initial project setup

This commit is contained in:
Haze Weathers 2025-12-09 14:43:30 -06:00
commit 40ebde624c
13 changed files with 296 additions and 0 deletions

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.editorconfig Normal file
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root = true
[*]
charset = utf-8

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.gitattributes vendored Normal file
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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.gitignore vendored Normal file
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# Godot 4+ specific ignores
.godot/
/android/

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globals/background.tscn Normal file
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[gd_scene format=3 uid="uid://cmh8bcjad3433"]
[node name="Background" type="CanvasLayer"]
layer = -2147483648
[node name="ClearColor" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 1)

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globals/display.gd Normal file
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extends Node
enum ScaleMode {
## Stretches to fit as close as possible while maintaining the game's aspect ratio.
ASPECT,
## Stretches to fit as close as possible while maintaining aspect ratio and an integer scale.
INTEGER,
## Stretches to cover the whole screen, warping the aspect ratio.
STRETCH,
}
## Strategy to use for scaling from game-native resolution to the window/screen size.
@export var scale_mode: ScaleMode = ScaleMode.ASPECT:
set(value):
scale_mode = value
if is_node_ready():
_update_scale()
## Directory to scan screen filters from.
@export_dir var filters_dir: String = "res://"
@export_group("Internal References")
@export var viewport: SubViewport
@export var viewport_container: SubViewportContainer
@export var _native_filters_layer: CanvasLayer
## The native resolution of the game.
var size: Vector2i = Vector2i(
ProjectSettings.get_setting("display/window/size/viewport_width"),
ProjectSettings.get_setting("display/window/size/viewport_height"),
)
## Whether each filter is enabled or disabled.
var filters_enabled: Dictionary[StringName, bool] = {}
var _filter_instances: Dictionary[StringName, ColorRect] = {}
func _enter_tree() -> void:
get_tree().scene_changed.connect(_on_scene_changed)
get_tree().root.size_changed.connect(_update_scale)
# populate screen filters
for file in ResourceLoader.list_directory(filters_dir):
var material = load(filters_dir.path_join(file)) as Material
if material:
var id = StringName(file.get_basename())
if _filter_instances.has(id):
push_error("Screen filter %s exists in two different resource files. Only one will exist" % id)
_filter_instances[id].queue_free()
_filter_instances.erase(id)
var instance = ColorRect.new()
instance.material = material
if material.get_meta(&"filter_native_resolution", false):
_native_filters_layer.add_child(instance)
else:
viewport_container.add_child(instance)
_filter_instances[id] = instance
filters_enabled[id] = true
_update_scale.call_deferred()
var current_scene = get_tree().current_scene
if current_scene and current_scene != self:
if current_scene.get_parent():
current_scene.reparent.call_deferred(viewport)
else:
viewport.add_child.call_deferred(current_scene)
func _on_scene_changed() -> void:
for child in viewport.get_children():
child.queue_free()
get_tree().current_scene.reparent(viewport)
func _update_scale() -> void:
var screen_size = Vector2(get_tree().root.size)
var size_ratio = screen_size / Vector2(size)
DisplayServer.window_set_min_size(size)
viewport.size = size
viewport_container.pivot_offset = Vector2(size) * 0.5
viewport_container.position = screen_size * 0.5 - Vector2(size) * 0.5
match scale_mode:
ScaleMode.ASPECT:
# get the minimum ratio and use for both axes
var min_scale = minf(size_ratio.x, size_ratio.y)
viewport_container.scale = Vector2(min_scale, min_scale)
ScaleMode.INTEGER:
# get the minimum ratio and use for both axes after flooring
var min_scale = floorf(minf(size_ratio.x, size_ratio.y))
viewport_container.scale = Vector2(min_scale, min_scale)
ScaleMode.STRETCH:
# just use the ratio as-is
viewport_container.scale = size_ratio
# update screen filters state
for filter in filters_enabled:
_filter_instances[filter].visible = filters_enabled[filter]
_filter_instances[filter].custom_minimum_size = Vector2(size)

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globals/display.gd.uid Normal file
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uid://kwa8v1dhwlie

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globals/display.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://bixq77klfo561"]
[ext_resource type="Script" uid="uid://kwa8v1dhwlie" path="res://globals/display.gd" id="1_1seuv"]
[node name="Display" type="Node" node_paths=PackedStringArray("viewport", "viewport_container", "_native_filters_layer")]
script = ExtResource("1_1seuv")
scale_mode = 1
filters_dir = "res://assets/screen_filters"
viewport = NodePath("SubViewportContainer/SubViewport")
viewport_container = NodePath("SubViewportContainer")
_native_filters_layer = NodePath("SubViewportContainer/SubViewport/NativeResolutionFilters")
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -128.0
offset_top = -96.0
offset_right = 128.0
offset_bottom = 96.0
grow_horizontal = 2
grow_vertical = 2
pivot_offset = Vector2(128, 96)
[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
handle_input_locally = false
snap_2d_transforms_to_pixel = true
canvas_item_default_texture_filter = 0
size = Vector2i(256, 192)
render_target_update_mode = 4
[node name="NativeResolutionFilters" type="CanvasLayer" parent="SubViewportContainer/SubViewport"]
layer = 2147483647

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globals/scene_stack.gd Normal file
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extends Node
## The stack of scenes.
var scenes: Array[Node]
func _enter_tree() -> void:
scenes.push_back(get_tree().current_scene)
## Pushes a new scene onto the stack. It will replace the current scene until it is popped.
func push_scene(scene: Node) -> void:
scenes.push_back(scene)
get_tree().current_scene = scene
get_tree().scene_changed.emit()
## Pops the current scene off the stack, returning to the scene below it. If there are no
## scenes left, the game quits.
func pop_scene() -> void:
scenes.pop_back().queue_free()
if scenes.is_empty():
get_tree().quit()
return
get_tree().current_scene = scenes.back()
get_tree().scene_changed.emit()
## Swaps the current scene with a new scene.
func swap_scene(scene: Node) -> void:
scenes.pop_back().queue_free()
scenes.push_back(scene)
get_tree().current_scene = scene
get_tree().scene_changed.emit()

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uid://daxi080e2jmpi

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icon.svg Normal file
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>

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Width:  |  Height:  |  Size: 995 B

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icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c50bfqprpitev"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Paratate"
run/main_scene="uid://dxsp66qpvm65b"
config/features=PackedStringArray("4.5", "GL Compatibility")
config/icon="res://icon.svg"
[autoload]
Background="*res://globals/background.tscn"
Display="*res://globals/display.tscn"
SceneStack="*res://globals/scene_stack.gd"
[display]
window/size/viewport_width=240
window/size/viewport_height=320
[file_customization]
folder_colors={
"res://globals/": "orange",
"res://scenes/": "teal"
}
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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scenes/test_scene.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://dxsp66qpvm65b"]
[ext_resource type="Texture2D" uid="uid://c50bfqprpitev" path="res://icon.svg" id="1_g7g4h"]
[node name="TestScene" type="Node"]
[node name="Icon" type="Sprite2D" parent="."]
position = Vector2(110, 187)
texture = ExtResource("1_g7g4h")