Made branch with inkgd

This commit is contained in:
Atlas Cove 2023-01-04 19:13:41 +00:00
parent 4cb01cf5a3
commit d9d1e56a28
9 changed files with 118 additions and 3 deletions

3
.gitmodules vendored Normal file
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[submodule "addons/inkgd"]
path = addons/inkgd
url = https://github.com/ephread/inkgd.git

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LICENSE.txt Normal file
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MIT License
Copyright (c) 2022 DmitriySalnikov
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, andor 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.

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# give
Godot/Ink VN Environment
# Give
*Godot/Ink VN Environment*
# Dependencies
TODO: Add dependencies

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addons/inkgd Submodule

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Subproject commit ff64af3ceaaf165f2afe900faf6c310cc6443fe8

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ci_export_presets.cfg Normal file
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[preset.0]
name="HTML5"
platform="HTML5"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../inkgd.html"
script_export_mode=1
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
variant/export_type=0
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=false
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color( 0, 0, 0, 1 )

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default_env.tres Normal file
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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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give_mainwindow.gd Normal file
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extends Control
var mtext:RichTextLabel
var ttext:RichTextLabel
func _ready():
#TODO: Add ink ready function
mtext=get_node("Panel/MainText")
ttext=get_node("Panel2/TitleText")
func _process(delta):
pass

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give_mainwindow.tscn Normal file
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[gd_scene format=2]
[node name="Node2D" type="Node2D"]

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="GIVE"
config/icon="res://icon.png"
[debug]
settings/qoi_import/print_debug=true
[editor_plugins]
enabled=PoolStringArray( )
[gdnative]
singletons=[ ]
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"