Merge branch 'birb-refactor' of game-projects/gamecore into master

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Kazhnuz 2020-04-05 18:54:33 +02:00 committed by Gitea
commit b12108a260
166 changed files with 156 additions and 147 deletions

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@ -7,6 +7,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## Unreleased ## Unreleased
- Project renamed to Birb
- New loading system
### Added ### Added
- Add a gamesystem module - Add a gamesystem module
@ -23,6 +27,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **core/input:** extract virtualpads from the input controller - **core/input:** extract virtualpads from the input controller
- **core:** The core is now separated from the rest of birb
## [0.6.0] - 2019-07-20 ## [0.6.0] - 2019-07-20
- Meta: Add proper crediting - Meta: Add proper crediting

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@ -1,44 +1,20 @@
# gamecore # Birb Love2D Engine
Gamecore aim to be an integrated, simple core system for love2D. It aim to make work in a integrated way several managers to automatically handle inputs, screen, and several utilities to make game developpement easier and less repetitive. Birb aim to be an integrated, simple engine for love2D. It aim to work as a set of managers to automatically handle inputs, screen, and several utilities to make game developpement easier and less repetitive.
Gamecore use [Classic](https://github.com/rxi/classic/) as its base Object Birb use [Classic](https://github.com/rxi/classic/) as its base Object.
## How to load GameCore ## How to load GameCore
To load gamecore, you basically need the following code. The birb engine must be located in the `birb/` folder to work. After that, all you have to do is to load a gamecore based engine and then.
Note : the `birb` and `utils` global namespace will be used by birb.
```` ````
Core = require "gamecore" require "birb"
function love.load() function love.load()
core = Core() birb.startCore()
end end
```` ````
Then you have to create some scene object,
## Gamecore managers
- Debug
- Input
- Lang
- Options
- Screen
- Scene Manager
## GameCore modules
Modules are utilies that you can load everywhere in your code and that aren't loaded specifically inside the core.
- Scene Object
- Assets
- Menu System

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@ -23,8 +23,7 @@
local DebugSystem = Object:extend() local DebugSystem = Object:extend()
local cwd = (...):gsub('%.debug$', '') .. "." local lovebird = require("birb.libs.lovebird")
local lovebird = require(cwd .. "libs.lovebird")
function DebugSystem:new(controller, active) function DebugSystem:new(controller, active)
self.controller = controller self.controller = controller

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@ -25,13 +25,6 @@
local cwd = (...):gsub('%.init$', '') .. "." local cwd = (...):gsub('%.init$', '') .. "."
-- GLOBAL UTILS/FUNCTION LOADING
-- Load in the global namespace utilities that'll need to be reusable everywhere
-- in the game
Object = require(cwd .. "libs.classic")
utils = require(cwd .. "utils")
local CoreSystem = Object:extend() local CoreSystem = Object:extend()
local DebugSystem = require(cwd .. "debug") local DebugSystem = require(cwd .. "debug")
@ -41,15 +34,11 @@ local Screen = require(cwd .. "screen")
local Lang = require(cwd .. "lang") local Lang = require(cwd .. "lang")
local SceneManager = require(cwd .. "scenemanager") local SceneManager = require(cwd .. "scenemanager")
local modules = require(cwd .. "modules")
require(cwd .. "callbacks")
-- INIT FUNCTIONS -- INIT FUNCTIONS
-- Initialize and configure the core object -- Initialize and configure the core object
function CoreSystem:new(DEBUGMODE) function CoreSystem:new(DEBUGMODE)
self.modules = modules self.modules = birb.modules
self.debug = DebugSystem(self, DEBUGMODE) self.debug = DebugSystem(self, DEBUGMODE)
self.options = Options(self) self.options = Options(self)

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@ -24,8 +24,7 @@
local OptionsManager = Object:extend() local OptionsManager = Object:extend()
local cwd = (...):gsub('%.options$', '') .. "." local binser = require("birb.libs.binser")
local binser = require(cwd .. "modules.gamesystem.libs.binser")
local TRANSLATION_PATH = "datas/languages/" local TRANSLATION_PATH = "datas/languages/"

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@ -24,8 +24,7 @@
local ScreenManager = Object:extend() local ScreenManager = Object:extend()
local cwd = (...):gsub('%.screen$', '') .. "." local CScreen = require("birb.libs.cscreen")
local CScreen = require(cwd .. "libs.cscreen")
-- INIT FUNCTIONS -- INIT FUNCTIONS
-- Initialize and configure the screen manager -- Initialize and configure the screen manager

41
birb/init.lua Normal file
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@ -0,0 +1,41 @@
-- birb/init.lua :: The main file of birb, that initilize the whole birb engine
-- It basically works by loading everything needed for a full birb experience.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
birb = {}
-- GLOBAL UTILS/FUNCTION LOADING
-- Load in the global namespace utilities that'll need to be reusable everywhere
-- in the game
Object = require("birb.libs.classic")
utils = require("birb.utils")
birb.modules = require("birb.modules")
birb.Core = require("birb.core")
function birb.startCore()
core = birb.Core(true)
end
require("birb.callbacks")

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@ -26,10 +26,9 @@
]] ]]
local cwd = (...):gsub('%.init$', '') .. "." local cwd = (...):gsub('%.init$', '') .. "."
local cwd2 = (...):gsub('%.gamesystem.init$', '') .. "."
local GameSystem = Object:extend() local GameSystem = Object:extend()
local binser = require(cwd2 .. "libs.binser") local binser = require("birb.libs.binser")
local DEFAULT_SAVENUMBER = 3 local DEFAULT_SAVENUMBER = 3

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@ -1,4 +1,4 @@
-- modules : different modules that are usable as part of gamecore -- modules : different modules that are usable as part of birb
--[[ --[[
Copyright © 2019 Kazhnuz Copyright © 2019 Kazhnuz

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@ -183,7 +183,7 @@ end
-- Functions to draw the world -- Functions to draw the world
function World3D:zSortItems(items) function World3D:zSortItems(items)
-- zSorting algorithm taken from bump3D example, adapted to gamecore. -- zSorting algorithm taken from bump3D example, adapted to birb.
local graph = Tsort.new() local graph = Tsort.new()
local noOverlap = {} local noOverlap = {}

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1
examples/birb Symbolic link
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@ -0,0 +1 @@
../birb/

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function love.conf(t) function love.conf(t)
t.identity = "space.kazhnuz.GameCore" -- The name of the save directory (string) t.identity = "city.kobold.Birb" -- The name of the save directory (string)
t.version = "11.1" -- The LÖVE version this game was made for (string) t.version = "11.1" -- The LÖVE version this game was made for (string)
t.console = false -- Attach a console (boolean, Windows only) t.console = false -- Attach a console (boolean, Windows only)
t.accelerometerjoystick = false -- Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean) t.accelerometerjoystick = false -- Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.gammacorrect = false -- Enable gamma-correct rendering, when supported by the system (boolean) t.gammacorrect = false -- Enable gamma-correct rendering, when supported by the system (boolean)
t.window.title = "GameCore Example" -- The window title (string) t.window.title = "Birb Engine Examples" -- The window title (string)
t.window.icon = nil -- Filepath to an image to use as the window's icon (string) t.window.icon = nil -- Filepath to an image to use as the window's icon (string)
t.window.width = 424 -- The window width (number) t.window.width = 424 -- The window width (number)
t.window.height = 240 -- The window height (number) t.window.height = 240 -- The window height (number)

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