Remove Main scene and script, add StateManagement library, update project structure documentation

This commit is contained in:
William Stuckey
2025-12-29 17:36:31 -06:00
parent 79bf76ee33
commit 1637f14b58
11 changed files with 299 additions and 14 deletions

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@@ -6,21 +6,32 @@ A game project built with Godot 4.5 and C#.
This project uses the following custom libraries:
- **EinSoftworks.Utilities** - Math and utility functions
- **EinSoftworks.Input** - Input management system
- **EinSoftworks.Events** - Event system for game communication
- **EinSoftworks.Input** - Input management system
- **EinSoftworks.StateManagement** - State machine system
## Project Structure
```
voider/
├── Scenes/ # Game scenes (.tscn files)
│ ├── Core/ # Core game scenes
│ │ └── Main.tscn
│ ├── Player/ # Player scenes
│ ├── Enemies/ # Enemy scenes
│ ├── UI/ # UI scenes
│ └── Testing/ # Test scenes
│ └── LibraryTest.tscn
├── Scripts/ # C# scripts
├── Resources/ # Game resources
├── Textures/ # Images and sprites
├── Audio/ # Sound effects and music
── Fonts/ # Font files
├── Prefabs/ # Reusable scene prefabs
── UI/ # User interface scenes
│ ├── Core/ # Core game systems
│ ├── Main.cs
│ └── EventManager.cs
── Player/ # Player-related scripts
│ ├── Enemies/ # Enemy scripts
│ ├── UI/ # UI scripts
│ └── Testing/ # Test and debug scripts
│ └── LibraryTest.cs
└── Docs/ # Documentation
```
## Development
@@ -33,6 +44,10 @@ dotnet build
### Running
Open the project in Godot 4.5 and press F5 to run.
### Testing Libraries
Run the `Scenes/Testing/LibraryTest.tscn` scene (F6) to test all integrated libraries.
See `Docs/LIBRARY_TEST.md` for details.
## License
TBD

6
Scenes/Core/Main.tscn Normal file
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://bvx8qw3yqn5yk"]
[ext_resource type="Script" uid="uid://emch0q5mxf8k" path="res://Scripts/Core/Main.cs" id="1_1"]
[node name="Main" type="Node2D"]
script = ExtResource("1_1")

0
Scenes/LibraryTest.tscn Normal file
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@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://bvx8qw3yqn5yk"]
[ext_resource type="Script" uid="uid://emch0q5mxf8k" path="res://Scripts/Main.cs" id="1_1"]
[node name="Main" type="Node2D"]
script = ExtResource("1_1")

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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://c8yv7qm3xwxqj"]
[ext_resource type="Script" path="res://Scripts/Testing/LibraryTest.cs" id="1_library_test"]
[node name="LibraryTest" type="Node"]
script = ExtResource("1_library_test")

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@@ -0,0 +1,262 @@
using System;
using EinSoftworks.Events;
using EinSoftworks.Input;
using EinSoftworks.StateManagement;
using EinSoftworks.Utilities;
using Godot;
namespace Voider;
public partial class LibraryTest : Node
{
private StateMachine<PlayerState> _stateMachine;
private HierarchicalStateMachine<string> _hierarchicalSM;
private EventBus<TestEvent> _eventBus;
private int _frameCount = 0;
private IdlePlayerState _idleState;
private RunningPlayerState _runningState;
private JumpingPlayerState _jumpingState;
public override void _Ready()
{
GD.Print("=== EinSoftworks Library Integration Test ===\n");
TestUtilities();
TestEvents();
TestInput();
TestStateMachine();
TestHierarchicalStateMachine();
GD.Print("\n=== All Tests Initialized Successfully ===");
GD.Print("Watch console for runtime behavior...\n");
}
public override void _Process(double delta)
{
_frameCount++;
// Update state machines
_stateMachine?.Update((float)delta);
_hierarchicalSM?.Update((float)delta);
// Test transitions every 60 frames
if (_frameCount == 60)
{
GD.Print("\n[Frame 60] Testing state transitions...");
_stateMachine?.ChangeState(_runningState);
}
else if (_frameCount == 120)
{
GD.Print("\n[Frame 120] Testing event-triggered transition...");
_stateMachine?.TriggerEvent("jump");
}
else if (_frameCount == 180)
{
GD.Print("\n[Frame 180] Testing hierarchical state change...");
_hierarchicalSM?.ChangeState("Combat");
}
}
private void TestUtilities()
{
GD.Print("--- Testing EinSoftworks.Utilities ---");
// Test MathUtils
float angle = 90f;
float radians = MathUtils.DegreesToRadians(angle);
GD.Print($"✓ DegreesToRadians: {angle}° = {radians} rad");
float backToDegrees = MathUtils.RadiansToDegrees(radians);
GD.Print($"✓ RadiansToDegrees: {radians} rad = {backToDegrees}°");
float value = 1.5f;
float clamped = MathUtils.Clamp01(value);
GD.Print($"✓ Clamp01: {value} clamped to {clamped}");
bool approx = MathUtils.Approximately(0.1f + 0.2f, 0.3f);
GD.Print($"✓ Approximately: 0.1 + 0.2 ≈ 0.3 = {approx}");
GD.Print("");
}
private void TestEvents()
{
GD.Print("--- Testing EinSoftworks.Events ---");
_eventBus = new EventBus<TestEvent>();
// Subscribe to events
_eventBus.Subscribe(OnTestEvent);
GD.Print($"✓ EventBus created with {_eventBus.SubscriberCount} subscriber");
// Publish an event
_eventBus.Publish(new TestEvent("Initialization", 42));
GD.Print("");
}
private void TestInput()
{
GD.Print("--- Testing EinSoftworks.Input ---");
// Create input contexts
var gameplayContext = new InputContext(
"Gameplay",
10,
InputContext.ContextMode.AllowList,
false
);
gameplayContext.AllowAction("move_left");
gameplayContext.AllowAction("move_right");
gameplayContext.AllowAction("jump");
var menuContext = new InputContext("Menu", 20, InputContext.ContextMode.BlockList, true);
menuContext.BlockAction("move_left");
menuContext.BlockAction("move_right");
GD.Print(
$"✓ Created InputContext: {gameplayContext.Name} (Priority: {gameplayContext.Priority})"
);
GD.Print($"✓ Created InputContext: {menuContext.Name} (Priority: {menuContext.Priority})");
GD.Print(" (InputManager is a Node singleton - add to scene tree for full functionality)");
// Test InputBuffer
var inputBuffer = new InputBuffer(0.15f);
inputBuffer.BufferInput("jump");
bool hasJump = inputBuffer.IsInputBuffered("jump");
GD.Print($"✓ InputBuffer: Buffered 'jump' action, has buffered = {hasJump}");
GD.Print("");
}
private void TestStateMachine()
{
GD.Print("--- Testing EinSoftworks.StateManagement (Basic) ---");
_stateMachine = new StateMachine<PlayerState>();
// Create states
_idleState = new IdlePlayerState();
_runningState = new RunningPlayerState();
_jumpingState = new JumpingPlayerState();
// Subscribe to state changes
_stateMachine.StateChanged += (from, to) =>
{
GD.Print(
$" → State changed: {from?.GetType().Name ?? "null"} → {to?.GetType().Name ?? "null"}"
);
};
// Add transitions
_stateMachine.AddTransition(_idleState, _runningState, () => false); // Won't trigger automatically
_stateMachine.AddTransition(_runningState, _jumpingState, "jump");
// Set initial state
_stateMachine.ChangeState(_idleState);
GD.Print(
$"✓ StateMachine created with initial state: {_stateMachine.CurrentState?.GetType().Name}"
);
GD.Print("");
}
private void TestHierarchicalStateMachine()
{
GD.Print("--- Testing EinSoftworks.StateManagement (Hierarchical) ---");
_hierarchicalSM = new HierarchicalStateMachine<string>();
// Create parent states
var exploration = "Exploration";
var combat = "Combat";
// Create sub-state machine for combat
var combatSubStates = new StateMachine<string>();
combatSubStates.ChangeState("Attacking");
_hierarchicalSM.AddSubStateMachine(combat, combatSubStates);
// Subscribe to state changes
_hierarchicalSM.StateChanged += (from, to) =>
{
GD.Print($" → Hierarchical state changed: {from ?? "null"} → {to ?? "null"}");
};
// Set initial state
_hierarchicalSM.ChangeState(exploration);
GD.Print($"✓ HierarchicalStateMachine created with state: {_hierarchicalSM.CurrentState}");
GD.Print("");
}
private void OnTestEvent(TestEvent evt)
{
GD.Print($" → Event received: {evt.Message} (Value: {evt.Value})");
}
public override void _ExitTree()
{
// Cleanup
_eventBus?.Unsubscribe(OnTestEvent);
_stateMachine?.Clear();
_hierarchicalSM?.Clear();
}
}
// Test event class
public class TestEvent
{
public string Message { get; }
public int Value { get; }
public TestEvent(string message, int value)
{
Message = message;
Value = value;
}
}
// Player state classes for testing
public abstract class PlayerState : State
{
protected string StateName;
public override void Enter()
{
GD.Print($" → Entering {StateName}");
}
public override void Update(float delta) { }
public override void FixedUpdate(float fixedDelta) { }
public override void Exit()
{
GD.Print($" → Exiting {StateName}");
}
}
public class IdlePlayerState : PlayerState
{
public IdlePlayerState()
{
StateName = "Idle";
}
}
public class RunningPlayerState : PlayerState
{
public RunningPlayerState()
{
StateName = "Running";
}
}
public class JumpingPlayerState : PlayerState
{
public JumpingPlayerState()
{
StateName = "Jumping";
}
}

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@@ -0,0 +1 @@
uid://dho35wh8iaest

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@@ -10,5 +10,6 @@
<ProjectReference Include="..\..\libraries\utilities\Utilities.csproj" />
<ProjectReference Include="..\..\libraries\input\Input.csproj" />
<ProjectReference Include="..\..\libraries\events\Events.csproj" />
<ProjectReference Include="..\..\libraries\state-management\StateManagement.csproj" />
</ItemGroup>
</Project>

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@@ -11,7 +11,7 @@ config_version=5
[application]
config/name="Voider"
run/main_scene="res://Scenes/Main.tscn"
run/main_scene="res://Scenes/Core/Main.tscn"
config/features=PackedStringArray("4.5", "C#", "Forward Plus")
[dotnet]