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WIP switch to C#

This commit is contained in:
Anthony Wilcox 2019-06-10 19:57:44 -04:00
parent 25f2212d4d
commit 57e148d3e2
13 changed files with 605 additions and 25 deletions

352
.gitignore vendored
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@ -1,7 +1,7 @@
export
# Created by https://www.gitignore.io/api/linux,macos,windows,godot,visualstudiocode
# Edit at https://www.gitignore.io/?templates=linux,macos,windows,godot,visualstudiocode
# Created by https://www.gitignore.io/api/godot,linux,macos,windows,visualstudio,visualstudiocode
# Edit at https://www.gitignore.io/?templates=godot,linux,macos,windows,visualstudio,visualstudiocode
### Godot ###
@ -9,7 +9,6 @@ export
.import/
export.cfg
export_presets.cfg
*.log
# Mono-specific ignores
.mono/
@ -93,4 +92,349 @@ $RECYCLE.BIN/
# Windows shortcuts
*.lnk
# End of https://www.gitignore.io/api/linux,macos,windows,godot,visualstudiocode
### VisualStudio ###
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
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# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
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# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*.dbmdl
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*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
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# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
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# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
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*.GhostDoc.xml
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node_modules/
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# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
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*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
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OpenCover/
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ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# End of https://www.gitignore.io/api/godot,linux,macos,windows,visualstudio,visualstudiocode

77
project/.editorconfig Normal file
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@ -0,0 +1,77 @@
root = true
[*]
charset = utf-8
end_of_line = crlf
indent_style = space
indent_size = 4
insert_final_newline = false
trim_trailing_whitespace = true
[*.{csproj,proj,projitems,shproj,fsproj,target,props}]
indent_style = space
indent_size = 2
[*.{fs,fsx,fsi}]
indent_style = space
indent_size = 4
[*.cs]
# New line preferences
csharp_new_line_before_open_brace = all
csharp_new_line_before_else = true
csharp_new_line_before_catch = true
csharp_new_line_before_finally = true
csharp_new_line_before_members_in_object_initializers = true
csharp_new_line_before_members_in_anonymous_types = true
csharp_new_line_between_query_expression_clauses = true
# Indentation preferences
csharp_indent_block_contents = true
csharp_indent_braces = false
csharp_indent_case_contents = true
csharp_indent_switch_labels = true
csharp_indent_labels = one_less_than_current
# only use var when it's obvious what the variable type is
csharp_style_var_for_built_in_types = true : none
csharp_style_var_when_type_is_apparent = true : none
csharp_style_var_elsewhere = true : suggestion
# Code style defaults
dotnet_sort_system_directives_first = true
csharp_preserve_single_line_blocks = true
csharp_preserve_single_line_statements = false
# Pattern matching
csharp_style_pattern_matching_over_is_with_cast_check = true : suggestion
csharp_style_pattern_matching_over_as_with_null_check = true : suggestion
csharp_style_inlined_variable_declaration = true : suggestion
# Null checking preferences
csharp_style_throw_expression = true : warning
csharp_style_conditional_delegate_call = true : warning
# Space preferences
csharp_space_after_cast = false
csharp_space_after_colon_in_inheritance_clause = true
csharp_space_after_comma = true
csharp_space_after_dot = false
csharp_space_after_keywords_in_control_flow_statements = true
csharp_space_after_semicolon_in_for_statement = true
csharp_space_around_binary_operators = before_and_after
csharp_space_around_declaration_statements = do_not_ignore
csharp_space_before_colon_in_inheritance_clause = true
csharp_space_before_comma = false
csharp_space_before_dot = false
csharp_space_before_open_square_brackets = false
csharp_space_before_semicolon_in_for_statement = false
csharp_space_between_empty_square_brackets = false
csharp_space_between_method_call_empty_parameter_list_parentheses = false
csharp_space_between_method_call_name_and_opening_parenthesis = false
csharp_space_between_method_call_parameter_list_parentheses = false
csharp_space_between_method_declaration_empty_parameter_list_parentheses = false
csharp_space_between_method_declaration_name_and_open_parenthesis = false
csharp_space_between_method_declaration_parameter_list_parentheses = false
csharp_space_between_parentheses = false
csharp_space_between_square_brackets = false

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@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}</ProjectGuid>
<OutputType>Library</OutputType>
<OutputPath>.mono\temp\bin\$(Configuration)</OutputPath>
<RootNamespace>NathansDressUp</RootNamespace>
<AssemblyName>Nathan's Dress Up</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<BaseIntermediateOutputPath>.mono\temp\obj</BaseIntermediateOutputPath>
<IntermediateOutputPath>$(BaseIntermediateOutputPath)\$(Configuration)</IntermediateOutputPath>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>false</Optimize>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>portable</DebugType>
<Optimize>true</Optimize>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Tools|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>false</Optimize>
<DefineConstants>DEBUG;TOOLS;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<ItemGroup>
<Reference Include="GodotSharp">
<HintPath>$(ProjectDir)\.mono\assemblies\GodotSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="GodotSharpEditor" Condition=" '$(Configuration)' == 'Tools' ">
<HintPath>$(ProjectDir)\.mono\assemblies\GodotSharpEditor.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="src\Soundtrack.cs" />
<Compile Include="src\TitleScn.cs" />
</ItemGroup>
<ItemGroup>
<None Include=".editorconfig" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
</Project>

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@ -0,0 +1,19 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nathan's Dress Up", "Nathan's Dress Up.csproj", "{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
Tools|Any CPU = Tools|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Release|Any CPU.Build.0 = Release|Any CPU
{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Tools|Any CPU.ActiveCfg = Tools|Any CPU
{A84252BE-A1C7-410D-A602-3EFBEFD17D7D}.Tools|Any CPU.Build.0 = Tools|Any CPU
EndGlobalSection
EndGlobal

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@ -0,0 +1,33 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("NathansDressUp")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("NathansDressUp")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("63f751ea-ce80-486c-9b66-bd6de40d456e")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.0.0")]
[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 )
config/icon="res://icon.png"
name_sv="Nathans klä upp"
[autoload]
GameKit="*res://src/GameKit.gd"
[debug]
gdscript/completion/autocomplete_setters_and_getters=true
[debug]
gdscript/completion/autocomplete_setters_and_getters=true
@ -62,3 +54,4 @@ quality/intended_usage/framebuffer_allocation.mobile=0
quality/2d/use_pixel_snap=true
vram_compression/import_etc=true
environment/default_environment="res://default_env.tres"
quality/dynamic_fonts/use_oversampling=false

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@ -4,7 +4,7 @@
[ext_resource path="res://sprites/icrazy_frame.svg" type="Texture" id=2]
[ext_resource path="res://sprites/lights.png" type="Texture" id=3]
[ext_resource path="res://scn/Clothes.tscn" type="PackedScene" id=4]
[ext_resource path="res://src/Soundtrack.gd" type="Script" id=5]
[ext_resource path="res://src/Soundtrack.cs" type="Script" id=5]
[ext_resource path="res://scn/PauseScn.tscn" type="PackedScene" id=6]
[ext_resource path="res://scn/Character.tscn" type="PackedScene" id=7]

View file

@ -1,6 +1,6 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://src/TitleScn.gd" type="Script" id=1]
[ext_resource path="res://src/TitleScn.cs" type="Script" id=1]
[ext_resource path="res://styles/DressUpTheme.res" type="Theme" id=2]
[ext_resource path="res://sprites/title.svg" type="Texture" id=3]
[ext_resource path="res://scn/PauseScn.tscn" type="PackedScene" id=4]

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@ -5,17 +5,19 @@ extends Node
func _process(delta):
if Input.is_action_just_pressed("ui_pause"):
$PauseWin.show()
GameKit.is_game_paused(true)
# GameKit.is_game_paused(true)
func _on_ExitBtn_pressed():
GameKit.is_game_paused(false)
GameKit.switch_scenes("title")
# GameKit.is_game_paused(false)
# GameKit.switch_scenes("title")
pass
func _on_SettingsBtn_pressed():
$SettingsWin.show()
func _on_CreditsBtn_pressed():
GameKit.switch_scenes("credits")
# GameKit.switch_scenes("credits")
pass
func _on_LicenseBtn_pressed():
$LicenseWin.show()
@ -31,4 +33,4 @@ func _on_MusicBtn_toggled(button_pressed):
func _on_ResumeBtn_pressed():
$PauseWin.hide()
GameKit.is_game_paused(false)
# GameKit.is_game_paused(false)

29
project/src/Soundtrack.cs Normal file
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@ -0,0 +1,29 @@
using System;
using Godot;
public class Soundtrack : AudioStreamPlayer {
// Declare member variables here. Examples:
// private int a = 2;
// private string b = "text";
// Called when the node enters the scene tree for the first time.
public override void _Ready () {
Connect ("finished", this, "PlayRandomSong");
PlayRandomSong ();
}
void PlayRandomSong () {
var rand = new RandomNumberGenerator ();
rand.Randomize ();
var tracks = new string[] {
"reminiscing",
"together_again",
"at_the_lake",
"mushrooms",
};
var randDb = rand.Randi () % tracks.Length;
// var audiostream = this.
Play ();
}
}

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@ -15,7 +15,7 @@ func _ready():
func play_random_song():
randomize()
var rand_db = randi() % tracks.size()
var audiostream = load('res://music/' + tracks[rand_db] + '.ogg')
stream = audiostream

18
project/src/TitleScn.cs Normal file
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@ -0,0 +1,18 @@
using System;
using Godot;
public class TitleScn : Node {
void _on_PlayBtn_pressed () {
GetTree ().ChangeScene ("res://scn/GameScn.tscn");
}
void _on_CreditsBtn_pressed () {
GetTree ().ChangeScene ("res://scn/CreditsScn.tscn");
}
void _on_LicenseBtn_pressed () {
var licenseWin = GetNode<Control> ("WinDialogs/LicenseWin");
licenseWin.Show ();
}
}

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@ -3,19 +3,24 @@
extends Node
func _ready():
$Version.text = GameKit.version
# $Version.text = GameKit.version
pass
func _on_ClassicBtn_pressed():
GameKit.switch_scenes("classic")
# GameKit.switch_scenes("classic")
pass
func _on_ModernBtn_pressed():
GameKit.switch_scenes("play")
# GameKit.switch_scenes("play")
pass
func _on_CreditsBtn_pressed():
GameKit.switch_scenes("credits")
# GameKit.switch_scenes("credits")
pass
func _on_LicenseBtn_pressed():
$WinDialogs/LicenseWin.show()
func _on_PlayBtn_pressed():
GameKit.switch_scenes("play")
# GameKit.switch_scenes("play")
pass