Move files and folders to new repo format to enable multi-project format

This commit is contained in:
2025-03-06 22:07:25 -08:00
parent 12cbb82ac9
commit a09f6ec5a5
3973 changed files with 1781 additions and 2938 deletions

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using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
using static Zennysoft.Game.Ma.AppLogic.Input;
namespace Zennysoft.Game.Ma;
public interface IApp : ICanvasLayer, IProvide<IAppRepo>;
[Meta(typeof(IAutoNode))]
public partial class App : CanvasLayer, IApp
{
public override void _Notification(int what) => this.Notify(what);
public const string GAME_SCENE_PATH = "res://src/game/Game.tscn";
public IGame Game { get; set; } = default!;
public IInstantiator Instantiator { get; set; } = default!;
IAppRepo IProvide<IAppRepo>.Value() => AppRepo;
public IAppRepo AppRepo { get; set; } = default!;
public IAppLogic AppLogic { get; set; } = default!;
public AppLogic.IBinding AppBinding { get; set; } = default!;
[Node] public Menu Menu { get; set; } = default!;
[Node] public ISubViewport GameWindow { get; set; } = default!;
[Node] public ISplash Splash { get; set; } = default!;
[Node] public IColorRect BlankScreen { get; set; } = default!;
[Node] public IAnimationPlayer AnimationPlayer { get; set; } = default!;
public void Initialize()
{
Instantiator = new Instantiator(GetTree());
AppRepo = new AppRepo();
AppLogic = new AppLogic();
AppLogic.Set(AppRepo);
AppLogic.Set(new AppLogic.Data());
Menu.NewGame += OnNewGame;
Menu.LoadGame += OnLoadGame;
Menu.Quit += OnQuit;
AnimationPlayer.AnimationFinished += OnAnimationFinished;
Input.MouseMode = Input.MouseModeEnum.Visible;
this.Provide();
}
public void OnReady()
{
AppBinding = AppLogic.Bind();
AppBinding
.Handle((in AppLogic.Output.ShowSplashScreen _) =>
{
HideMenus();
BlankScreen.Hide();
Splash.Show();
})
.Handle((in AppLogic.Output.HideSplashScreen _) =>
{
BlankScreen.Show();
FadeToBlack();
})
.Handle((in AppLogic.Output.SetupGameScene _) =>
{
Game = Instantiator.LoadAndInstantiate<Game>(GAME_SCENE_PATH);
GameWindow.AddChildEx(Game);
Instantiator.SceneTree.Paused = false;
})
.Handle((in AppLogic.Output.ShowMainMenu _) =>
{
// Load everything while we're showing a black screen, then fade in.
HideMenus();
Menu.Show();
FadeInFromBlack();
Menu.NewGameButton.GrabFocus();
})
.Handle((in AppLogic.Output.FadeToBlack _) => FadeToBlack())
.Handle((in AppLogic.Output.HideGame _) => FadeToBlack())
.Handle((in AppLogic.Output.ShowGame _) =>
{
HideMenus();
FadeInFromBlack();
})
.Handle((in AppLogic.Output.StartLoadingSaveFile _) =>
{
Game.SaveFileLoaded += OnSaveFileLoaded;
Game.LoadExistingGame();
})
.Handle((in AppLogic.Output.ExitGame _) =>
{
GetTree().Quit();
});
AppLogic.Start();
}
public void OnNewGame() => AppLogic.Input(new NewGame());
private void OnLoadGame() => AppLogic.Input(new LoadGame());
public void OnQuit() => AppLogic.Input(new QuitGame());
public void OnSaveFileLoaded()
{
Game.SaveFileLoaded -= OnSaveFileLoaded;
AppLogic.Input(new SaveFileLoaded());
}
public void FadeInFromBlack()
{
BlankScreen.Show();
AnimationPlayer.Play("fade_in");
}
public void FadeToBlack()
{
BlankScreen.Show();
AnimationPlayer.Play("fade_out");
}
public void HideMenus()
{
Splash.Hide();
Menu.Hide();
}
public void OnAnimationFinished(StringName animation)
{
if (animation == "fade_in")
{
AppLogic.Input(new FadeInFinished());
BlankScreen.Hide();
return;
}
AppLogic.Input(new FadeOutFinished());
}
public void OnExitTree()
{
AppLogic.Stop();
AppBinding.Dispose();
AppRepo.Dispose();
}
}

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uid://d1f8blk5ucqvq

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shader_type canvas_item;
// Handles the resolution changes, color depth, and dithering
group_uniforms resolution_and_colors;
uniform bool change_color_depth = false;
uniform int target_color_depth : hint_range(1, 8) = 5;
uniform bool dithering = false;
uniform bool scale_resolution = false;
uniform int target_resolution_scale = 3;
// Handles the LUTish recoloring
group_uniforms gradient_recoloring;
uniform bool enable_recolor = false;
uniform sampler2D to_gradient: hint_default_black;
int dithering_pattern(ivec2 fragcoord) {
const int pattern[] = {
-4, +0, -3, +1,
+2, -2, +3, -1,
-3, +1, -4, +0,
+3, -1, +2, -2
};
int x = fragcoord.x % 4;
int y = fragcoord.y % 4;
return pattern[y * 4 + x];
}
vec3 rgb2hsv(vec3 rgb) { //Converts RGB values to HSV
float r = rgb.r;
float g = rgb.g;
float b = rgb.b;
float cmax = max(r,max(g,b));
float cmin = min(r,min(g,b));
float delta = cmax - cmin;
float h = 0.f; //hue
if (delta > 0.f){
if (cmax == r){
h = (g-b)/delta;
h = mod(h,6.f);
} else if (cmax == g){
h = ((b - r) / delta) + 2.f;
} else {
h = ((r-g)/delta) + 4.f;
}
h = h * 60.f;
}
float s = 0.f; //saturation
if (cmax > 0.f){
s = delta / cmax;
}
return vec3(h,s,cmax); // Keep original alpha value
}
vec3 hsv2rgb(vec3 hsv) { //Converts HSV values to RGB
float h = hsv.r;
float s = hsv.g;
float v = hsv.b;
float c = v * s;
//X = C × (1 - |(H / 60°) mod 2 - 1|)
float x = h / 60.f;
x = mod(x,2.f);
x = abs(x - 1.f);
x = c * (1.f - x);
float m = v - c;
vec3 rgb = vec3(0.f,0.f,0.f);
if (h < 60.f) {
rgb = vec3(c,x,0.f);
} else if (h < 120.f){
rgb = vec3(x,c,0.f);
} else if (h < 180.f){
rgb = vec3(0.f,c,x);
} else if (h < 240.f){
rgb = vec3(0.f,x,c);
} else if (h < 300.f){
rgb = vec3(x,0.f,c);
} else if (h < 360.f){
rgb = vec3(c,0.f,x);
}
rgb[0] = rgb[0] + m;
rgb[1] = rgb[1] + m;
rgb[2] = rgb[2] + m;
return rgb;
}
void fragment() {
ivec2 uv;
vec3 color;
if(scale_resolution){
uv = ivec2(FRAGCOORD.xy / float(target_resolution_scale));
color = texelFetch(TEXTURE, uv * target_resolution_scale, 0).rgb;
} else {
uv = ivec2(FRAGCOORD.xy);
color = texelFetch(TEXTURE, uv, 0).rgb;
}
if(enable_recolor){
vec3 hsv = rgb2hsv(color);
float color_pos = (hsv.x / 360.0);
vec3 new_color = texture(to_gradient, vec2((color_pos), 0.5)).rgb;
vec3 new_hsv = rgb2hsv(new_color);
hsv.x = new_hsv.x;
vec3 final_rgb = hsv2rgb(hsv);
color.rgb = final_rgb;
}
// Convert from [0.0, 1.0] range to [0, 255] range
ivec3 c = ivec3(round(color * 255.0));
// Apply the dithering pattern
if (dithering) {
c += ivec3(dithering_pattern(uv));
}
vec3 final_color;
if(change_color_depth){
// Truncate from 8 bits to color_depth bits
c >>= (8 - target_color_depth);
final_color = vec3(c) / float(1 << target_color_depth);
} else {
final_color = vec3(c) / float(1 << 8);
}
// Convert back to [0.0, 1.0] range
COLOR.rgb = final_color;
}

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[gd_scene load_steps=8 format=3 uid="uid://cagfc5ridmteu"]
[ext_resource type="Script" uid="uid://d1f8blk5ucqvq" path="res://src/app/App.cs" id="1_rt73h"]
[ext_resource type="PackedScene" uid="uid://rfvnddfqufho" path="res://src/menu/Menu.tscn" id="2_kvwo1"]
[ext_resource type="PackedScene" uid="uid://bd0p761qakisw" path="res://src/menu/splash/Splash.tscn" id="3_3st5l"]
[sub_resource type="Animation" id="Animation_3st5l"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("BlankScreenControl/BlankScreen:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Color(0, 0, 0, 1)]
}
[sub_resource type="Animation" id="Animation_1uiag"]
resource_name = "fade_in"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("BlankScreenControl/BlankScreen:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_v0mgf"]
resource_name = "fade_out"
length = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("BlankScreenControl/BlankScreen:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_3st5l"]
_data = {
&"RESET": SubResource("Animation_3st5l"),
&"fade_in": SubResource("Animation_1uiag"),
&"fade_out": SubResource("Animation_v0mgf")
}
[node name="App" type="CanvasLayer"]
process_mode = 3
script = ExtResource("1_rt73h")
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
stretch = true
[node name="GameWindow" type="SubViewport" parent="SubViewportContainer"]
unique_name_in_owner = true
transparent_bg = true
handle_input_locally = false
audio_listener_enable_2d = true
audio_listener_enable_3d = true
size = Vector2i(1280, 960)
render_target_update_mode = 4
[node name="Menu" parent="." instance=ExtResource("2_kvwo1")]
unique_name_in_owner = true
visible = false
[node name="Splash" parent="." instance=ExtResource("3_3st5l")]
unique_name_in_owner = true
[node name="BlankScreenControl" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="BlankScreen" type="ColorRect" parent="BlankScreenControl"]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 1)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
unique_name_in_owner = true
libraries = {
&"": SubResource("AnimationLibrary_3st5l")
}

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using System;
namespace Zennysoft.Game.Ma;
public interface IAppRepo : IDisposable
{
event Action? GameEntered;
event Action? GameExited;
event Action? SplashScreenSkipped;
event Action? MainMenuEntered;
void SkipSplashScreen();
void OnMainMenuEntered();
void OnEnterGame();
void OnExitGame();
void OnGameOver();
}
public class AppRepo : IAppRepo
{
public event Action? SplashScreenSkipped;
public event Action? MainMenuEntered;
public event Action? GameEntered;
public event Action? GameExited;
private bool _disposedValue;
public void SkipSplashScreen() => SplashScreenSkipped?.Invoke();
public void OnMainMenuEntered() => MainMenuEntered?.Invoke();
public void OnEnterGame() => GameEntered?.Invoke();
public void OnExitGame() => GameExited?.Invoke();
public void OnGameOver() => GameExited?.Invoke();
protected void Dispose(bool disposing)
{
if (!_disposedValue)
{
if (disposing)
{
// Dispose managed objects.
SplashScreenSkipped = null;
MainMenuEntered = null;
GameEntered = null;
GameExited = null;
}
_disposedValue = true;
}
}
public void Dispose()
{
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}

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namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public record Data
{
public bool ShouldLoadExistingGame { get; set; }
}
}

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namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public static class Input
{
public readonly record struct NewGame;
public readonly record struct LoadGame;
public readonly record struct LoadGameFinished;
public readonly record struct FadeInFinished;
public readonly record struct FadeOutFinished;
public readonly record struct QuitGame;
public readonly record struct GameOver;
public readonly record struct ShowLoadingScreen;
public readonly record struct SaveFileLoaded;
}
}

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namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public static class Output
{
public readonly record struct FadeToBlack;
public readonly record struct ShowSplashScreen;
public readonly record struct HideSplashScreen;
public readonly record struct RemoveExistingGame;
public readonly record struct PlayGame;
public readonly record struct ShowGame;
public readonly record struct HideGame;
public readonly record struct SetupGameScene;
public readonly record struct ShowLoadingScreen;
public readonly record struct ShowMainMenu;
public readonly record struct ExitGame;
public readonly record struct GameOver;
public readonly record struct StartLoadingSaveFile;
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
[Meta]
public abstract partial record State : StateLogic<State>;
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public interface IAppLogic : ILogicBlock<AppLogic.State>;
[Meta]
[LogicBlock(typeof(State), Diagram = true)]
public partial class AppLogic : LogicBlock<AppLogic.State>, IAppLogic
{
public override Transition GetInitialState() => To<State.SplashScreen>();
}

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uid://e51dlkiwpksy

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@startuml AppLogic
state "AppLogic State" as Zennysoft_Game_Ma_AppLogic_State {
state "InGame" as Zennysoft_Game_Ma_AppLogic_State_InGame
state "LeavingMenu" as Zennysoft_Game_Ma_AppLogic_State_LeavingMenu
state "LoadingSaveFile" as Zennysoft_Game_Ma_AppLogic_State_LoadingSaveFile
state "MainMenu" as Zennysoft_Game_Ma_AppLogic_State_MainMenu
state "SplashScreen" as Zennysoft_Game_Ma_AppLogic_State_SplashScreen
}
Zennysoft_Game_Ma_AppLogic_State_InGame --> Zennysoft_Game_Ma_AppLogic_State_MainMenu : GameOver
Zennysoft_Game_Ma_AppLogic_State_LeavingMenu --> Zennysoft_Game_Ma_AppLogic_State_InGame : FadeOutFinished
Zennysoft_Game_Ma_AppLogic_State_LeavingMenu --> Zennysoft_Game_Ma_AppLogic_State_LoadingSaveFile : FadeOutFinished
Zennysoft_Game_Ma_AppLogic_State_LoadingSaveFile --> Zennysoft_Game_Ma_AppLogic_State_InGame : SaveFileLoaded
Zennysoft_Game_Ma_AppLogic_State_MainMenu --> Zennysoft_Game_Ma_AppLogic_State_LeavingMenu : LoadGame
Zennysoft_Game_Ma_AppLogic_State_MainMenu --> Zennysoft_Game_Ma_AppLogic_State_LeavingMenu : NewGame
Zennysoft_Game_Ma_AppLogic_State_MainMenu --> Zennysoft_Game_Ma_AppLogic_State_MainMenu : QuitGame
Zennysoft_Game_Ma_AppLogic_State_SplashScreen --> Zennysoft_Game_Ma_AppLogic_State_MainMenu : FadeOutFinished
Zennysoft_Game_Ma_AppLogic_State_InGame : OnEnter → ShowGame
Zennysoft_Game_Ma_AppLogic_State_InGame : OnExit → HideGame
Zennysoft_Game_Ma_AppLogic_State_InGame : OnGameOver → RemoveExistingGame
Zennysoft_Game_Ma_AppLogic_State_LeavingMenu : OnEnter → FadeToBlack
Zennysoft_Game_Ma_AppLogic_State_LoadingSaveFile : OnEnter → StartLoadingSaveFile
Zennysoft_Game_Ma_AppLogic_State_MainMenu : OnEnter → SetupGameScene, ShowMainMenu
Zennysoft_Game_Ma_AppLogic_State_MainMenu : OnQuitGame → ExitGame
Zennysoft_Game_Ma_AppLogic_State_SplashScreen : OnEnter → ShowSplashScreen
Zennysoft_Game_Ma_AppLogic_State_SplashScreen : OnSplashScreenSkipped() → HideSplashScreen
[*] --> Zennysoft_Game_Ma_AppLogic_State_SplashScreen
@enduml

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record InGame : State, IGet<Input.GameOver>
{
public InGame()
{
this.OnEnter(() =>
{
Output(new Output.ShowGame());
Get<IAppRepo>().OnEnterGame();
});
this.OnExit(() => Output(new Output.HideGame()));
OnAttach(() => Get<IAppRepo>().GameExited += OnGameExited);
OnDetach(() => Get<IAppRepo>().GameExited -= OnGameExited);
}
public Transition On(in Input.GameOver input)
{
Output(new Output.RemoveExistingGame());
return To<MainMenu>();
}
public void OnGameExited() => Input(new Input.QuitGame());
}
}
}

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uid://ckb88dvtckagu

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namespace Zennysoft.Game.Ma;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record LeavingMenu : State, IGet<Input.FadeOutFinished>
{
public LeavingMenu()
{
this.OnEnter(() => Output(new Output.FadeToBlack()));
}
public Transition On(in Input.FadeOutFinished input) =>
Get<Data>().ShouldLoadExistingGame
? To<LoadingSaveFile>()
: To<InGame>();
}
}
}

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namespace Zennysoft.Game.Ma;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record LoadingSaveFile : State, IGet<Input.SaveFileLoaded>
{
public LoadingSaveFile()
{
this.OnEnter(() => Output(new Output.StartLoadingSaveFile()));
}
public Transition On(in Input.SaveFileLoaded input) => To<InGame>();
}
}
}

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using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
namespace Zennysoft.Game.Ma;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record MainMenu : State, IGet<Input.NewGame>, IGet<Input.LoadGame>, IGet<Input.QuitGame>
{
public MainMenu()
{
this.OnEnter(() =>
{
Get<Data>().ShouldLoadExistingGame = false;
Output(new Output.SetupGameScene());
Get<IAppRepo>().OnMainMenuEntered();
Output(new Output.ShowMainMenu());
});
}
public Transition On(in Input.NewGame input)
{
return To<LeavingMenu>();
}
public Transition On(in Input.LoadGame input)
{
Get<Data>().ShouldLoadExistingGame = true;
return To<LeavingMenu>();
}
public Transition On(in Input.QuitGame input)
{
Output(new Output.ExitGame());
return ToSelf();
}
}
}
}

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namespace Zennysoft.Game.Ma;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
public partial class AppLogic
{
public partial record State
{
[Meta]
public partial record SplashScreen : State, IGet<Input.FadeOutFinished>
{
public SplashScreen()
{
this.OnEnter(() => Output(new Output.ShowSplashScreen()));
OnAttach(
() => Get<IAppRepo>().SplashScreenSkipped += OnSplashScreenSkipped
);
OnDetach(
() => Get<IAppRepo>().SplashScreenSkipped -= OnSplashScreenSkipped
);
}
public Transition On(in Input.FadeOutFinished input) => To<MainMenu>();
public void OnSplashScreenSkipped() =>
Output(new Output.HideSplashScreen());
}
}
}

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