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fix: minor tweaks and updates
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jolexxa committed Dec 15, 2023
1 parent a6bab2d commit 3b08cde
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6 changes: 2 additions & 4 deletions GameDemo.csproj
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Expand Up @@ -9,10 +9,8 @@
<!-- godotengine/godot/issues/42271#issuecomment-751423827 -->
<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
<!-- To show generated files -->
<!-- <EmitCompilerGeneratedFiles>true</EmitCompilerGeneratedFiles> -->
<!--
<CompilerGeneratedFilesOutputPath>.generated</CompilerGeneratedFilesOutputPath>
-->
<EmitCompilerGeneratedFiles>true</EmitCompilerGeneratedFiles>
<CompilerGeneratedFilesOutputPath>.generated</CompilerGeneratedFilesOutputPath>
<DebugType>portable</DebugType>
<DebugSymbols>true</DebugSymbols>
<Title>GameDemo</Title>
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7 changes: 3 additions & 4 deletions README.md
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Expand Up @@ -10,9 +10,7 @@ The Chickensoft Game Demo — a fully tested, third-person 3D game built with Go
<img alt="Cardboard Box with Chickensoft Logo" src="docs/preview.jpg" width="100%">
</p>


https://github.com/chickensoft-games/GameDemo/assets/16472250/44012436-bec2-4bdf-b2c1-faa2ced0f3ca

<https://github.com/chickensoft-games/GameDemo/assets/16472250/44012436-bec2-4bdf-b2c1-faa2ced0f3ca>

> Most 3D assets are from the fine folks at [GDQuest] — go check out their stuff and support them! You'll notice that this project is loosely inspired by GDQuest's [ThirdPersonController], but completely rewritten using Chickensoft's best practice recommendations in C# (and with state machines)!
>
Expand Down Expand Up @@ -75,7 +73,7 @@ Here's a high-level overview of Chickensoft's opinionated architecture:

- ✅ Consistent, automatically enforced coding style via the Chickensoft [EditorConfig]. Combined with the project settings included from [GodotGame], VSCode will automatically format your code whenever you save. And, it'll flag code-style issues, keeping everything annoyingly consistent.

Obviously, many tutorials and articles could be written going into depth about each one of those topics, so until I have time to do that, you'll have to just look at the code! Or ask me in Discord — I won't shut up about this stuff.
I've written an entire treatise about the architecture behind this demo. You can read about it over at [Enjoyable Game Architecture][game-arch].

## 💁 Getting Help

Expand Down Expand Up @@ -139,3 +137,4 @@ Since we're using [LogicBlocks], here's some of the more interesting state diagr
[LogicBlocks]: https://github.com/chickensoft-games/LogicBlocks
[GoDotCollections]: https://github.com/chickensoft-games/GoDotCollections
[EditorConfig]: https://github.com/chickensoft-games/EditorConfig
[game-arch]: https://chickensoft.games/blog/game-architecture
10 changes: 5 additions & 5 deletions global.json
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@@ -1,9 +1,9 @@
{
"sdk": {
"version": "8.0.100-rc.2.23502.2",
"rollForward": "major"
},
"msbuild-sdks": {
"Godot.NET.Sdk": "4.2.0-beta.5"
"Godot.NET.Sdk": "4.2.0"
},
"sdk": {
"rollForward": "major",
"version": "7.0.306"
}
}
1 change: 1 addition & 0 deletions project.godot
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Expand Up @@ -25,6 +25,7 @@ window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
window/stretch/aspect="keep_height"
window/vsync/vsync_mode=0

[dotnet]

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3 changes: 1 addition & 2 deletions src/player/Player.cs
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Expand Up @@ -31,8 +31,7 @@ Basis GetNextRotationBasis(
}

[SuperNode(typeof(Provider), typeof(Dependent), typeof(AutoNode))]
public partial class Player :
CharacterBody3D, IPlayer, IProvide<IPlayerLogic> {
public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayerLogic> {
public override partial void _Notification(int what);

#region Provisions
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