mirror of
https://github.com/tonytins/dressupzack
synced 2025-06-26 00:24:44 -04:00
WIP switch to C#
This commit is contained in:
parent
25f2212d4d
commit
57e148d3e2
13 changed files with 605 additions and 25 deletions
77
project/.editorconfig
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77
project/.editorconfig
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@ -0,0 +1,77 @@
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root = true
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[*]
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charset = utf-8
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end_of_line = crlf
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indent_style = space
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indent_size = 4
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insert_final_newline = false
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trim_trailing_whitespace = true
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[*.{csproj,proj,projitems,shproj,fsproj,target,props}]
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indent_style = space
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indent_size = 2
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[*.{fs,fsx,fsi}]
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indent_style = space
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indent_size = 4
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[*.cs]
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# New line preferences
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csharp_new_line_before_open_brace = all
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csharp_new_line_before_else = true
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csharp_new_line_before_catch = true
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csharp_new_line_before_finally = true
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csharp_new_line_before_members_in_object_initializers = true
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csharp_new_line_before_members_in_anonymous_types = true
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csharp_new_line_between_query_expression_clauses = true
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# Indentation preferences
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csharp_indent_block_contents = true
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csharp_indent_braces = false
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csharp_indent_case_contents = true
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csharp_indent_switch_labels = true
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csharp_indent_labels = one_less_than_current
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# only use var when it's obvious what the variable type is
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csharp_style_var_for_built_in_types = true : none
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csharp_style_var_when_type_is_apparent = true : none
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csharp_style_var_elsewhere = true : suggestion
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# Code style defaults
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dotnet_sort_system_directives_first = true
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csharp_preserve_single_line_blocks = true
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csharp_preserve_single_line_statements = false
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# Pattern matching
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csharp_style_pattern_matching_over_is_with_cast_check = true : suggestion
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csharp_style_pattern_matching_over_as_with_null_check = true : suggestion
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csharp_style_inlined_variable_declaration = true : suggestion
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# Null checking preferences
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csharp_style_throw_expression = true : warning
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csharp_style_conditional_delegate_call = true : warning
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# Space preferences
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csharp_space_after_cast = false
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csharp_space_after_colon_in_inheritance_clause = true
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csharp_space_after_comma = true
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csharp_space_after_dot = false
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csharp_space_after_keywords_in_control_flow_statements = true
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csharp_space_after_semicolon_in_for_statement = true
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csharp_space_around_binary_operators = before_and_after
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csharp_space_around_declaration_statements = do_not_ignore
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csharp_space_before_colon_in_inheritance_clause = true
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csharp_space_before_comma = false
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csharp_space_before_dot = false
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csharp_space_before_open_square_brackets = false
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csharp_space_before_semicolon_in_for_statement = false
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csharp_space_between_empty_square_brackets = false
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csharp_space_between_method_call_empty_parameter_list_parentheses = false
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csharp_space_between_method_call_name_and_opening_parenthesis = false
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csharp_space_between_method_call_parameter_list_parentheses = false
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csharp_space_between_method_declaration_empty_parameter_list_parentheses = false
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csharp_space_between_method_declaration_name_and_open_parenthesis = false
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csharp_space_between_method_declaration_parameter_list_parentheses = false
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csharp_space_between_parentheses = false
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csharp_space_between_square_brackets = false
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60
project/Nathan's Dress Up.csproj
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60
project/Nathan's Dress Up.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}</ProjectGuid>
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<OutputType>Library</OutputType>
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<OutputPath>.mono\temp\bin\$(Configuration)</OutputPath>
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<RootNamespace>NathansDressUp</RootNamespace>
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<AssemblyName>Nathan's Dress Up</AssemblyName>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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<BaseIntermediateOutputPath>.mono\temp\obj</BaseIntermediateOutputPath>
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<IntermediateOutputPath>$(BaseIntermediateOutputPath)\$(Configuration)</IntermediateOutputPath>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>portable</DebugType>
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<Optimize>false</Optimize>
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<DefineConstants>DEBUG;</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>portable</DebugType>
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<Optimize>true</Optimize>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Tools|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>portable</DebugType>
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<Optimize>false</Optimize>
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<DefineConstants>DEBUG;TOOLS;</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="GodotSharp">
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<HintPath>$(ProjectDir)\.mono\assemblies\GodotSharp.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="GodotSharpEditor" Condition=" '$(Configuration)' == 'Tools' ">
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<HintPath>$(ProjectDir)\.mono\assemblies\GodotSharpEditor.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="System" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="src\Soundtrack.cs" />
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<Compile Include="src\TitleScn.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include=".editorconfig" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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</Project>
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19
project/Nathan's Dress Up.sln
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19
project/Nathan's Dress Up.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nathan's Dress Up", "Nathan's Dress Up.csproj", "{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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Tools|Any CPU = Tools|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Release|Any CPU.Build.0 = Release|Any CPU
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{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Tools|Any CPU.ActiveCfg = Tools|Any CPU
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{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Tools|Any CPU.Build.0 = Tools|Any CPU
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EndGlobalSection
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EndGlobal
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33
project/Properties/AssemblyInfo.cs
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33
project/Properties/AssemblyInfo.cs
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("NathansDressUp")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("NathansDressUp")]
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[assembly: AssemblyCopyright("Copyright © 2019")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("63f751ea-ce80-486c-9b66-bd6de40d456e")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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@ -23,14 +23,6 @@ boot_splash/bg_color=Color( 0.8, 0.8, 0.4, 1 )
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config/icon="res://icon.png"
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name_sv="Nathans klä upp"
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[autoload]
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GameKit="*res://src/GameKit.gd"
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[debug]
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gdscript/completion/autocomplete_setters_and_getters=true
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[debug]
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gdscript/completion/autocomplete_setters_and_getters=true
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@ -62,3 +54,4 @@ quality/intended_usage/framebuffer_allocation.mobile=0
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quality/2d/use_pixel_snap=true
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vram_compression/import_etc=true
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environment/default_environment="res://default_env.tres"
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quality/dynamic_fonts/use_oversampling=false
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[ext_resource path="res://sprites/icrazy_frame.svg" type="Texture" id=2]
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[ext_resource path="res://sprites/lights.png" type="Texture" id=3]
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[ext_resource path="res://scn/Clothes.tscn" type="PackedScene" id=4]
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[ext_resource path="res://src/Soundtrack.gd" type="Script" id=5]
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[ext_resource path="res://src/Soundtrack.cs" type="Script" id=5]
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[ext_resource path="res://scn/PauseScn.tscn" type="PackedScene" id=6]
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[ext_resource path="res://scn/Character.tscn" type="PackedScene" id=7]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://src/TitleScn.gd" type="Script" id=1]
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[ext_resource path="res://src/TitleScn.cs" type="Script" id=1]
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[ext_resource path="res://styles/DressUpTheme.res" type="Theme" id=2]
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[ext_resource path="res://sprites/title.svg" type="Texture" id=3]
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[ext_resource path="res://scn/PauseScn.tscn" type="PackedScene" id=4]
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@ -5,17 +5,19 @@ extends Node
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func _process(delta):
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if Input.is_action_just_pressed("ui_pause"):
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$PauseWin.show()
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GameKit.is_game_paused(true)
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# GameKit.is_game_paused(true)
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func _on_ExitBtn_pressed():
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GameKit.is_game_paused(false)
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GameKit.switch_scenes("title")
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# GameKit.is_game_paused(false)
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# GameKit.switch_scenes("title")
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pass
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func _on_SettingsBtn_pressed():
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$SettingsWin.show()
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func _on_CreditsBtn_pressed():
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GameKit.switch_scenes("credits")
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# GameKit.switch_scenes("credits")
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pass
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func _on_LicenseBtn_pressed():
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$LicenseWin.show()
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func _on_ResumeBtn_pressed():
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$PauseWin.hide()
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GameKit.is_game_paused(false)
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# GameKit.is_game_paused(false)
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29
project/src/Soundtrack.cs
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29
project/src/Soundtrack.cs
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using System;
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using Godot;
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public class Soundtrack : AudioStreamPlayer {
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// Declare member variables here. Examples:
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// private int a = 2;
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// private string b = "text";
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// Called when the node enters the scene tree for the first time.
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public override void _Ready () {
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Connect ("finished", this, "PlayRandomSong");
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PlayRandomSong ();
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}
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void PlayRandomSong () {
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var rand = new RandomNumberGenerator ();
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rand.Randomize ();
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var tracks = new string[] {
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"reminiscing",
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"together_again",
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"at_the_lake",
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"mushrooms",
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};
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var randDb = rand.Randi () % tracks.Length;
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// var audiostream = this.
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Play ();
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}
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}
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func play_random_song():
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randomize()
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var rand_db = randi() % tracks.size()
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var audiostream = load('res://music/' + tracks[rand_db] + '.ogg')
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stream = audiostream
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18
project/src/TitleScn.cs
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18
project/src/TitleScn.cs
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using System;
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using Godot;
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public class TitleScn : Node {
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void _on_PlayBtn_pressed () {
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GetTree ().ChangeScene ("res://scn/GameScn.tscn");
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}
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void _on_CreditsBtn_pressed () {
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GetTree ().ChangeScene ("res://scn/CreditsScn.tscn");
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}
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void _on_LicenseBtn_pressed () {
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var licenseWin = GetNode<Control> ("WinDialogs/LicenseWin");
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licenseWin.Show ();
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}
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}
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@ -3,19 +3,24 @@
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extends Node
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func _ready():
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$Version.text = GameKit.version
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# $Version.text = GameKit.version
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pass
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func _on_ClassicBtn_pressed():
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GameKit.switch_scenes("classic")
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# GameKit.switch_scenes("classic")
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pass
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func _on_ModernBtn_pressed():
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GameKit.switch_scenes("play")
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# GameKit.switch_scenes("play")
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pass
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func _on_CreditsBtn_pressed():
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GameKit.switch_scenes("credits")
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# GameKit.switch_scenes("credits")
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pass
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func _on_LicenseBtn_pressed():
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$WinDialogs/LicenseWin.show()
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func _on_PlayBtn_pressed():
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GameKit.switch_scenes("play")
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# GameKit.switch_scenes("play")
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pass
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