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More styling.
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README.md
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README.md
@ -39,7 +39,7 @@ module, on the c++ side.
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- The terrain is handled by [Terraman](https://github.com/Relintai/terraman.git).
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- Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged.
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These come from the [MeshDataResource](https://github.com/Relintai/mesh_data_resource) module.
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Currently I'm working on the mesh_data_resource_editor addon that will enable these to be edited directly inside the editor.
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(Currently I'm working on the mesh_data_resource_editor addon that will enable these to be edited directly inside the editor.)
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Actually [here's the full list](#the-required-engine-modules).
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@ -48,20 +48,21 @@ Actually [here's the full list](#the-required-engine-modules).
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The [/game](https://github.com/Relintai/broken_seals/tree/master/game) folder contains the game's code and assets.
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This is the folder you are supposed to open in the editor.
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The game's folder structure should be mostly self explanatory.
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The game's folder structure should be mostly self explanatory. Except for a few things:
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#### Game Modules
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Except for probably the game modules.
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I designed the game's code to be highly modular, so I created a [loader module](https://github.com/Relintai/broken_seals/tree/master/game/scripts/game_modules). It will look for files named ` game_module.tres ` and call methods on them on certain events.
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I designed the game's code to be highly modular, so I created a [loader module](https://github.com/Relintai/broken_seals/tree/master/game/scripts/game_modules). \
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It will look for files named ` game_module.tres ` and call methods on them on certain events.\
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This system uses the [DataManager](https://github.com/Relintai/broken_seals/blob/master/game/scripts/game_modules/DataManager.gd) singleton.
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For example this is how the ui initializes itself. The player's [body](https://github.com/Relintai/broken_seals/blob/master/game/player/Body.gd) script, requests the instantiated ui from the [DataManager](https://github.com/Relintai/broken_seals/blob/master/game/scripts/game_modules/DataManager.gd) singleton like ` var ui = DataManager.request_instance(DataManager.PLAYER_UI_INSTANCE) `.
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For example this is how the ui initializes itself:
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And the data manager will instance it's player ui scene, and call all module's ` on_request_instance ` methods.
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The player's [body](https://github.com/Relintai/broken_seals/blob/master/game/player/Body.gd) script, requests the instantiated ui from the [DataManager](https://github.com/Relintai/broken_seals/blob/master/game/scripts/game_modules/DataManager.gd) singleton like ` var ui = DataManager.request_instance(DataManager.PLAYER_UI_INSTANCE) `. And then the data manager will instance it's player ui scene, and call all module's ` on_request_instance ` methods.
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These module scripts are also responsible for collecting all spells and then setting them into the ESS singleton, so they are castable.
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For exmaple the [module](https://github.com/Relintai/broken_seals/blob/master/game/modules/entity_classes/naturalist/game_module.tres) for the naturalist, and it's [resource db](https://github.com/Relintai/broken_seals/blob/master/game/modules/entity_classes/naturalist/resource_db.tres), which will be merged into a central resource db for ESS.
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These module scripts are also responsible for collecting all spells and then setting them into the ESS singleton, so they are actually castable.\
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This is the [module](https://github.com/Relintai/broken_seals/blob/master/game/modules/entity_classes/naturalist/game_module.tres) for the naturalist, and it's [resource db](https://github.com/Relintai/broken_seals/blob/master/game/modules/entity_classes/naturalist/resource_db.tres), which will be merged into a central resource db for ESS.
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Note that the module resources are sorted by their resource paths, so spells should always get the same id, on every platform every time.
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This is to optimize networkd spell casts.
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