new release

This commit is contained in:
Page Asgardius 2023-09-25 11:07:12 -07:00
parent aac0515fe7
commit 311de71799
232 changed files with 5152 additions and 0 deletions

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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/

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Game name.gd Normal file
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extends Label
var frequency = 5
var amplitude = 550
var time = 0
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
#pass
time += delta
var movement = cos(time*frequency)*amplitude
position.y+=movement * delta

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LICENSE Normal file
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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
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The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS
0. Definitions.
“This License” refers to version 3 of the GNU General Public License.
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“Additional permissions” are terms that supplement the terms of this License by making exceptions from one or more of its conditions. Additional permissions that are applicable to the entire Program shall be treated as though they were included in this License, to the extent that they are valid under applicable law. If additional permissions apply only to part of the Program, that part may be used separately under those permissions, but the entire Program remains governed by this License without regard to the additional permissions.
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Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice.
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You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so.
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A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”.
A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License.
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If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it.
A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.

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4.1.1.stable

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
package="com.godot.game"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto" >
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true" />
<uses-feature
android:glEsVersion="0x00030000"
android:required="true" />
<application
android:label="@string/godot_project_name_string"
android:allowBackup="false"
android:icon="@mipmap/icon"
android:appCategory="game"
android:isGame="true"
android:hasFragileUserData="false"
android:requestLegacyExternalStorage="false"
tools:ignore="GoogleAppIndexingWarning" >
<!-- Records the version of the Godot editor used for building -->
<meta-data
android:name="org.godotengine.editor.version"
android:value="${godotEditorVersion}" />
<activity
android:name=".GodotApp"
android:label="@string/godot_project_name_string"
android:theme="@style/GodotAppSplashTheme"
android:launchMode="singleInstance"
android:excludeFromRecents="false"
android:exported="true"
android:screenOrientation="landscape"
android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
android:resizeableActivity="false"
tools:ignore="UnusedAttribute" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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apply plugin: 'com.android.asset-pack'
assetPack {
packName = "installTime" // Directory name for the asset pack
dynamicDelivery {
deliveryType = "install-time" // Delivery mode
}
}

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extends Label
var frequency = 5
var amplitude = 550
var time = 0
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
#pass
time += delta
var movement = cos(time*frequency)*amplitude
position.y+=movement * delta

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extends TextureButton
# Called when the node enters the scene tree for the first time.
func _ready():
var button = Button.new()
button.text = "Home"
button.pressed.connect(self._button_pressed)
add_child(button)
func _button_pressed():
Global.live = 0
#_title()
func _title():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
get_tree().change_scene_to_file("res://title.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()

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extends Label
func _process(delta: float) -> void:
var hour = int(Global.time / 3600000)
var min = int(Global.time / 60000) - (hour * 60)
var sec = int(Global.time / 1000) - (min * 60) - (hour * 3600)
set_text("Your time: " + str(hour) + ":" + str(min) + ":" + str(sec) + ":" + str(Global.time - (sec * 1000) - (min * 60000) - (hour * 3600000)));

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extends Node2D
# Called when the node enters the scene tree for the first time.
var galaxy = load("res://levels/galaxy.tscn").instantiate()
var wait
func _ready():
get_tree().root.add_child.call_deferred(galaxy)
wait = Time.get_ticks_msec()
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if (Time.get_ticks_msec() - wait) >= 1000 && (Input.is_key_pressed(KEY_ESCAPE) || Input.is_joy_button_pressed(0,JOY_BUTTON_X) || Input.is_joy_button_pressed(0,JOY_BUTTON_Y) || Input.is_joy_button_pressed(0,JOY_BUTTON_A) || Input.is_joy_button_pressed(0,JOY_BUTTON_B) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK) || Input.is_joy_button_pressed(0,JOY_BUTTON_START) || Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) || Input.is_joy_button_pressed(0,JOY_BUTTON_LEFT_SHOULDER)):
#print("Mouse Click/Unclick at: ", event.position)
_title()
elif Input.is_key_pressed(KEY_C):
Global.live = 2
elif Input.is_key_pressed(KEY_V):
Global.live = 3
if Global.live == 0:
_title()
elif Global.live == 2:
_crash()
elif Global.live == 3:
_complete()
#pass
func _title():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
get_tree().root.remove_child(galaxy)
get_tree().change_scene_to_file("res://title.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()
func _crash():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
Global.time = Time.get_ticks_msec() - wait
get_tree().root.remove_child(galaxy)
get_tree().change_scene_to_file("res://backgounds/supernova.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()
func _complete():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
Global.time = Time.get_ticks_msec() - wait
get_tree().root.remove_child(galaxy)
get_tree().change_scene_to_file("res://backgounds/radio.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()

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[remap]
path="res://.godot/exported/133200997/export-5dc34f92c835e10cadc27730eeed8063-galaxy.scn"

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extends Node2D
var crash := AudioStreamPlayer.new()
# Called when the node enters the scene tree for the first time.
func _ready():
add_child(crash)
var titlemusic = load("res://sfx/complete.ogg")
crash.stream = titlemusic
crash.play(0)
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _input(event):
# Mouse in viewport coordinates.
if event is InputEventMouseButton || Input.is_joy_button_pressed(0,JOY_BUTTON_X) || Input.is_joy_button_pressed(0,JOY_BUTTON_Y) || Input.is_joy_button_pressed(0,JOY_BUTTON_A) || Input.is_joy_button_pressed(0,JOY_BUTTON_B) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK) || Input.is_joy_button_pressed(0,JOY_BUTTON_START) || Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) || Input.is_joy_button_pressed(0,JOY_BUTTON_LEFT_SHOULDER):
#print("Mouse Click/Unclick at: ", event.position)
_title()
func _title():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
get_tree().change_scene_to_file("res://title.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()

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[remap]
path="res://.godot/exported/133200997/export-975de158b782c4f9fadce52ab50e7bb6-radio.scn"

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extends Node2D
var crash := AudioStreamPlayer.new()
# Called when the node enters the scene tree for the first time.
func _ready():
add_child(crash)
var titlemusic = load("res://sfx/crash.ogg")
crash.stream = titlemusic
crash.play(0)
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _input(event):
# Mouse in viewport coordinates.
if event is InputEventMouseButton || Input.is_joy_button_pressed(0,JOY_BUTTON_X) || Input.is_joy_button_pressed(0,JOY_BUTTON_Y) || Input.is_joy_button_pressed(0,JOY_BUTTON_A) || Input.is_joy_button_pressed(0,JOY_BUTTON_B) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK) || Input.is_joy_button_pressed(0,JOY_BUTTON_START) || Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) || Input.is_joy_button_pressed(0,JOY_BUTTON_LEFT_SHOULDER):
#print("Mouse Click/Unclick at: ", event.position)
_title()
func _title():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
get_tree().change_scene_to_file("res://title.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()

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[remap]
path="res://.godot/exported/133200997/export-228f9a72433b6fda3bfd8f898250f2ba-supernova.scn"

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extends Node2D
# Called when the node enters the scene tree for the first time.
var wormhole = load("res://levels/wormhole.tscn").instantiate()
var wait
func _ready():
get_tree().root.add_child.call_deferred(wormhole)
wait = Time.get_ticks_msec()
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if (Time.get_ticks_msec() - wait) >= 1000 && (Input.is_key_pressed(KEY_ESCAPE) || Input.is_joy_button_pressed(0,JOY_BUTTON_X) || Input.is_joy_button_pressed(0,JOY_BUTTON_Y) || Input.is_joy_button_pressed(0,JOY_BUTTON_A) || Input.is_joy_button_pressed(0,JOY_BUTTON_B) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK) || Input.is_joy_button_pressed(0,JOY_BUTTON_START) || Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) || Input.is_joy_button_pressed(0,JOY_BUTTON_LEFT_SHOULDER)):
#print("Mouse Click/Unclick at: ", event.position)
_title()
elif Input.is_key_pressed(KEY_C):
Global.live = 2
elif Input.is_key_pressed(KEY_V):
Global.live = 3
if Global.live == 0:
_title()
elif Global.live == 2:
_crash()
elif Global.live == 3:
_complete()
#pass
func _title():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
get_tree().root.remove_child(wormhole)
get_tree().change_scene_to_file("res://title.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()
func _crash():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
Global.time = Time.get_ticks_msec() - wait
get_tree().root.remove_child(wormhole)
get_tree().change_scene_to_file("res://backgounds/supernova.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()
func _complete():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
Global.time = Time.get_ticks_msec() - wait
get_tree().root.remove_child(wormhole)
get_tree().change_scene_to_file("res://backgounds/radio.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()

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[remap]
path="res://.godot/exported/133200997/export-f4f785800cae339529ccd8a9430ad761-wormhole.scn"

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extends Node
var title = preload("res://title.tscn").instantiate()
var boot = preload("res://bootclick.tscn").instantiate()
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
#add_child(title)
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _init():
func _process(delta):
pass
func _input(event):
# Mouse in viewport coordinates.
if event is InputEventMouseButton || Input.is_joy_button_pressed(0,JOY_BUTTON_X) || Input.is_joy_button_pressed(0,JOY_BUTTON_Y) || Input.is_joy_button_pressed(0,JOY_BUTTON_A) || Input.is_joy_button_pressed(0,JOY_BUTTON_B) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK) || Input.is_joy_button_pressed(0,JOY_BUTTON_START) || Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) || Input.is_joy_button_pressed(0,JOY_BUTTON_LEFT_SHOULDER):
#print("Mouse Click/Unclick at: ", event.position)
_title()
func _title():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
get_tree().change_scene_to_file("res://title.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()

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[remap]
path="res://.godot/exported/133200997/export-7fd8935eb67f995c13e377a875bca916-bootclick.scn"

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extends Label
func _process(delta: float) -> void:
set_text("FPS: " + str(Engine.get_frames_per_second()));

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extends Node
var live
var time
var origmpos
var mousepos
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass

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extends Sprite2D
var origpos
#var origmpos
# Called when the node enters the scene tree for the first time.
#var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
func _ready():
origpos = self.position
#origmpos = get_viewport().get_mouse_position()
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var xm = 0
var ym = 0
var velocity = Vector2.ZERO
if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_X))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
elif Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
#var mousepos = get_viewport().get_mouse_position() - origmpos
self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5))
else:
if Input.is_action_pressed("ui_left"):
xm = -1
if Input.is_action_pressed("ui_right"):
xm = 1
if Input.is_action_pressed("ui_up"):
ym = -1
if Input.is_action_pressed("ui_down"):
ym = 1
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta
origpos = self.position
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
position += velocity * delta
if position.x < 782 && position.x > 496:
if position.y < 468 && position.y > 270:
Global.live = 3
#pass

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extends Sprite2D
var origpos
var ctime
#var origmpos
# Called when the node enters the scene tree for the first time.
#var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
func _ready():
origpos = self.position
ctime = Time.get_ticks_msec()
Global.origmpos = get_viewport().get_mouse_position()
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var xm = 0
var ym = 0
var velocity = Vector2.ZERO
if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
velocity = (Vector2.RIGHT.rotated(rotation) * -10000 * delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_X))-Vector2.UP.rotated(rotation) * -10000 *delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
elif Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
if (Time.get_ticks_msec() - ctime) <= 67:
Global.origmpos = get_viewport().get_mouse_position()
Global.mousepos = get_viewport().get_mouse_position() - Global.origmpos
else :
Global.mousepos = get_viewport().get_mouse_position() - Global.origmpos
self.position = Vector2(origpos.x+Global.mousepos.x, origpos.y+Global.mousepos.y)
else:
if Input.is_action_pressed("ui_left"):
xm = -1
if Input.is_action_pressed("ui_right"):
xm = 1
if Input.is_action_pressed("ui_up"):
ym = -1
if Input.is_action_pressed("ui_down"):
ym = 1
velocity = (Vector2.RIGHT.rotated(rotation) * -10000 * xm * delta)-Vector2.UP.rotated(rotation) * -10000 * ym * delta
origpos = self.position
Global.origmpos = get_viewport().get_mouse_position()
ctime = Time.get_ticks_msec()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
position += velocity * delta
#pass

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extends Sprite2D
var origpos
#var origmpos
# Called when the node enters the scene tree for the first time.
#var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
func _ready():
origpos = self.position
#origmpos = get_viewport().get_mouse_position()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var xm = 0
var ym = 0
var velocity = Vector2.ZERO
if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
velocity = (Vector2.RIGHT.rotated(rotation) * -20000 * delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_X))-Vector2.UP.rotated(rotation) * -20000 *delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
elif Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
#var mousepos = get_viewport().get_mouse_position() - origmpos
self.position = Vector2(origpos.x+(Global.mousepos.x*2), origpos.y+(Global.mousepos.y*2))
else:
if Input.is_action_pressed("ui_left"):
xm = -1
if Input.is_action_pressed("ui_right"):
xm = 1
if Input.is_action_pressed("ui_up"):
ym = -1
if Input.is_action_pressed("ui_down"):
ym = 1
velocity = (Vector2.RIGHT.rotated(rotation) * -20000 * xm * delta)-Vector2.UP.rotated(rotation) * -20000 * ym * delta
origpos = self.position
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
position += velocity * delta
#pass

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extends Sprite2D
var origpos
#var origmpos
# Called when the node enters the scene tree for the first time.
#var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
func _ready():
origpos = self.position
#origmpos = get_viewport().get_mouse_position()
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var xm = 0
var ym = 0
var velocity = Vector2.ZERO
if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
velocity = (Vector2.RIGHT.rotated(rotation) * -30000 * delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_X))-Vector2.UP.rotated(rotation) * -30000 *delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
elif Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
#var mousepos = get_viewport().get_mouse_position() - origmpos
self.position = Vector2(origpos.x+(Global.mousepos.x*3), origpos.y+(Global.mousepos.y*3))
else:
if Input.is_action_pressed("ui_left"):
xm = -1
if Input.is_action_pressed("ui_right"):
xm = 1
if Input.is_action_pressed("ui_up"):
ym = -1
if Input.is_action_pressed("ui_down"):
ym = 1
velocity = (Vector2.RIGHT.rotated(rotation) * -30000 * xm * delta)-Vector2.UP.rotated(rotation) * -30000 * ym * delta
origpos = self.position
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
position += velocity * delta
#pass

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extends Sprite2D
var origpos
#var origmpos
# Called when the node enters the scene tree for the first time.
#var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
func _ready():
origpos = self.position
#origmpos = get_viewport().get_mouse_position()
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var xm = 0
var ym = 0
var velocity = Vector2.ZERO
if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_X))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
elif Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
#var mousepos = get_viewport().get_mouse_position() - origmpos
self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5))
else:
if Input.is_action_pressed("ui_left"):
xm = -1
if Input.is_action_pressed("ui_right"):
xm = 1
if Input.is_action_pressed("ui_up"):
ym = -1
if Input.is_action_pressed("ui_down"):
ym = 1
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta
origpos = self.position
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
position += velocity * delta
if position.x < 782 && position.x > 496:
if position.y < 468 && position.y > 270:
Global.live = 2
#pass

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extends Node2D
# Called when the node enters the scene tree for the first time.
var bgsound := AudioStreamPlayer.new()
func _ready():
add_child(bgsound)
var titlemusic = load("res://music/alien-bulls.mp3")
bgsound.stream = titlemusic
bgsound.play(0)
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass

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[remap]
path="res://.godot/exported/133200997/export-0e3e44c8ed33cffd1bff12c9daac7741-galaxy.scn"

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extends Node2D
# Called when the node enters the scene tree for the first time.
var bgsound := AudioStreamPlayer.new()
func _ready():
add_child(bgsound)
var titlemusic = load("res://music/eternity.mp3")
bgsound.stream = titlemusic
bgsound.play(0)
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass

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[remap]
path="res://.godot/exported/133200997/export-78b41834dd7296b2db2e9744f40a606f-wormhole.scn"

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extends Control
# Called when the node enters the scene tree for the first time.
var bgsound := AudioStreamPlayer.new()
var wait
#var galaxy = preload("res://backgounds/galaxy.tscn").instantiate()
#var wormhole = preload("res://backgounds/wormhole.tscn").instantiate()
func _ready():
add_child(bgsound)
var titlemusic = load("res://music/x-force.mp3")
bgsound.stream = titlemusic
bgsound.play(0)
wait = Time.get_ticks_msec()
#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _input(event):
# Mouse in viewport coordinates.
if (Time.get_ticks_msec() - wait) >= 1000 && (event is InputEventMouseButton || Input.is_joy_button_pressed(0,JOY_BUTTON_X) || Input.is_joy_button_pressed(0,JOY_BUTTON_Y) || Input.is_joy_button_pressed(0,JOY_BUTTON_A) || Input.is_joy_button_pressed(0,JOY_BUTTON_B)):
#print("Mouse Click/Unclick at: ", event.position)
_level()
elif (Time.get_ticks_msec() - wait) >= 1000 && (Input.is_key_pressed(KEY_ESCAPE) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK) || Input.is_joy_button_pressed(0,JOY_BUTTON_START) || Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) || Input.is_joy_button_pressed(0,JOY_BUTTON_LEFT_SHOULDER)):
get_tree().quit()
func _level():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
Global.live = 1
if randi() % 2 == 0:
get_tree().change_scene_to_file("res://backgounds/galaxy.tscn")
else:
get_tree().change_scene_to_file("res://backgounds/wormhole.tscn")
#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()

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[remap]
path="res://.godot/exported/133200997/export-83ab91b9e9b044f82378160816dcd4b5-title.scn"

243
android/build/build.gradle Normal file
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// Gradle build config for Godot Engine's Android port.
buildscript {
apply from: 'config.gradle'
repositories {
google()
mavenCentral()
}
dependencies {
classpath libraries.androidGradlePlugin
classpath libraries.kotlinGradlePlugin
}
}
plugins {
id 'com.android.application'
id 'org.jetbrains.kotlin.android'
}
apply from: 'config.gradle'
allprojects {
repositories {
google()
mavenCentral()
// Godot user plugins custom maven repos
String[] mavenRepos = getGodotPluginsMavenRepos()
if (mavenRepos != null && mavenRepos.size() > 0) {
for (String repoUrl : mavenRepos) {
maven {
url repoUrl
}
}
}
}
}
configurations {
// Initializes a placeholder for the devImplementation dependency configuration.
devImplementation {}
}
dependencies {
implementation libraries.kotlinStdLib
implementation libraries.androidxFragment
if (rootProject.findProject(":lib")) {
implementation project(":lib")
} else if (rootProject.findProject(":godot:lib")) {
implementation project(":godot:lib")
} else {
// Godot gradle build mode. In this scenario this project is the only one around and the Godot
// library is available through the pre-generated godot-lib.*.aar android archive files.
debugImplementation fileTree(dir: 'libs/debug', include: ['*.jar', '*.aar'])
devImplementation fileTree(dir: 'libs/dev', include: ['*.jar', '*.aar'])
releaseImplementation fileTree(dir: 'libs/release', include: ['*.jar', '*.aar'])
}
// Godot user plugins remote dependencies
String[] remoteDeps = getGodotPluginsRemoteBinaries()
if (remoteDeps != null && remoteDeps.size() > 0) {
for (String dep : remoteDeps) {
implementation dep
}
}
// Godot user plugins local dependencies
String[] pluginsBinaries = getGodotPluginsLocalBinaries()
if (pluginsBinaries != null && pluginsBinaries.size() > 0) {
implementation files(pluginsBinaries)
}
}
android {
compileSdkVersion versions.compileSdk
buildToolsVersion versions.buildTools
ndkVersion versions.ndkVersion
compileOptions {
sourceCompatibility versions.javaVersion
targetCompatibility versions.javaVersion
}
kotlinOptions {
jvmTarget = versions.javaVersion
}
assetPacks = [":assetPacks:installTime"]
defaultConfig {
// The default ignore pattern for the 'assets' directory includes hidden files and directories which are used by Godot projects.
aaptOptions {
ignoreAssetsPattern "!.svn:!.git:!.gitignore:!.ds_store:!*.scc:<dir>_*:!CVS:!thumbs.db:!picasa.ini:!*~"
}
ndk {
String[] export_abi_list = getExportEnabledABIs()
abiFilters export_abi_list
}
manifestPlaceholders = [godotEditorVersion: getGodotEditorVersion()]
// Feel free to modify the application id to your own.
applicationId getExportPackageName()
versionCode getExportVersionCode()
versionName getExportVersionName()
minSdkVersion getExportMinSdkVersion()
targetSdkVersion getExportTargetSdkVersion()
missingDimensionStrategy 'products', 'template'
}
lintOptions {
abortOnError false
disable 'MissingTranslation', 'UnusedResources'
}
ndkVersion versions.ndkVersion
packagingOptions {
exclude 'META-INF/LICENSE'
exclude 'META-INF/NOTICE'
// 'doNotStrip' is enabled for development within Android Studio
if (shouldNotStrip()) {
doNotStrip '**/*.so'
}
}
signingConfigs {
debug {
if (hasCustomDebugKeystore()) {
storeFile new File(getDebugKeystoreFile())
storePassword getDebugKeystorePassword()
keyAlias getDebugKeyAlias()
keyPassword getDebugKeystorePassword()
}
}
release {
File keystoreFile = new File(getReleaseKeystoreFile())
if (keystoreFile.isFile()) {
storeFile keystoreFile
storePassword getReleaseKeystorePassword()
keyAlias getReleaseKeyAlias()
keyPassword getReleaseKeystorePassword()
}
}
}
buildTypes {
debug {
// Signing and zip-aligning are skipped for prebuilt builds, but
// performed for Godot gradle builds.
zipAlignEnabled shouldZipAlign()
if (shouldSign()) {
signingConfig signingConfigs.debug
} else {
signingConfig null
}
}
dev {
initWith debug
// Signing and zip-aligning are skipped for prebuilt builds, but
// performed for Godot gradle builds.
zipAlignEnabled shouldZipAlign()
if (shouldSign()) {
signingConfig signingConfigs.debug
} else {
signingConfig null
}
}
release {
// Signing and zip-aligning are skipped for prebuilt builds, but
// performed for Godot gradle builds.
zipAlignEnabled shouldZipAlign()
if (shouldSign()) {
signingConfig signingConfigs.release
} else {
signingConfig null
}
}
}
sourceSets {
main {
manifest.srcFile 'AndroidManifest.xml'
java.srcDirs = ['src']
res.srcDirs = ['res']
aidl.srcDirs = ['aidl']
assets.srcDirs = ['assets']
}
debug.jniLibs.srcDirs = ['libs/debug', 'libs/debug/vulkan_validation_layers']
dev.jniLibs.srcDirs = ['libs/dev']
release.jniLibs.srcDirs = ['libs/release']
}
applicationVariants.all { variant ->
variant.outputs.all { output ->
output.outputFileName = "android_${variant.name}.apk"
}
}
}
task copyAndRenameDebugApk(type: Copy) {
from "$buildDir/outputs/apk/debug/android_debug.apk"
into getExportPath()
rename "android_debug.apk", getExportFilename()
}
task copyAndRenameDevApk(type: Copy) {
from "$buildDir/outputs/apk/dev/android_dev.apk"
into getExportPath()
rename "android_dev.apk", getExportFilename()
}
task copyAndRenameReleaseApk(type: Copy) {
from "$buildDir/outputs/apk/release/android_release.apk"
into getExportPath()
rename "android_release.apk", getExportFilename()
}
task copyAndRenameDebugAab(type: Copy) {
from "$buildDir/outputs/bundle/debug/build-debug.aab"
into getExportPath()
rename "build-debug.aab", getExportFilename()
}
task copyAndRenameDevAab(type: Copy) {
from "$buildDir/outputs/bundle/dev/build-dev.aab"
into getExportPath()
rename "build-dev.aab", getExportFilename()
}
task copyAndRenameReleaseAab(type: Copy) {
from "$buildDir/outputs/bundle/release/build-release.aab"
into getExportPath()
rename "build-release.aab", getExportFilename()
}

370
android/build/config.gradle Normal file
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ext.versions = [
androidGradlePlugin: '7.2.1',
compileSdk : 33,
// Also update 'platform/android/export/export_plugin.cpp#OPENGL_MIN_SDK_VERSION'
minSdk : 21,
// Also update 'platform/android/export/export_plugin.cpp#DEFAULT_TARGET_SDK_VERSION'
targetSdk : 33,
buildTools : '33.0.2',
kotlinVersion : '1.7.0',
fragmentVersion : '1.3.6',
nexusPublishVersion: '1.1.0',
javaVersion : 11,
// Also update 'platform/android/detect.py#get_ndk_version()' when this is updated.
ndkVersion : '23.2.8568313'
]
ext.libraries = [
androidGradlePlugin: "com.android.tools.build:gradle:$versions.androidGradlePlugin",
kotlinGradlePlugin : "org.jetbrains.kotlin:kotlin-gradle-plugin:$versions.kotlinVersion",
kotlinStdLib : "org.jetbrains.kotlin:kotlin-stdlib:$versions.kotlinVersion",
androidxFragment : "androidx.fragment:fragment:$versions.fragmentVersion",
]
ext.getExportPackageName = { ->
// Retrieve the app id from the project property set by the Godot build command.
String appId = project.hasProperty("export_package_name") ? project.property("export_package_name") : ""
// Check if the app id is valid, otherwise use the default.
if (appId == null || appId.isEmpty()) {
appId = "com.godot.game"
}
return appId
}
ext.getExportVersionCode = { ->
String versionCode = project.hasProperty("export_version_code") ? project.property("export_version_code") : ""
if (versionCode == null || versionCode.isEmpty()) {
versionCode = "1"
}
try {
return Integer.parseInt(versionCode)
} catch (NumberFormatException ignored) {
return 1
}
}
ext.getExportVersionName = { ->
String versionName = project.hasProperty("export_version_name") ? project.property("export_version_name") : ""
if (versionName == null || versionName.isEmpty()) {
versionName = "1.0"
}
return versionName
}
ext.getExportMinSdkVersion = { ->
String minSdkVersion = project.hasProperty("export_version_min_sdk") ? project.property("export_version_min_sdk") : ""
if (minSdkVersion == null || minSdkVersion.isEmpty()) {
minSdkVersion = "$versions.minSdk"
}
try {
return Integer.parseInt(minSdkVersion)
} catch (NumberFormatException ignored) {
return versions.minSdk
}
}
ext.getExportTargetSdkVersion = { ->
String targetSdkVersion = project.hasProperty("export_version_target_sdk") ? project.property("export_version_target_sdk") : ""
if (targetSdkVersion == null || targetSdkVersion.isEmpty()) {
targetSdkVersion = "$versions.targetSdk"
}
try {
return Integer.parseInt(targetSdkVersion)
} catch (NumberFormatException ignored) {
return versions.targetSdk
}
}
ext.getGodotEditorVersion = { ->
String editorVersion = project.hasProperty("godot_editor_version") ? project.property("godot_editor_version") : ""
if (editorVersion == null || editorVersion.isEmpty()) {
// Try the library version first
editorVersion = getGodotLibraryVersionName()
if (editorVersion.isEmpty()) {
// Fallback value.
editorVersion = "custom_build"
}
}
return editorVersion
}
ext.getGodotLibraryVersionCode = { ->
String versionName = ""
int versionCode = 1
(versionName, versionCode) = getGodotLibraryVersion()
return versionCode
}
ext.getGodotLibraryVersionName = { ->
String versionName = ""
int versionCode = 1
(versionName, versionCode) = getGodotLibraryVersion()
return versionName
}
ext.generateGodotLibraryVersion = { List<String> requiredKeys ->
// Attempt to read the version from the `version.py` file.
String libraryVersionName = ""
int libraryVersionCode = 0
File versionFile = new File("../../../version.py")
if (versionFile.isFile()) {
def map = [:]
List<String> lines = versionFile.readLines()
for (String line in lines) {
String[] keyValue = line.split("=")
String key = keyValue[0].trim()
String value = keyValue[1].trim().replaceAll("\"", "")
if (requiredKeys.contains(key)) {
if (!value.isEmpty()) {
map[key] = value
}
requiredKeys.remove(key)
}
}
if (requiredKeys.empty) {
libraryVersionName = map.values().join(".")
try {
if (map.containsKey("status")) {
int statusCode = 0
String statusValue = map["status"]
if (statusValue == null) {
statusCode = 0
} else if (statusValue.startsWith("dev")) {
statusCode = 1
} else if (statusValue.startsWith("alpha")) {
statusCode = 2
} else if (statusValue.startsWith("beta")) {
statusCode = 3
} else if (statusValue.startsWith("rc")) {
statusCode = 4
} else if (statusValue.startsWith("stable")) {
statusCode = 5
} else {
statusCode = 0
}
libraryVersionCode = statusCode
}
if (map.containsKey("patch")) {
libraryVersionCode += Integer.parseInt(map["patch"]) * 10
}
if (map.containsKey("minor")) {
libraryVersionCode += (Integer.parseInt(map["minor"]) * 1000)
}
if (map.containsKey("major")) {
libraryVersionCode += (Integer.parseInt(map["major"]) * 100000)
}
} catch (NumberFormatException ignore) {
libraryVersionCode = 1
}
}
}
if (libraryVersionName.isEmpty()) {
// Fallback value in case we're unable to read the file.
libraryVersionName = "custom_build"
}
if (libraryVersionCode == 0) {
libraryVersionCode = 1
}
return [libraryVersionName, libraryVersionCode]
}
ext.getGodotLibraryVersion = { ->
List<String> requiredKeys = ["major", "minor", "patch", "status", "module_config"]
return generateGodotLibraryVersion(requiredKeys)
}
ext.getGodotPublishVersion = { ->
List<String> requiredKeys = ["major", "minor", "patch", "status"]
String versionName = ""
int versionCode = 1
(versionName, versionCode) = generateGodotLibraryVersion(requiredKeys)
if (!versionName.endsWith("stable")) {
versionName += "-SNAPSHOT"
}
return versionName
}
final String VALUE_SEPARATOR_REGEX = "\\|"
// get the list of ABIs the project should be exported to
ext.getExportEnabledABIs = { ->
String enabledABIs = project.hasProperty("export_enabled_abis") ? project.property("export_enabled_abis") : "";
if (enabledABIs == null || enabledABIs.isEmpty()) {
enabledABIs = "armeabi-v7a|arm64-v8a|x86|x86_64|"
}
Set<String> exportAbiFilter = [];
for (String abi_name : enabledABIs.split(VALUE_SEPARATOR_REGEX)) {
if (!abi_name.trim().isEmpty()){
exportAbiFilter.add(abi_name);
}
}
return exportAbiFilter;
}
ext.getExportPath = {
String exportPath = project.hasProperty("export_path") ? project.property("export_path") : ""
if (exportPath == null || exportPath.isEmpty()) {
exportPath = "."
}
return exportPath
}
ext.getExportFilename = {
String exportFilename = project.hasProperty("export_filename") ? project.property("export_filename") : ""
if (exportFilename == null || exportFilename.isEmpty()) {
exportFilename = "godot_android"
}
return exportFilename
}
/**
* Parse the project properties for the 'plugins_maven_repos' property and return the list
* of maven repos.
*/
ext.getGodotPluginsMavenRepos = { ->
Set<String> mavenRepos = []
// Retrieve the list of maven repos.
if (project.hasProperty("plugins_maven_repos")) {
String mavenReposProperty = project.property("plugins_maven_repos")
if (mavenReposProperty != null && !mavenReposProperty.trim().isEmpty()) {
for (String mavenRepoUrl : mavenReposProperty.split(VALUE_SEPARATOR_REGEX)) {
mavenRepos += mavenRepoUrl.trim()
}
}
}
return mavenRepos
}
/**
* Parse the project properties for the 'plugins_remote_binaries' property and return
* it for inclusion in the build dependencies.
*/
ext.getGodotPluginsRemoteBinaries = { ->
Set<String> remoteDeps = []
// Retrieve the list of remote plugins binaries.
if (project.hasProperty("plugins_remote_binaries")) {
String remoteDepsList = project.property("plugins_remote_binaries")
if (remoteDepsList != null && !remoteDepsList.trim().isEmpty()) {
for (String dep: remoteDepsList.split(VALUE_SEPARATOR_REGEX)) {
remoteDeps += dep.trim()
}
}
}
return remoteDeps
}
/**
* Parse the project properties for the 'plugins_local_binaries' property and return
* their binaries for inclusion in the build dependencies.
*/
ext.getGodotPluginsLocalBinaries = { ->
Set<String> binDeps = []
// Retrieve the list of local plugins binaries.
if (project.hasProperty("plugins_local_binaries")) {
String pluginsList = project.property("plugins_local_binaries")
if (pluginsList != null && !pluginsList.trim().isEmpty()) {
for (String plugin : pluginsList.split(VALUE_SEPARATOR_REGEX)) {
binDeps += plugin.trim()
}
}
}
return binDeps
}
ext.getDebugKeystoreFile = { ->
String keystoreFile = project.hasProperty("debug_keystore_file") ? project.property("debug_keystore_file") : ""
if (keystoreFile == null || keystoreFile.isEmpty()) {
keystoreFile = "."
}
return keystoreFile
}
ext.hasCustomDebugKeystore = { ->
File keystoreFile = new File(getDebugKeystoreFile())
return keystoreFile.isFile()
}
ext.getDebugKeystorePassword = { ->
String keystorePassword = project.hasProperty("debug_keystore_password") ? project.property("debug_keystore_password") : ""
if (keystorePassword == null || keystorePassword.isEmpty()) {
keystorePassword = "android"
}
return keystorePassword
}
ext.getDebugKeyAlias = { ->
String keyAlias = project.hasProperty("debug_keystore_alias") ? project.property("debug_keystore_alias") : ""
if (keyAlias == null || keyAlias.isEmpty()) {
keyAlias = "androiddebugkey"
}
return keyAlias
}
ext.getReleaseKeystoreFile = { ->
String keystoreFile = project.hasProperty("release_keystore_file") ? project.property("release_keystore_file") : ""
if (keystoreFile == null || keystoreFile.isEmpty()) {
keystoreFile = "."
}
return keystoreFile
}
ext.getReleaseKeystorePassword = { ->
String keystorePassword = project.hasProperty("release_keystore_password") ? project.property("release_keystore_password") : ""
return keystorePassword
}
ext.getReleaseKeyAlias = { ->
String keyAlias = project.hasProperty("release_keystore_alias") ? project.property("release_keystore_alias") : ""
return keyAlias
}
ext.isAndroidStudio = { ->
def sysProps = System.getProperties()
return sysProps != null && sysProps['idea.platform.prefix'] != null
}
ext.shouldZipAlign = { ->
String zipAlignFlag = project.hasProperty("perform_zipalign") ? project.property("perform_zipalign") : ""
if (zipAlignFlag == null || zipAlignFlag.isEmpty()) {
if (isAndroidStudio()) {
zipAlignFlag = "true"
} else {
zipAlignFlag = "false"
}
}
return Boolean.parseBoolean(zipAlignFlag)
}
ext.shouldSign = { ->
String signFlag = project.hasProperty("perform_signing") ? project.property("perform_signing") : ""
if (signFlag == null || signFlag.isEmpty()) {
if (isAndroidStudio()) {
signFlag = "true"
} else {
signFlag = "false"
}
}
return Boolean.parseBoolean(signFlag)
}
ext.shouldNotStrip = { ->
return isAndroidStudio() || project.hasProperty("doNotStrip")
}

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# Godot gradle build settings.
# These properties apply when running a gradle build from the Godot editor.
# NOTE: This should be kept in sync with 'godot/platform/android/java/gradle.properties' except
# where otherwise specified.
# For more details on how to configure your build environment visit
# https://www.gradle.org/docs/current/userguide/build_environment.html
android.enableJetifier=true
android.useAndroidX=true
# Specifies the JVM arguments used for the daemon process.
# The setting is particularly useful for tweaking memory settings.
org.gradle.jvmargs=-Xmx4536m
# When configured, Gradle will run in incubating parallel mode.
# This option should only be used with decoupled projects. More details, visit
# https://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
# org.gradle.parallel=true
org.gradle.warning.mode=all
# Enable resource optimizations for release build.
# NOTE: This is turned off for template release build in order to support the build legacy process.
android.enableResourceOptimizations=true

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distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-7.4.2-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

185
android/build/gradlew vendored Executable file
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#!/usr/bin/env sh
#
# Copyright 2015 the original author or authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn () {
echo "$*"
}
die () {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
NONSTOP* )
nonstop=true
;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin or MSYS, switch paths to Windows format before running java
if [ "$cygwin" = "true" -o "$msys" = "true" ] ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=`expr $i + 1`
done
case $i in
0) set -- ;;
1) set -- "$args0" ;;
2) set -- "$args0" "$args1" ;;
3) set -- "$args0" "$args1" "$args2" ;;
4) set -- "$args0" "$args1" "$args2" "$args3" ;;
5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Escape application args
save () {
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
echo " "
}
APP_ARGS=`save "$@"`
# Collect all arguments for the java command, following the shell quoting and substitution rules
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
exec "$JAVACMD" "$@"

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@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto execute
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %*
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

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<?xml version="1.0" encoding="utf-8"?>
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
<item android:drawable="@drawable/splash_bg_color" />
<item>
<bitmap
android:gravity="center"
android:filter="true"
android:src="@drawable/splash" />
</item>
</layer-list>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">The Red Robot Radio</string>
</resources>

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