
|
||||
- name: Fail on parse / script errors
|
||||
run: |
|
||||
if grep -qE "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log; then
|
||||
echo "::error::GDScript errors detected during import"
|
||||
grep -E "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 2. Static analysis — gdlint from Scony's gdtoolkit (Python, no Godot).
|
||||
# Runs in parallel with `validate`. Exports do NOT depend on this job,
|
||||
# so a lint failure does not block builds while the Godot-3 leftovers
|
||||
# are still being cleaned up. Once the tree is clean, add this job to
|
||||
# the `needs:` of the export jobs to make it a hard gate.
|
||||
# ---------------------------------------------------------------------------
|
||||
lint:
|
||||
name: Lint GDScript
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install gdtoolkit
|
||||
run: |
|
||||
python3 -m venv /tmp/gdlint-venv
|
||||
/tmp/gdlint-venv/bin/pip install --quiet "gdtoolkit==4.*"
|
||||
echo "/tmp/gdlint-venv/bin" >> "$GITHUB_PATH"
|
||||
|
||||
- name: Run gdlint
|
||||
run: gdlint scripts db scenes
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 3. Desktop exports — runs in parallel.
|
||||
# macOS is commented out until a preset is added in the Godot editor
|
||||
# (export_presets.cfg has none today). Restore the entry once the preset
|
||||
# exists; the matrix is otherwise ready to take it.
|
||||
# ---------------------------------------------------------------------------
|
||||
export-desktop:
|
||||
name: Export ${{ matrix.platform }}
|
||||
needs: validate
|
||||
runs-on: ubuntu-latest
|
||||
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
|
||||
|
||||
- uses: ./.gitea/actions/setup-godot
|
||||
with:
|
||||
version: ${{ env.GODOT_VERSION }}
|
||||
templates: "true"
|
||||
|
||||
- name: Import project
|
||||
run: godot --headless --import || true
|
||||
|
||||
- name: Prepare output dir
|
||||
run: mkdir -p "${{ 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 — Godot + JDK 17 + Android SDK installed in $HOME.
|
||||
# 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
|
||||
env:
|
||||
ANDROID_HOME: ${{ github.workspace }}/.android-sdk
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- uses: ./.gitea/actions/setup-godot
|
||||
with:
|
||||
version: ${{ env.GODOT_VERSION }}
|
||||
templates: "true"
|
||||
|
||||
- name: Install JDK 17
|
||||
run: |
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y --no-install-recommends openjdk-17-jdk
|
||||
echo "JAVA_HOME=/usr/lib/jvm/java-17-openjdk-amd64" >> "$GITHUB_ENV"
|
||||
|
||||
- name: Install Android command-line tools + SDK
|
||||
run: |
|
||||
set -euo pipefail
|
||||
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 |` returns 141 (SIGPIPE) under `set -o pipefail` once sdkmanager
|
||||
# closes its stdin — feed a finite stream of "y" answers instead.
|
||||
printf 'y\n%.0s' {1..50} | "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" --licenses >/dev/null
|
||||
"$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 "$ANDROID_KEYSTORE_BASE64" | base64 -d > /tmp/debug.keystore
|
||||
else
|
||||
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android \
|
||||
-keystore /tmp/debug.keystore -storepass android \
|
||||
-dname "CN=Android Debug,O=Android,C=US" -validity 9999
|
||||
fi
|
||||
# Godot rejects exports unless all three keystore/debug{,_user,_password}
|
||||
# are set together (or all three empty) — patch every one.
|
||||
sed -i 's@keystore/debug=".*"@keystore/debug="/tmp/debug.keystore"@g' export_presets.cfg
|
||||
sed -i 's@keystore/debug_user=".*"@keystore/debug_user="androiddebugkey"@g' export_presets.cfg
|
||||
sed -i 's@keystore/debug_password=".*"@keystore/debug_password="android"@g' export_presets.cfg
|
||||
|
||||
- name: Write Godot editor settings (Android SDK / JDK paths)
|
||||
run: |
|
||||
mkdir -p ~/.config/godot
|
||||
# Godot 4.5+ uses a minor-version-suffixed settings file
|
||||
# (editor_settings-4.6.tres for 4.6), not the major-only -4.tres.
|
||||
cat > ~/.config/godot/editor_settings-${GODOT_VERSION}.tres <<EOF
|
||||
[gd_resource type="EditorSettings" format=3]
|
||||
[resource]
|
||||
export/android/android_sdk_path = "${ANDROID_HOME}"
|
||||
export/android/java_sdk_path = "/usr/lib/jvm/java-17-openjdk-amd64"
|
||||
export/android/debug_keystore = "/tmp/debug.keystore"
|
||||
export/android/debug_keystore_user = "androiddebugkey"
|
||||
export/android/debug_keystore_pass = "android"
|
||||
EOF
|
||||
|
||||
- name: Import project
|
||||
run: godot --headless --import || true
|
||||
|
||||
- name: Prepare output dir
|
||||
run: mkdir -p releases/android
|
||||
|
||||
- name: Export Android APK
|
||||
run: godot --headless --export-debug "AndroidDebug" "releases/android/Puzzle-Quest.apk"
|
||||
|
||||
- name: Sign + verify APK
|
||||
run: |
|
||||
set -euo pipefail
|
||||
APK="releases/android/Puzzle-Quest.apk"
|
||||
APKSIGNER="$ANDROID_HOME/build-tools/34.0.0/apksigner"
|
||||
# Godot 4.6 sometimes ships an unsigned APK from the headless
|
||||
# export (sign step skips silently when its internal apksigner
|
||||
# call can't locate java). Re-sign unconditionally — idempotent
|
||||
# if Godot did sign, and guarantees a valid APK if it didn't.
|
||||
"$APKSIGNER" sign \
|
||||
--ks /tmp/debug.keystore \
|
||||
--ks-pass pass:android \
|
||||
--ks-key-alias androiddebugkey \
|
||||
--key-pass pass:android \
|
||||
--v1-signing-enabled true \
|
||||
--v2-signing-enabled true \
|
||||
--v3-signing-enabled true \
|
||||
"$APK"
|
||||
"$APKSIGNER" verify --verbose "$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)
|
||||
|
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- Hidden Object
|
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|
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|
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|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c1vobch2kuype"
|
||||
path.s3tc="res://.godot/imported/tx_rock_floor_nm.tga-cf4c027feec7068c5fb11d217fde401b.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_rock_floor_nm.tga-cf4c027feec7068c5fb11d217fde401b.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/rock floor/textures/tx_rock_floor_nm.tga"
|
||||
dest_files=["res://.godot/imported/tx_rock_floor_nm.tga-cf4c027feec7068c5fb11d217fde401b.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_rock_floor_nm.tga-cf4c027feec7068c5fb11d217fde401b.s3tc.ctex", "res://.godot/imported/tx_rock_floor_nm.tga-cf4c027feec7068c5fb11d217fde401b.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dkr2vtaja5y3t"
|
||||
path.s3tc="res://.godot/imported/tx_rock_floor_orm.tga-5c074f32ecfa0079bda63b1b17f8ddda.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_rock_floor_orm.tga-5c074f32ecfa0079bda63b1b17f8ddda.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/rock floor/textures/tx_rock_floor_orm.tga"
|
||||
dest_files=["res://.godot/imported/tx_rock_floor_orm.tga-5c074f32ecfa0079bda63b1b17f8ddda.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_rock_floor_orm.tga-5c074f32ecfa0079bda63b1b17f8ddda.s3tc.ctex", "res://.godot/imported/tx_rock_floor_orm.tga-5c074f32ecfa0079bda63b1b17f8ddda.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dw5se51drseh3"
|
||||
path.s3tc="res://.godot/imported/tx_spyglass_BC.tga-080121e58687a7d1d090161e35b03182.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_spyglass_BC.tga-080121e58687a7d1d090161e35b03182.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/spyglass/textures/tx_spyglass_BC.tga"
|
||||
dest_files=["res://.godot/imported/tx_spyglass_BC.tga-080121e58687a7d1d090161e35b03182.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_spyglass_BC.tga-080121e58687a7d1d090161e35b03182.s3tc.ctex", "res://.godot/imported/tx_spyglass_BC.tga-080121e58687a7d1d090161e35b03182.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://82om745ll3o4"
|
||||
path.s3tc="res://.godot/imported/tx_stool_b_BC.tga-c20ef1a25a6be0cf3846b66cd1fa3713.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_stool_b_BC.tga-c20ef1a25a6be0cf3846b66cd1fa3713.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/stool b/textures/tx_stool_b_BC.tga"
|
||||
dest_files=["res://.godot/imported/tx_stool_b_BC.tga-c20ef1a25a6be0cf3846b66cd1fa3713.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_stool_b_BC.tga-c20ef1a25a6be0cf3846b66cd1fa3713.s3tc.ctex", "res://.godot/imported/tx_stool_b_BC.tga-c20ef1a25a6be0cf3846b66cd1fa3713.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cmovui88gnkjk"
|
||||
path.s3tc="res://.godot/imported/tx_stool_b_NM.tga-14bca954eb46468eb8701891808e689d.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_stool_b_NM.tga-14bca954eb46468eb8701891808e689d.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/stool b/textures/tx_stool_b_NM.tga"
|
||||
dest_files=["res://.godot/imported/tx_stool_b_NM.tga-14bca954eb46468eb8701891808e689d.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_stool_b_NM.tga-14bca954eb46468eb8701891808e689d.s3tc.ctex", "res://.godot/imported/tx_stool_b_NM.tga-14bca954eb46468eb8701891808e689d.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://ctpow28mmgklb"
|
||||
path.s3tc="res://.godot/imported/tx_stool_b_ORM.tga-1eb1e85bdcccbfcf4a8b9de490c1f5a5.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_stool_b_ORM.tga-1eb1e85bdcccbfcf4a8b9de490c1f5a5.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/stool b/textures/tx_stool_b_ORM.tga"
|
||||
dest_files=["res://.godot/imported/tx_stool_b_ORM.tga-1eb1e85bdcccbfcf4a8b9de490c1f5a5.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_stool_b_ORM.tga-1eb1e85bdcccbfcf4a8b9de490c1f5a5.s3tc.ctex", "res://.godot/imported/tx_stool_b_ORM.tga-1eb1e85bdcccbfcf4a8b9de490c1f5a5.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c7tyh6ft758b8"
|
||||
path.s3tc="res://.godot/imported/tx_table_BC.tga-c2cc5361dfcaa9d2b24897fe31e957a9.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_table_BC.tga-c2cc5361dfcaa9d2b24897fe31e957a9.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/table/textures/tx_table_BC.tga"
|
||||
dest_files=["res://.godot/imported/tx_table_BC.tga-c2cc5361dfcaa9d2b24897fe31e957a9.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_table_BC.tga-c2cc5361dfcaa9d2b24897fe31e957a9.s3tc.ctex", "res://.godot/imported/tx_table_BC.tga-c2cc5361dfcaa9d2b24897fe31e957a9.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://djinbk1nowap7"
|
||||
path.s3tc="res://.godot/imported/tx_table_NM.tga-88d93479c1910b48a99728e039a1ce54.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_table_NM.tga-88d93479c1910b48a99728e039a1ce54.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/table/textures/tx_table_NM.tga"
|
||||
dest_files=["res://.godot/imported/tx_table_NM.tga-88d93479c1910b48a99728e039a1ce54.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_table_NM.tga-88d93479c1910b48a99728e039a1ce54.s3tc.ctex", "res://.godot/imported/tx_table_NM.tga-88d93479c1910b48a99728e039a1ce54.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
@@ -4,15 +4,16 @@ importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://d2e8oknb1eptw"
|
||||
path.s3tc="res://.godot/imported/tx_table_ORM.tga-d97a9c639551b7056b3d96bfec9c2511.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/tx_table_ORM.tga-d97a9c639551b7056b3d96bfec9c2511.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"imported_formats": ["s3tc_bptc", "etc2_astc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/props/table/textures/tx_table_ORM.tga"
|
||||
dest_files=["res://.godot/imported/tx_table_ORM.tga-d97a9c639551b7056b3d96bfec9c2511.s3tc.ctex"]
|
||||
dest_files=["res://.godot/imported/tx_table_ORM.tga-d97a9c639551b7056b3d96bfec9c2511.s3tc.ctex", "res://.godot/imported/tx_table_ORM.tga-d97a9c639551b7056b3d96bfec9c2511.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
|
||||
+4
-4
@@ -30,7 +30,7 @@ keystore/release_password=""
|
||||
one_click_deploy/clear_previous_install=true
|
||||
version/code=1
|
||||
version/name="1.0"
|
||||
package/unique_name="org.godotengine.$genname"
|
||||
package/unique_name="com.devcrea.puzzlequest"
|
||||
package/name=""
|
||||
package/signed=false
|
||||
launcher_icons/main_192x192=""
|
||||
@@ -230,7 +230,7 @@ codesign/timestamp_server_url=""
|
||||
codesign/digest_algorithm=1
|
||||
codesign/description=""
|
||||
codesign/custom_options=PoolStringArray( )
|
||||
application/icon="res://releases/windows/project.ico"
|
||||
application/icon=""
|
||||
application/file_version=""
|
||||
application/product_version=""
|
||||
application/company_name=""
|
||||
@@ -296,7 +296,7 @@ codesign/timestamp_server_url=""
|
||||
codesign/digest_algorithm=1
|
||||
codesign/description=""
|
||||
codesign/custom_options=PoolStringArray( )
|
||||
application/icon="res://releases/windows/project.ico"
|
||||
application/icon=""
|
||||
application/file_version=""
|
||||
application/product_version=""
|
||||
application/company_name=""
|
||||
@@ -337,7 +337,7 @@ keystore/release_password=""
|
||||
one_click_deploy/clear_previous_install=false
|
||||
version/code=1
|
||||
version/name="1.0"
|
||||
package/unique_name="org.godotengine.$genname"
|
||||
package/unique_name="com.devcrea.puzzlequest"
|
||||
package/name=""
|
||||
package/signed=false
|
||||
launcher_icons/main_192x192=""
|
||||
|
||||
@@ -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
|
||||
@@ -67,4 +67,5 @@ locale/translations=PackedStringArray("res://locales/fr.po", "res://locales/en.p
|
||||
|
||||
[rendering]
|
||||
|
||||
textures/vram_compression/import_etc2_astc=true
|
||||
environment/defaults/default_environment="res://default_env.tres"
|
||||
|
||||
@@ -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()
|
||||
|
||||
|
||||
+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