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# Godot C# Library Management System
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## Overview
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This document describes a comprehensive system for managing reusable C# libraries across multiple Godot game projects using Git submodules. This approach enables clean separation of concerns, version control for individual libraries, and easy code reuse across multiple game projects.
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## System Architecture
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### Core Principles
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1. **Separation of Concerns**: Libraries and game projects exist in separate Git repositories
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2. **Modular Design**: Each library serves a specific purpose and can be developed independently
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3. **Version Control**: Libraries can be versioned and updated independently of game projects
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4. **Code Reuse**: Multiple projects can share the same libraries without code duplication
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5. **Clean Dependencies**: C# project references ensure proper compilation and IntelliSense support
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### Directory Structure
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```
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~/GameDev/
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├── Godot/ # Godot engine installation
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├── libraries/ # Local development copies of libraries
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│ ├── utilities/ # Example: utilities library repository
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│ ├── audio-manager/ # Example: audio management library
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│ └── ui-framework/ # Example: UI framework library
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└── projects/ # Game project repositories
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├── test-game/ # Example: test game project
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│ └── Libraries/ # Git submodules directory
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│ ├── utilities/ # Submodule → library/utilities
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│ └── audio-manager/# Submodule → library/audio-manager
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└── puzzle-game/ # Example: another game project
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└── Libraries/ # Git submodules directory
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└── utilities/ # Submodule → library/utilities
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```
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### Git Repository Organization
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**Gitea Organizations:**
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- `library/` - Contains all reusable library repositories
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- `project/` - Contains all game project repositories
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**Repository Examples:**
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- `https://git.ein-softworks.com/library/utilities.git`
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- `https://git.ein-softworks.com/library/audio-manager.git`
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- `https://git.ein-softworks.com/project/test-game.git`
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- `https://git.ein-softworks.com/project/puzzle-game.git`
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## How Git Submodules Work
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Git submodules allow you to include one Git repository inside another as a subdirectory. In our case:
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1. **Library repositories** contain reusable C# code and Godot scenes
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2. **Game project repositories** include libraries as submodules in their `Libraries/` directory
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3. **Submodules point to specific commits** in the library repositories, ensuring reproducible builds
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4. **Updates are explicit** - you control when to pull in library changes
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### Benefits of This Approach
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- **Independent Development**: Work on libraries without affecting game projects
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- **Version Stability**: Games use specific library versions until explicitly updated
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- **Selective Updates**: Choose which libraries to update in each project
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- **Clean History**: Each repository maintains its own commit history
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- **Collaborative Friendly**: Multiple developers can work on different libraries simultaneously
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## Initial Setup Process
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### Prerequisites
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- macOS with Godot v4.5.1 stable installed at `~/GameDev/Godot/`
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- .NET 8.0.121 installed
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- Git configured with access to your Gitea instance
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- Gitea instance with `library` and `project` organizations created
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### Step 1: Create Directory Structure
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```bash
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cd ~/GameDev
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mkdir -p libraries projects
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```
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### Step 2: Create Your First Library
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#### Initialize the Library Repository
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```bash
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cd ~/GameDev/libraries
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git init utilities
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cd utilities
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mkdir -p Scripts
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```
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#### Create Library Project Configuration
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Create `project.godot`:
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```ini
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; Engine configuration file.
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[application]
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config/name="Utilities Library"
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config/features=PackedStringArray("4.3", "C#", "Forward Plus")
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[dotnet]
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project/assembly_name="EinSoftworks.Utilities"
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```
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Create `Utilities.csproj`:
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```xml
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<Project Sdk="Godot.NET.Sdk/4.3.0">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>EinSoftworks.Utilities</RootNamespace>
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<AssemblyName>EinSoftworks.Utilities</AssemblyName>
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</PropertyGroup>
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</Project>
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```
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#### Create Example Library Code
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Create `Scripts/MathUtils.cs`:
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```csharp
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using Godot;
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namespace EinSoftworks.Utilities
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{
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public static class MathUtils
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{
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/// <summary>
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/// Clamps a value between 0 and 1.
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/// </summary>
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public static float Clamp01(float value)
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{
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return Mathf.Clamp(value, 0f, 1f);
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}
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/// <summary>
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/// Checks if a number is approximately equal to another number.
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/// </summary>
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public static bool Approximately(float a, float b, float threshold = 0.001f)
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{
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return Mathf.Abs(a - b) < threshold;
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}
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/// <summary>
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/// Converts degrees to radians.
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/// </summary>
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public static float DegreesToRadians(float degrees)
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{
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return degrees * Mathf.Pi / 180f;
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}
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/// <summary>
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/// Converts radians to degrees.
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/// </summary>
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public static float RadiansToDegrees(float radians)
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{
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return radians * 180f / Mathf.Pi;
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}
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}
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}
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```
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#### Create .gitignore
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```gitignore
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# Godot 4+ specific ignores
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.godot/
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# Godot-specific ignores
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.import/
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export.cfg
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export_presets.cfg
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# Imported translations (automatically generated from CSV files)
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*.translation
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# Mono-specific ignores
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.mono/
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data_*/
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mono_crash.*.json
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# .NET specific ignores
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bin/
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obj/
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*.tmp
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```
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#### Commit and Push Library
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```bash
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git add .
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git commit -m "Initial utilities library setup with MathUtils"
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git remote add origin https://git.ein-softworks.com/library/utilities.git
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git branch -M main
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git push -u origin main
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```
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### Step 3: Create Your First Game Project
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#### Initialize the Game Repository
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```bash
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cd ~/GameDev/projects
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git init test-game
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cd test-game
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mkdir -p Scripts Scenes Libraries
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```
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#### Create Game Project Configuration
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Create `project.godot`:
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|
```ini
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; Engine configuration file.
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[application]
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|
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config/name="Test Game"
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config/features=PackedStringArray("4.3", "C#", "Forward Plus")
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run/main_scene="res://Scenes/Main.tscn"
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|
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[dotnet]
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project/assembly_name="TestGame"
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```
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Create `TestGame.csproj`:
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```xml
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<Project Sdk="Godot.NET.Sdk/4.3.0">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>TestGame</RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="Libraries/utilities/Utilities.csproj" />
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</ItemGroup>
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</Project>
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```
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#### Add Library as Submodule
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```bash
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git submodule add https://git.ein-softworks.com/library/utilities.git Libraries/utilities
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git submodule update --init --recursive
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```
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#### Create Game Code
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|
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|
Create `Scripts/Main.cs`:
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|
```csharp
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using Godot;
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using EinSoftworks.Utilities;
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|
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namespace TestGame
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{
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public partial class Main : Node2D
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{
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public override void _Ready()
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|
{
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GD.Print("Test Game Started!");
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// Test the utilities library
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TestMathUtils();
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|
}
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private void TestMathUtils()
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|
{
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// Test degree/radian conversion
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|
float testAngle = 90f;
|
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|
float radians = MathUtils.DegreesToRadians(testAngle);
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|
float backToDegrees = MathUtils.RadiansToDegrees(radians);
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|
GD.Print($"90° → {radians} rad → {backToDegrees}°");
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|
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// Test clamping
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|
float clampedValue = MathUtils.Clamp01(1.5f);
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|
GD.Print($"Clamped 1.5 to 0-1 range: {clampedValue}");
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|
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// Test approximation
|
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bool isApprox = MathUtils.Approximately(0.1f, 0.100001f);
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|
GD.Print($"0.1 ≈ 0.100001: {isApprox}");
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|
}
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|
}
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|
}
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|
```
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|
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|
Create `Scenes/Main.tscn`:
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|
```
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[gd_scene load_steps=2 format=3 uid="uid://b8y1qxqxqxqxq"]
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|
|
||||||
|
[ext_resource type="Script" path="res://Scripts/Main.cs" id="1"]
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|
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[node name="Main" type="Node2D"]
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|
script = ExtResource("1")
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|
|
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[node name="Label" type="Label" parent="."]
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offset_right = 400.0
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|
offset_bottom = 100.0
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text = "Test Game - Check console for utilities library output"
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|
horizontal_alignment = 1
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|
vertical_alignment = 1
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||||||
|
```
|
||||||
|
|
||||||
|
#### Create .gitignore
|
||||||
|
|
||||||
|
```gitignore
|
||||||
|
# Godot 4+ specific ignores
|
||||||
|
.godot/
|
||||||
|
|
||||||
|
# Godot-specific ignores
|
||||||
|
.import/
|
||||||
|
export.cfg
|
||||||
|
export_presets.cfg
|
||||||
|
|
||||||
|
# Imported translations (automatically generated from CSV files)
|
||||||
|
*.translation
|
||||||
|
|
||||||
|
# Mono-specific ignores
|
||||||
|
.mono/
|
||||||
|
data_*/
|
||||||
|
mono_crash.*.json
|
||||||
|
|
||||||
|
# .NET specific ignores
|
||||||
|
bin/
|
||||||
|
obj/
|
||||||
|
*.tmp
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Commit and Push Game Project
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add .
|
||||||
|
git commit -m "Initial test game setup with utilities library submodule"
|
||||||
|
git remote add origin https://git.ein-softworks.com/project/test-game.git
|
||||||
|
git branch -M main
|
||||||
|
git push -u origin main
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 4: Open and Build in Godot
|
||||||
|
|
||||||
|
1. Launch Godot: `~/GameDev/Godot/Godot.app/Contents/MacOS/Godot`
|
||||||
|
2. In Project Manager, click **"Import"**
|
||||||
|
3. Navigate to `~/GameDev/projects/test-game/` and select `project.godot`
|
||||||
|
4. Click **"Import & Edit"**
|
||||||
|
5. In the Godot editor, go to **Project → Tools → C# → Create C# solution**
|
||||||
|
6. Click the **"Build"** button in the toolbar (or **Project → Tools → C# → Build Solution**)
|
||||||
|
7. Run the game with the **Play** button
|
||||||
|
|
||||||
|
Expected console output:
|
||||||
|
```
|
||||||
|
Test Game Started!
|
||||||
|
90° → 1.5708 rad → 90°
|
||||||
|
Clamped 1.5 to 0-1 range: 1
|
||||||
|
0.1 ≈ 0.100001: True
|
||||||
|
```
|
||||||
|
|
||||||
|
## Usage Workflows
|
||||||
|
|
||||||
|
### Working on Libraries
|
||||||
|
|
||||||
|
#### Developing New Features
|
||||||
|
|
||||||
|
When you want to add functionality to an existing library:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Navigate to library
|
||||||
|
cd ~/GameDev/libraries/utilities
|
||||||
|
|
||||||
|
# Create a new branch for your feature
|
||||||
|
git checkout -b feature/string-utilities
|
||||||
|
|
||||||
|
# Add your new code (example)
|
||||||
|
cat >> Scripts/StringUtils.cs << 'EOF'
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace EinSoftworks.Utilities
|
||||||
|
{
|
||||||
|
public static class StringUtils
|
||||||
|
{
|
||||||
|
public static string ToPascalCase(string input)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(input)) return input;
|
||||||
|
return char.ToUpper(input[0]) + input.Substring(1).ToLower();
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool IsValidEmail(string email)
|
||||||
|
{
|
||||||
|
return email.Contains("@") && email.Contains(".");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EOF
|
||||||
|
|
||||||
|
# Test your changes in Godot
|
||||||
|
# Open ~/GameDev/libraries/utilities in Godot
|
||||||
|
# Build and test the library
|
||||||
|
|
||||||
|
# Commit your changes
|
||||||
|
git add .
|
||||||
|
git commit -m "Add StringUtils with PascalCase and email validation"
|
||||||
|
|
||||||
|
# Push the feature branch
|
||||||
|
git push origin feature/string-utilities
|
||||||
|
|
||||||
|
# Create a pull request in Gitea
|
||||||
|
# After review and merge, switch back to main
|
||||||
|
git checkout main
|
||||||
|
git pull origin main
|
||||||
|
|
||||||
|
# Clean up feature branch
|
||||||
|
git branch -d feature/string-utilities
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Creating a New Library
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Create new library repository
|
||||||
|
cd ~/GameDev/libraries
|
||||||
|
git init audio-manager
|
||||||
|
cd audio-manager
|
||||||
|
|
||||||
|
# Set up library structure
|
||||||
|
mkdir -p Scripts Resources
|
||||||
|
cat > project.godot << 'EOF'
|
||||||
|
; Engine configuration file.
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="Audio Manager Library"
|
||||||
|
config/features=PackedStringArray("4.3", "C#", "Forward Plus")
|
||||||
|
|
||||||
|
[dotnet]
|
||||||
|
|
||||||
|
project/assembly_name="EinSoftworks.AudioManager"
|
||||||
|
EOF
|
||||||
|
|
||||||
|
cat > AudioManager.csproj << 'EOF'
|
||||||
|
<Project Sdk="Godot.NET.Sdk/4.3.0">
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net6.0</TargetFramework>
|
||||||
|
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
|
||||||
|
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
|
||||||
|
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||||
|
<RootNamespace>EinSoftworks.AudioManager</RootNamespace>
|
||||||
|
<AssemblyName>EinSoftworks.AudioManager</AssemblyName>
|
||||||
|
</PropertyGroup>
|
||||||
|
</Project>
|
||||||
|
EOF
|
||||||
|
|
||||||
|
# Create basic audio manager
|
||||||
|
cat > Scripts/AudioManager.cs << 'EOF'
|
||||||
|
using Godot;
|
||||||
|
|
||||||
|
namespace EinSoftworks.AudioManager
|
||||||
|
{
|
||||||
|
public partial class AudioManager : Node
|
||||||
|
{
|
||||||
|
private AudioStreamPlayer _musicPlayer;
|
||||||
|
private AudioStreamPlayer _sfxPlayer;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_musicPlayer = new AudioStreamPlayer();
|
||||||
|
_sfxPlayer = new AudioStreamPlayer();
|
||||||
|
|
||||||
|
AddChild(_musicPlayer);
|
||||||
|
AddChild(_sfxPlayer);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PlayMusic(AudioStream music, float volume = 1.0f)
|
||||||
|
{
|
||||||
|
_musicPlayer.Stream = music;
|
||||||
|
_musicPlayer.VolumeDb = Mathf.LinearToDb(volume);
|
||||||
|
_musicPlayer.Play();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PlaySFX(AudioStream sfx, float volume = 1.0f)
|
||||||
|
{
|
||||||
|
_sfxPlayer.Stream = sfx;
|
||||||
|
_sfxPlayer.VolumeDb = Mathf.LinearToDb(volume);
|
||||||
|
_sfxPlayer.Play();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EOF
|
||||||
|
|
||||||
|
# Copy standard .gitignore
|
||||||
|
cp ../utilities/.gitignore .
|
||||||
|
|
||||||
|
# Commit and push
|
||||||
|
git add .
|
||||||
|
git commit -m "Initial audio manager library"
|
||||||
|
git remote add origin https://git.ein-softworks.com/library/audio-manager.git
|
||||||
|
git branch -M main
|
||||||
|
git push -u origin main
|
||||||
|
```
|
||||||
|
|
||||||
|
### Working with Game Projects
|
||||||
|
|
||||||
|
#### Adding Libraries to Existing Projects
|
||||||
|
|
||||||
|
To add a new library to an existing game project:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Navigate to your game project
|
||||||
|
cd ~/GameDev/projects/test-game
|
||||||
|
|
||||||
|
# Add the new library as a submodule
|
||||||
|
git submodule add https://git.ein-softworks.com/library/audio-manager.git Libraries/audio-manager
|
||||||
|
|
||||||
|
# Update the .csproj file to reference the new library
|
||||||
|
# Edit TestGame.csproj and add to ItemGroup:
|
||||||
|
# <ProjectReference Include="Libraries/audio-manager/AudioManager.csproj" />
|
||||||
|
|
||||||
|
# Example of the updated .csproj:
|
||||||
|
cat > TestGame.csproj << 'EOF'
|
||||||
|
<Project Sdk="Godot.NET.Sdk/4.3.0">
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net6.0</TargetFramework>
|
||||||
|
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
|
||||||
|
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
|
||||||
|
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||||
|
<RootNamespace>TestGame</RootNamespace>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="Libraries/utilities/Utilities.csproj" />
|
||||||
|
<ProjectReference Include="Libraries/audio-manager/AudioManager.csproj" />
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
||||||
|
EOF
|
||||||
|
|
||||||
|
# Commit the changes
|
||||||
|
git add .
|
||||||
|
git commit -m "Add audio-manager library dependency"
|
||||||
|
git push origin main
|
||||||
|
|
||||||
|
# In Godot: Project → Reload Current Project
|
||||||
|
# Then build the solution
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Updating Libraries in Projects
|
||||||
|
|
||||||
|
To update a library to the latest version:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Navigate to your game project
|
||||||
|
cd ~/GameDev/projects/test-game
|
||||||
|
|
||||||
|
# Update specific library to latest
|
||||||
|
git submodule update --remote Libraries/utilities
|
||||||
|
|
||||||
|
# Or update all submodules
|
||||||
|
git submodule update --remote
|
||||||
|
|
||||||
|
# Commit the library updates
|
||||||
|
git add .
|
||||||
|
git commit -m "Update utilities library to latest version"
|
||||||
|
git push origin main
|
||||||
|
|
||||||
|
# In Godot: Project → Reload Current Project
|
||||||
|
# Then rebuild the solution
|
||||||
|
```
|
||||||
|
|
||||||
|
To update to a specific version/commit:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Navigate to the submodule
|
||||||
|
cd ~/GameDev/projects/test-game/Libraries/utilities
|
||||||
|
|
||||||
|
# Check available tags/versions
|
||||||
|
git tag -l
|
||||||
|
|
||||||
|
# Checkout specific version
|
||||||
|
git checkout v1.2.0
|
||||||
|
|
||||||
|
# Go back to project root
|
||||||
|
cd ~/GameDev/projects/test-game
|
||||||
|
|
||||||
|
# Commit the specific version
|
||||||
|
git add Libraries/utilities
|
||||||
|
git commit -m "Update utilities library to v1.2.0"
|
||||||
|
git push origin main
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Creating New Game Projects
|
||||||
|
|
||||||
|
To create a new game project with existing libraries:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Create new project
|
||||||
|
cd ~/GameDev/projects
|
||||||
|
git init puzzle-game
|
||||||
|
cd puzzle-game
|
||||||
|
|
||||||
|
# Set up basic structure
|
||||||
|
mkdir -p Scripts Scenes Libraries
|
||||||
|
|
||||||
|
# Create project.godot
|
||||||
|
cat > project.godot << 'EOF'
|
||||||
|
; Engine configuration file.
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="Puzzle Game"
|
||||||
|
config/features=PackedStringArray("4.3", "C#", "Forward Plus")
|
||||||
|
run/main_scene="res://Scenes/Main.tscn"
|
||||||
|
|
||||||
|
[dotnet]
|
||||||
|
|
||||||
|
project/assembly_name="PuzzleGame"
|
||||||
|
EOF
|
||||||
|
|
||||||
|
# Add required libraries
|
||||||
|
git submodule add https://git.ein-softworks.com/library/utilities.git Libraries/utilities
|
||||||
|
git submodule add https://git.ein-softworks.com/library/audio-manager.git Libraries/audio-manager
|
||||||
|
|
||||||
|
# Create .csproj with all dependencies
|
||||||
|
cat > PuzzleGame.csproj << 'EOF'
|
||||||
|
<Project Sdk="Godot.NET.Sdk/4.3.0">
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net6.0</TargetFramework>
|
||||||
|
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
|
||||||
|
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
|
||||||
|
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||||
|
<RootNamespace>PuzzleGame</RootNamespace>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="Libraries/utilities/Utilities.csproj" />
|
||||||
|
<ProjectReference Include="Libraries/audio-manager/AudioManager.csproj" />
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
||||||
|
EOF
|
||||||
|
|
||||||
|
# Copy .gitignore from another project
|
||||||
|
cp ../test-game/.gitignore .
|
||||||
|
|
||||||
|
# Initialize submodules
|
||||||
|
git submodule update --init --recursive
|
||||||
|
|
||||||
|
# Create basic game code
|
||||||
|
cat > Scripts/Main.cs << 'EOF'
|
||||||
|
using Godot;
|
||||||
|
using EinSoftworks.Utilities;
|
||||||
|
using EinSoftworks.AudioManager;
|
||||||
|
|
||||||
|
namespace PuzzleGame
|
||||||
|
{
|
||||||
|
public partial class Main : Node2D
|
||||||
|
{
|
||||||
|
private AudioManager _audioManager;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
GD.Print("Puzzle Game Started!");
|
||||||
|
|
||||||
|
// Set up audio manager
|
||||||
|
_audioManager = new AudioManager();
|
||||||
|
AddChild(_audioManager);
|
||||||
|
|
||||||
|
// Test utilities
|
||||||
|
float angle = MathUtils.DegreesToRadians(45f);
|
||||||
|
GD.Print($"45 degrees = {angle} radians");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EOF
|
||||||
|
|
||||||
|
# Commit and push
|
||||||
|
git add .
|
||||||
|
git commit -m "Initial puzzle game setup with utilities and audio-manager libraries"
|
||||||
|
git remote add origin https://git.ein-softworks.com/project/puzzle-game.git
|
||||||
|
git branch -M main
|
||||||
|
git push -u origin main
|
||||||
|
```
|
||||||
|
|
||||||
|
### Advanced Workflows
|
||||||
|
|
||||||
|
#### Working with Library Dependencies
|
||||||
|
|
||||||
|
If one library depends on another:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// In Libraries/ui-framework/UIFramework.csproj
|
||||||
|
<Project Sdk="Godot.NET.Sdk/4.3.0">
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net6.0</TargetFramework>
|
||||||
|
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||||
|
<RootNamespace>EinSoftworks.UIFramework</RootNamespace>
|
||||||
|
<AssemblyName>EinSoftworks.UIFramework</AssemblyName>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="../utilities/Utilities.csproj" />
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Creating Library Releases
|
||||||
|
|
||||||
|
For important library milestones:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# In your library repository
|
||||||
|
cd ~/GameDev/libraries/utilities
|
||||||
|
|
||||||
|
# Create and push a tag
|
||||||
|
git tag -a v1.0.0 -m "Release version 1.0.0 - Initial stable release"
|
||||||
|
git push origin v1.0.0
|
||||||
|
|
||||||
|
# Create release notes in Gitea
|
||||||
|
# Navigate to your Gitea repository → Releases → New Release
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Cloning Projects on New Machines
|
||||||
|
|
||||||
|
When setting up on a new development machine:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# Clone project with submodules
|
||||||
|
git clone --recursive https://git.ein-softworks.com/project/test-game.git
|
||||||
|
|
||||||
|
# Or if already cloned without --recursive
|
||||||
|
cd test-game
|
||||||
|
git submodule update --init --recursive
|
||||||
|
```
|
||||||
|
|
||||||
|
## Best Practices
|
||||||
|
|
||||||
|
### Library Design
|
||||||
|
|
||||||
|
1. **Keep libraries focused**: Each library should have a single, well-defined purpose
|
||||||
|
2. **Use proper namespacing**: Follow the pattern `CompanyName.LibraryName`
|
||||||
|
3. **Document your code**: Use XML documentation comments for public APIs
|
||||||
|
4. **Version your releases**: Use semantic versioning (major.minor.patch)
|
||||||
|
5. **Test thoroughly**: Create test projects for each library
|
||||||
|
|
||||||
|
### Project Organization
|
||||||
|
|
||||||
|
1. **Consistent naming**: Use kebab-case for repository names, PascalCase for namespaces
|
||||||
|
2. **Clear dependencies**: Only include libraries you actually use
|
||||||
|
3. **Regular updates**: Keep libraries updated, but test thoroughly after updates
|
||||||
|
4. **Backup strategy**: Ensure all repositories are backed up on your Gitea instance
|
||||||
|
|
||||||
|
### Git Workflow
|
||||||
|
|
||||||
|
1. **Feature branches**: Use feature branches for library development
|
||||||
|
2. **Descriptive commits**: Write clear commit messages
|
||||||
|
3. **Regular pushes**: Push changes regularly to avoid data loss
|
||||||
|
4. **Clean history**: Squash commits when merging features
|
||||||
|
|
||||||
|
### Development Environment
|
||||||
|
|
||||||
|
1. **Consistent paths**: Always use the `~/GameDev/` structure
|
||||||
|
2. **IDE setup**: Configure your IDE to recognize the library references
|
||||||
|
3. **Build automation**: Consider setting up CI/CD for library testing
|
||||||
|
4. **Documentation**: Keep this document updated as your system evolves
|
||||||
|
|
||||||
|
## Troubleshooting
|
||||||
|
|
||||||
|
### Common Issues
|
||||||
|
|
||||||
|
#### Submodule Not Found
|
||||||
|
```bash
|
||||||
|
# If Libraries/utilities is empty
|
||||||
|
cd ~/GameDev/projects/test-game
|
||||||
|
git submodule update --init --recursive
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Build Errors
|
||||||
|
```bash
|
||||||
|
# In Godot editor
|
||||||
|
# Project → Reload Current Project
|
||||||
|
# Project → Tools → C# → Create C# solution
|
||||||
|
# Build
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Missing References
|
||||||
|
Check that your `.csproj` file includes all required `<ProjectReference>` entries for your submodules.
|
||||||
|
|
||||||
|
#### Submodule Update Conflicts
|
||||||
|
```bash
|
||||||
|
# If you have uncommitted changes in a submodule
|
||||||
|
cd Libraries/utilities
|
||||||
|
git stash
|
||||||
|
git pull origin main
|
||||||
|
git stash pop
|
||||||
|
```
|
||||||
|
|
||||||
|
### Getting Help
|
||||||
|
|
||||||
|
1. Check Godot's C# documentation
|
||||||
|
2. Review Git submodule documentation
|
||||||
|
3. Examine this document for reference patterns
|
||||||
|
4. Test changes in isolation before applying to important projects
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*This documentation should be updated as your library system evolves and new patterns emerge.*
|
||||||
Reference in New Issue
Block a user