diff --git a/content/the-engine-handbook/.gitkeep b/.gitkeep similarity index 100% rename from content/the-engine-handbook/.gitkeep rename to .gitkeep diff --git a/README.md b/README.md deleted file mode 100644 index a76b26349..000000000 --- a/README.md +++ /dev/null @@ -1,125 +0,0 @@ -# Popochiu official documentation - -This folder stores the official documentation for Popochiu, available at https://popochiu.github.com - -The documentation is maintained alongside the code in the same repository, which makes it easier to enforce our _Definition of Done_. - -Popochiu Documentation is written in [Markdown](https://www.markdownguide.org) and rendered with [MkDocs](https://www.mkdocs.org). Please, read on to learn how to work on the docs. - -## Running the documentation locally - -This repo provides an encapsulated, platform-agnostic and production-parity local development environment, based on Docker and GNU Make. - -Docker is available natively on any GNU/Linux distribution, but Windows and MacOSX are supported by Docker Desktop or other means. - -The only dependencies needed to build the docs are: - -* Docker -* Docker Compose -* GNU Make - -We hereby provide summary instructions to setup the necessary dependencies on each supported OS. - -### GNU/Linux - -This quick guide provides direct information for Ubuntu, Arch and derivatives of both distros. -If you use a different distro, odds are good that you know what you're doing, so please Google your sources. - -Please refer to the documentation of you distribution to learn how to install Docker and Docker Compose: - -* [Ubuntu and derivatives](https://docs.docker.com/engine/install/ubuntu/) -* [Arch and derivatives](https://wiki.archlinux.org/title/Docker#Installation) - -Please remember to install Docker as well as the Compose plugin. - -Make is provided by the `build-essential` metapackage on Ubuntu and derivatives, while on Arch and derivatives you can install `base-devel`: - -* **Ubuntu**: `sudo apt install build-essential` -* **Arch**: `sudo pacman -Sy base-devel` - -That's it. You can go to the "Run the docs" section to learn how to run your dock. - -### MS Windows - -You can install all the necessary packages natively on Windows or use a WSL environment (see next paragraph). If you prefer to stay on native Windows, please read on. - -> **TIP**: We strongly suggest you run make from a bash or similar Shell like the one provided by _Git Bash_. Should you use WSL2, your distro shell will be compatible out of the box. If you run make natively on PowerShell, YMMV. - -#### Method 1: Native Toolchain - -Please [follow the official documentation](https://docs.docker.com/desktop/install/windows-install/) to install Docker Desktop on Windows. - -The Compose plugin is automatically available on Windows when you install Docker Desktop. - -About Make, there are different ways to install it: - -1. Use the Chocolatey package: `choco install make` (**preferred option**, requires [Chocolately Package Manager to be installed](https://chocolatey.org/install) first) -2. Direct download of [Make for Windows](https://gnuwin32.sourceforge.net/packages/make.htm) -3. Use [GnuWin32](http://gnuwin32.sourceforge.net/install.html) (particularly suitable for older Windows versions (2000/XP/2003/Vista/7/2008 with msvcrt.dll) - -#### Method 2: WSL2 - -Another way to run the docs locally is to activate [Windows Subsystem for Linux (WSL/WSL2)](https://learn.microsoft.com/en-us/windows/wsl/install-win10), and chose one of the available distros (Ubuntu being a very sane choice). - -Should you go down this route, once you have WSL configured with an Ubuntu or Arch instance, please follow the instructions for GNU/Linux. - -### MacOSX - -Please [follow the official documentation](https://docs.docker.com/desktop/install/mac-install/) to install Docker Desktop on MacOSX. - -The Compose plugin is automatically available on Mac when you install Docker Desktop. - -About Make, there are different ways to install it: - -* Use Homebrew package manager: `brew install make` (**preferred option**, requires [Homebrew Package Manager to be installed](https://brew.sh/#install) first) -* Run XCode: `xcode-select --install` (confirm installation in the popup window and agree to the ToS) - -## Run the documentation - -To run the documentation, just enter the project's directory and issue this command: - -> `make docs-up' - -This will start the Docker container, and will bind port 286 of the host to the running instance of MkDocs in the container. To view the docs live in your browser, just visit [http://localhost:286](http://localhost:286). - -To stop the container service, just issue - -> `make docs-down` - -The documentation supports live reloading, so your browser will automatically update when you save a file you're working on, create a new file or folder. - -Please, read the contribution rules before pushing changes to Popochiu Documentation. - -## How to export scripting reference to the local development environment - -Scripting reference is automatically exported by GitHub Actions when the doc is published to production. -Should you want to export the refs locally to preview your work on the docs, a make command is available for that. - -**IMPORTANT:** a preliminary step to export the scripting reference is to build the necessary docker image. For that, issue: - -> `make gdm-build` - -and wait for the build to end successfully. Once it's done you can issue: - -> `make gdm-generate` - -to export all of the engine API docs to markdown format. -The exported refereces will be available in `The Engine Handbook > Scripting Reference` section of the documentation. - -**NOTE**: There is no live-reload of the source code. If you change the docblocks in the engine's source files, you will have to manually export local refs again. - -**NOTE**: Locally generated exports are ignored by Git. - -## How to publish the documentation to production - -MkDocs is automatically triggered by GitHub automation so that new versions of the documentation are published whit every new release. - -> TODO: create a live documentation site for dev branch too. - -## Additional information - -1. For those who make use of DNSDock or Dinghy Proxy, the documentation can be accessed visiting [http://docs.popochiu.local](docs.popochiu.local) on port `80`. -2. You can do without GNU Make and use Docker Compose direcly, issueing: - * `docker compose up -d` to run the service in background - * `docker compose down` to stop the service - * `docker compose up` to run the service and display logs in the console (`ctrl-c` will stop the service and send you back to the console) diff --git a/content/_assets/css/algolia.css b/content/_assets/css/algolia.css deleted file mode 100644 index d27f55e88..000000000 --- a/content/_assets/css/algolia.css +++ /dev/null @@ -1,6 +0,0 @@ -.wy-nav-side { overflow: visible; } -.wy-side-scroll { overflow-x: inherit; } - -.algolia-autocomplete { - display: block !important; -} diff --git a/content/_assets/css/custom.css b/content/_assets/css/custom.css deleted file mode 100644 index 00b8acd66..000000000 --- a/content/_assets/css/custom.css +++ /dev/null @@ -1,1769 +0,0 @@ -/** - * Various tweaks to the Read the Docs theme to better conform with Godot's - * visual identity. Many colors are also overridden to use CSS variables. - * This makes it possible to provide an automatically-used dark theme - * based on browser preferences. - */ - -@font-face { - font-family: "JetBrains Mono"; - src: url('fonts/JetBrainsMono-Regular.woff2'); - font-weight: 400; - font-style: normal; -} -@font-face { - font-family: "JetBrains Mono"; - src: url('fonts/JetBrainsMono-Medium.woff2'); - font-weight: 600; - font-style: normal; -} -@font-face { - font-family: "JetBrains Mono"; - src: url('fonts/JetBrainsMono-Bold.woff2'); - font-weight: 700; - font-style: normal; -} - - /* Default (light) theme colors */ - :root { - color-scheme: light dark; - --body-color: #404040; - --content-wrap-background-color: #efefef; - --content-background-color: #fcfcfc; - --logo-opacity: 1.0; - - --navbar-background-color: #333f67; - --navbar-background-color-hover: #29355c; - --navbar-background-color-active: #212d51; - --navbar-current-background-color: #212d51; - --navbar-current-background-color-hover: #182343; - --navbar-current-background-color-active: #131e3b; - --navbar-category-active-color: rgba(255 115 129 / 10%); - --navbar-current-color: #f1f9ff; - --navbar-level-1-color: #c3e3ff; - --navbar-level-2-color: #b8d6f0; - --navbar-level-3-color: #a3c4e1; - --navbar-expand-base-color: #81a3c2; - --navbar-expand-hover-color: #c3e3ff; - --navbar-expand-active-color: #f1f9ff; - --navbar-dimmed-color: #a3c4e1; - --navbar-heading-color: #ff7381; - --navbar-scrollbar-color: #d45a66; - --navbar-scrollbar-hover-color: #b14550; - --navbar-scrollbar-active-color: #72383e; - --navbar-scrollbar-background: #131e2b; - - --link-color: #2980b9; - --link-color-hover: #3091d1; - --link-color-active: #105078; - --link-color-visited: #9b59b6; - --class-reference-icon: url("data:image/svg+xml;base64,PHN2ZyBjbGlwLXJ1bGU9ImV2ZW5vZGQiIGZpbGwtcnVsZT0iZXZlbm9kZCIgc3Ryb2tlLWxpbmVqb2luPSJyb3VuZCIgc3Ryb2tlLW1pdGVybGltaXQ9IjIiIHZpZXdCb3g9IjAgMCAxNiAxNiIgeG1sbnM9Imh0dHA6Ly93d3cudzMub3JnLzIwMDAvc3ZnIj48cGF0aCBkPSJtNS4wMjkgMWMtLjk5OS0uMDExLTIuMDA5LjMxMi0zLjAyOSAxdjdjMi4wMTctMS4zNTMgNC4wMTctMS4zMTQgNiAwIDEuOTgzLTEuMzE0IDMuOTgzLTEuMzUzIDYgMHYtN2MtMS4wMi0uNjg4LTIuMDMtMS4wMTEtMy4wMjktMS0uNjYyLjAwNy0xLjMxOC4xNzMtMS45NzEuNDYzdjQuNTM3aC0xdi00Yy0uOTgyLS42NDUtMS45NzEtLjk4OS0yLjk3MS0xem0tNS4wMjkgOXY2aDJjMS42NDYgMCAzLTEuMzU0IDMtM3MtMS4zNTQtMy0zLTN6bTUgM2MwIDEuNjQ2IDEuMzU0IDMgMyAzczMtMS4zNTQgMy0zLTEuMzU0LTMtMy0zLTMgMS4zNTQtMyAzem02IDBjMCAxLjY0NiAxLjM1NCAzIDMgM2gxdi0yaC0xYy0uNTQ5IDAtMS0uNDUxLTEtMXMuNDUxLTEgMS0xaDF2LTJoLTFjLTEuNjQ2IDAtMyAxLjM1NC0zIDN6bS05LTFjLjU0OSAwIDEgLjQ1MSAxIDFzLS40NTEgMS0xIDF6bTYgMGMuNTQ5IDAgMSAuNDUxIDEgMXMtLjQ1MSAxLTEgMS0xLS40NTEtMS0xIC40NTEtMSAxLTF6IiBmaWxsPSIjNDE0MTQxIiBmaWxsLW9wYWNpdHk9Ii41OSIgZmlsbC1ydWxlPSJub256ZXJvIi8+PC9zdmc+Cg=="); 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- --admonition-danger-title-background-color: #e9a499; - --admonition-danger-title-color: #fff; - --admonition-tip-background-color: #dbfaf4; - --admonition-tip-color: #404040; - --admonition-tip-title-background-color: #1abc9c; - --admonition-tip-title-color: #fff; - - --kbd-background-color: #fafbfc; - --kbd-outline-color: #d1d5da; - --kbd-shadow-color: #b0b7bf; - --kbd-text-color: #444d56; - - --code-example-good-color: #3fb950; - --code-example-bad-color: #f85149; - - --btn-neutral-background-color: #f3f6f6; - --btn-neutral-hover-background-color: #e5ebeb; - --footer-color: #808080; - - --system-font-family: system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji"; - --monospace-font-family: "JetBrains Mono", SFMono-Regular, Menlo, Monaco, Consolas, Liberation Mono, Courier New, Courier, monospace; -} - -/* Dark theme colors */ -@media (prefers-color-scheme: dark) { - :root { - --body-color: rgba(255, 255, 255, 0.85); 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/* derived from --link-color */ - --search-match-background-color: #414c56; /* derived from --link-color */ - --search-active-color: #202326; - --search-credits-background-color: #202123; /* derived from --navbar-background-color */ - --search-credits-color: #6b6b6b; /* derived from --footer-color */ - --search-credits-link-color: #628fb1; /* derived from --link-color */ - - --search-odd-color: #202326; - --search-even-color: #25282b; - --search-highlighted-color: rgb(255 205 0 / 16%); - --search-context-color: #aaa; - - /* Colors taken from the Godot script editor with the Adaptive theme */ - --highlight-background-color: #202531; - --highlight-background-emph-color: #2d3444; - --highlight-default-color: rgba(255, 255, 255, 0.85); - --highlight-comment-color: rgba(204, 206, 211, 0.5); - --highlight-keyword-color: #ff7085; - --highlight-keyword2-color: #42ffc2; - --highlight-control-flow-keyword-color: #ff8ccc; - --highlight-number-color: #a1ffe0; - --highlight-decorator-color: #ffb373; 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-[deps] - -source_file="res://docs/content/_assets/css/fonts/JetBrainsMono-Medium.woff2" -dest_files=["res://.godot/imported/JetBrainsMono-Medium.woff2-494504c07cde0c71f226b7046cb70010.fontdata"] - -[params] - -Rendering=null -antialiasing=1 -generate_mipmaps=false -multichannel_signed_distance_field=false -msdf_pixel_range=8 -msdf_size=48 -allow_system_fallback=true -force_autohinter=false -hinting=1 -subpixel_positioning=1 -oversampling=0.0 -Fallbacks=null -fallbacks=[] -Compress=null -compress=true -preload=[] -language_support={} -script_support={} -opentype_features={} diff --git a/content/_assets/css/fonts/JetBrainsMono-Regular.woff2 b/content/_assets/css/fonts/JetBrainsMono-Regular.woff2 deleted file mode 100644 index 8c862e334..000000000 Binary files a/content/_assets/css/fonts/JetBrainsMono-Regular.woff2 and /dev/null differ diff --git a/content/_assets/css/fonts/JetBrainsMono-Regular.woff2.import b/content/_assets/css/fonts/JetBrainsMono-Regular.woff2.import deleted file mode 100644 index b293c42e7..000000000 --- a/content/_assets/css/fonts/JetBrainsMono-Regular.woff2.import +++ /dev/null @@ -1,33 +0,0 @@ -[remap] - -importer="font_data_dynamic" -type="FontFile" -uid="uid://cjxyikrex24d5" -path="res://.godot/imported/JetBrainsMono-Regular.woff2-15175576c5d9618960f647733c67f10f.fontdata" - -[deps] - -source_file="res://docs/content/_assets/css/fonts/JetBrainsMono-Regular.woff2" -dest_files=["res://.godot/imported/JetBrainsMono-Regular.woff2-15175576c5d9618960f647733c67f10f.fontdata"] - -[params] - -Rendering=null -antialiasing=1 -generate_mipmaps=false -multichannel_signed_distance_field=false -msdf_pixel_range=8 -msdf_size=48 -allow_system_fallback=true -force_autohinter=false -hinting=1 -subpixel_positioning=1 -oversampling=0.0 -Fallbacks=null -fallbacks=[] -Compress=null -compress=true -preload=[] -language_support={} -script_support={} -opentype_features={} diff --git a/content/_assets/images/aseprite_importer-activate_importer-character.png b/content/_assets/images/aseprite_importer-activate_importer-character.png deleted file mode 100644 index 07bbb2ae5..000000000 Binary files a/content/_assets/images/aseprite_importer-activate_importer-character.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-activate_importer-character.png.import b/content/_assets/images/aseprite_importer-activate_importer-character.png.import deleted file mode 100644 index a710233b0..000000000 --- a/content/_assets/images/aseprite_importer-activate_importer-character.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://doyhn550ncime" -path="res://.godot/imported/aseprite_importer-activate_importer-character.png-e9e859d8cbc1d631a66cbaac51fd7875.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-activate_importer-character.png" -dest_files=["res://.godot/imported/aseprite_importer-activate_importer-character.png-e9e859d8cbc1d631a66cbaac51fd7875.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-activate_importer-room.png b/content/_assets/images/aseprite_importer-activate_importer-room.png deleted file mode 100644 index d5ff27dbb..000000000 Binary files a/content/_assets/images/aseprite_importer-activate_importer-room.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-activate_importer-room.png.import b/content/_assets/images/aseprite_importer-activate_importer-room.png.import deleted file mode 100644 index 586cf2e41..000000000 --- a/content/_assets/images/aseprite_importer-activate_importer-room.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://coq0xhtb42j5j" -path="res://.godot/imported/aseprite_importer-activate_importer-room.png-5709b5ba32fa6ba2f3a2aa0e930afc5d.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-activate_importer-room.png" -dest_files=["res://.godot/imported/aseprite_importer-activate_importer-room.png-5709b5ba32fa6ba2f3a2aa0e930afc5d.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-importer_interface-character.png b/content/_assets/images/aseprite_importer-importer_interface-character.png deleted file mode 100644 index 013cbc083..000000000 Binary files a/content/_assets/images/aseprite_importer-importer_interface-character.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-importer_interface-character.png.import b/content/_assets/images/aseprite_importer-importer_interface-character.png.import deleted file mode 100644 index 847f65c8f..000000000 --- a/content/_assets/images/aseprite_importer-importer_interface-character.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://c0aa2g2lfiq3j" -path="res://.godot/imported/aseprite_importer-importer_interface-character.png-6e3688326369eb5caab1949a63967346.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-importer_interface-character.png" -dest_files=["res://.godot/imported/aseprite_importer-importer_interface-character.png-6e3688326369eb5caab1949a63967346.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-importer_interface-room-diff.png b/content/_assets/images/aseprite_importer-importer_interface-room-diff.png deleted file mode 100644 index d3b74baf0..000000000 Binary files a/content/_assets/images/aseprite_importer-importer_interface-room-diff.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-importer_interface-room-diff.png.import b/content/_assets/images/aseprite_importer-importer_interface-room-diff.png.import deleted file mode 100644 index 5cc3cb5f2..000000000 --- a/content/_assets/images/aseprite_importer-importer_interface-room-diff.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://bjhx142itn3a3" -path="res://.godot/imported/aseprite_importer-importer_interface-room-diff.png-208eb352dbe12f50199c38acaf50113b.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-importer_interface-room-diff.png" -dest_files=["res://.godot/imported/aseprite_importer-importer_interface-room-diff.png-208eb352dbe12f50199c38acaf50113b.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-importer_interface-room.png b/content/_assets/images/aseprite_importer-importer_interface-room.png deleted file mode 100644 index 0c1bb19fc..000000000 Binary files a/content/_assets/images/aseprite_importer-importer_interface-room.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-importer_interface-room.png.import b/content/_assets/images/aseprite_importer-importer_interface-room.png.import deleted file mode 100644 index c7a9b493e..000000000 --- a/content/_assets/images/aseprite_importer-importer_interface-room.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://4qg2pn42rtxn" -path="res://.godot/imported/aseprite_importer-importer_interface-room.png-18077db28885e11d651166591734256a.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-importer_interface-room.png" -dest_files=["res://.godot/imported/aseprite_importer-importer_interface-room.png-18077db28885e11d651166591734256a.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-settings-es.png b/content/_assets/images/aseprite_importer-settings-es.png deleted file mode 100644 index b14c2ff59..000000000 Binary files a/content/_assets/images/aseprite_importer-settings-es.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-settings-es.png.import b/content/_assets/images/aseprite_importer-settings-es.png.import deleted file mode 100644 index d2bda174b..000000000 --- a/content/_assets/images/aseprite_importer-settings-es.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://bd1nxkgb7c2ee" -path="res://.godot/imported/aseprite_importer-settings-es.png-d2042a48b10ac50ff1467bd5f54190eb.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-settings-es.png" -dest_files=["res://.godot/imported/aseprite_importer-settings-es.png-d2042a48b10ac50ff1467bd5f54190eb.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-settings-ps.png b/content/_assets/images/aseprite_importer-settings-ps.png deleted file mode 100644 index 6dd807da6..000000000 Binary files a/content/_assets/images/aseprite_importer-settings-ps.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-settings-ps.png.import b/content/_assets/images/aseprite_importer-settings-ps.png.import deleted file mode 100644 index 94c479029..000000000 --- a/content/_assets/images/aseprite_importer-settings-ps.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://wt8m6httd4rp" -path="res://.godot/imported/aseprite_importer-settings-ps.png-94bb0c993b343ca35c7863a1336d7e2d.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-settings-ps.png" -dest_files=["res://.godot/imported/aseprite_importer-settings-ps.png-94bb0c993b343ca35c7863a1336d7e2d.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-source_file_example-character.png b/content/_assets/images/aseprite_importer-source_file_example-character.png deleted file mode 100644 index c0a59eab8..000000000 Binary files a/content/_assets/images/aseprite_importer-source_file_example-character.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-source_file_example-character.png.import b/content/_assets/images/aseprite_importer-source_file_example-character.png.import deleted file mode 100644 index caebef45b..000000000 --- a/content/_assets/images/aseprite_importer-source_file_example-character.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://dpmupajkejk1t" -path="res://.godot/imported/aseprite_importer-source_file_example-character.png-d39b6d96e299e5de70a01aee30a0b572.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-source_file_example-character.png" -dest_files=["res://.godot/imported/aseprite_importer-source_file_example-character.png-d39b6d96e299e5de70a01aee30a0b572.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-source_file_example-room-1.png b/content/_assets/images/aseprite_importer-source_file_example-room-1.png deleted file mode 100644 index 627775902..000000000 Binary files a/content/_assets/images/aseprite_importer-source_file_example-room-1.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-source_file_example-room-1.png.import b/content/_assets/images/aseprite_importer-source_file_example-room-1.png.import deleted file mode 100644 index d696be9ba..000000000 --- a/content/_assets/images/aseprite_importer-source_file_example-room-1.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://x1xjfr2blo1v" -path="res://.godot/imported/aseprite_importer-source_file_example-room-1.png-2732824c6c0c509f224c88a3b36b58c5.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-source_file_example-room-1.png" -dest_files=["res://.godot/imported/aseprite_importer-source_file_example-room-1.png-2732824c6c0c509f224c88a3b36b58c5.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-source_file_example-room-2.png b/content/_assets/images/aseprite_importer-source_file_example-room-2.png deleted file mode 100644 index cc6caf6d6..000000000 Binary files a/content/_assets/images/aseprite_importer-source_file_example-room-2.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-source_file_example-room-2.png.import b/content/_assets/images/aseprite_importer-source_file_example-room-2.png.import deleted file mode 100644 index a9b47558d..000000000 --- a/content/_assets/images/aseprite_importer-source_file_example-room-2.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://be0n8y5uxlfe8" -path="res://.godot/imported/aseprite_importer-source_file_example-room-2.png-2e69d9c9f33451b0b65e6dccd624a07f.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://docs/content/_assets/images/aseprite_importer-source_file_example-room-2.png" -dest_files=["res://.godot/imported/aseprite_importer-source_file_example-room-2.png-2e69d9c9f33451b0b65e6dccd624a07f.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/content/_assets/images/aseprite_importer-source_file_example-room-3.png b/content/_assets/images/aseprite_importer-source_file_example-room-3.png deleted file mode 100644 index fa97046cd..000000000 Binary files a/content/_assets/images/aseprite_importer-source_file_example-room-3.png and /dev/null differ diff --git a/content/_assets/images/aseprite_importer-source_file_example-room-3.png.import b/content/_assets/images/aseprite_importer-source_file_example-room-3.png.import deleted file mode 100644 index 5523665a5..000000000 --- a/content/_assets/images/aseprite_importer-source_file_example-room-3.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - 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-// Handle page scroll and adjust sidebar accordingly. - -// Each page has two scrolls: the main scroll, which is moving the content of the page; -// and the sidebar scroll, which is moving the navigation in the sidebar. -// We want the logo to gradually disappear as the main content is scrolled, giving -// more room to the navigation on the left. This means adjusting the height -// available to the navigation on the fly. There is also a banner below the navigation -// that must be dealt with simultaneously. -const registerOnScrollEvent = (function(){ - // Configuration. - - // The number of pixels the user must scroll by before the logo is completely hidden. - const scrollTopPixels = 84; - // The target margin to be applied to the navigation bar when the logo is hidden. - const menuTopMargin = 70; - // The max-height offset when the logo is completely visible. - const menuHeightOffset_default = 162; - // The max-height offset when the logo is completely hidden. - const menuHeightOffset_fixed = 80; - // The distance between the two max-height offset values above; used for intermediate values. - const menuHeightOffset_diff = (menuHeightOffset_default - menuHeightOffset_fixed); - - // Media query handler. - return function(mediaQuery) { - // We only apply this logic to the "desktop" resolution (defined by a media query at the bottom). - // This handler is executed when the result of the query evaluation changes, which means that - // the page has moved between "desktop" and "mobile" states. - - // When entering the "desktop" state, we register scroll events and adjust elements on the page. - // When entering the "mobile" state, we clean up any registered events and restore elements on the page - // to their initial state. - - const $window = $(window); - const $sidebar = $('.wy-side-scroll'); - const $search = $sidebar.children('.wy-side-nav-search'); - const $menu = $sidebar.children('.wy-menu-vertical'); - const $ethical = $sidebar.children('.ethical-rtd'); - - // This padding is needed to correctly adjust the height of the scrollable area in the sidebar. - // It has to have the same height as the ethical block, if there is one. - let $menuPadding = $menu.children('.wy-menu-ethical-padding'); - if ($menuPadding.length == 0) { - $menuPadding = $('
'); - $menu.append($menuPadding); - } - - if (mediaQuery.matches) { - // Entering the "desktop" state. - - // The main scroll event handler. - // Executed as the page is scrolled and once immediately as the page enters this state. - const handleMainScroll = (currentScroll) => { - if (currentScroll >= scrollTopPixels) { - // After the page is scrolled below the threshold, we fix everything in place. - $search.css('margin-top', `-${scrollTopPixels}px`); - $menu.css('margin-top', `${menuTopMargin}px`); - $menu.css('max-height', `calc(100% - ${menuHeightOffset_fixed}px)`); - } - else { - // Between the top of the page and the threshold we calculate intermediate values - // to guarantee a smooth transition. - $search.css('margin-top', `-${currentScroll}px`); - $menu.css('margin-top', `${menuTopMargin + (scrollTopPixels - currentScroll)}px`); - - if (currentScroll > 0) { - const scrolledPercent = (scrollTopPixels - currentScroll) / scrollTopPixels; - const offsetValue = menuHeightOffset_fixed + menuHeightOffset_diff * scrolledPercent; - $menu.css('max-height', `calc(100% - ${offsetValue}px)`); - } else { - $menu.css('max-height', `calc(100% - ${menuHeightOffset_default}px)`); - } - } - }; - - // The sidebar scroll event handler. - // Executed as the sidebar is scrolled as well as after the main scroll. This is needed - // because the main scroll can affect the scrollable area of the sidebar. - const handleSidebarScroll = () => { - const menuElement = $menu.get(0); - const menuScrollTop = $menu.scrollTop(); - const menuScrollBottom = menuElement.scrollHeight - (menuScrollTop + menuElement.offsetHeight); - - // As the navigation is scrolled we add a shadow to the top bar hanging over it. - if (menuScrollTop > 0) { - $search.addClass('fixed-and-scrolled'); - } else { - $search.removeClass('fixed-and-scrolled'); - } - - // Near the bottom we start moving the sidebar banner into view. - if (menuScrollBottom < ethicalOffsetBottom) { - $ethical.css('display', 'block'); - $ethical.css('margin-top', `-${ethicalOffsetBottom - menuScrollBottom}px`); - } else { - $ethical.css('display', 'none'); - $ethical.css('margin-top', '0px'); - } - }; - - $search.addClass('fixed'); - $ethical.addClass('fixed'); - - // Adjust the inner height of navigation so that the banner can be overlaid there later. - const ethicalOffsetBottom = $ethical.height() || 0; - if (ethicalOffsetBottom) { - $menuPadding.css('height', `${ethicalOffsetBottom}px`); - } else { - $menuPadding.css('height', `0px`); - } - - $window.scroll(function() { - handleMainScroll(window.scrollY); - handleSidebarScroll(); - }); - - $menu.scroll(function() { - handleSidebarScroll(); - }); - - handleMainScroll(window.scrollY); - handleSidebarScroll(); - } else { - // Entering the "mobile" state. - - $window.unbind('scroll'); - $menu.unbind('scroll'); - - $search.removeClass('fixed'); - $ethical.removeClass('fixed'); - - $search.css('margin-top', `0px`); - $menu.css('margin-top', `0px`); - $menu.css('max-height', 'initial'); - $menuPadding.css('height', `0px`); - $ethical.css('margin-top', '0px'); - $ethical.css('display', 'block'); - } - }; -})(); - -// Subscribe to DOM changes in the sidebar container, because there is a -// banner that gets added at a later point, that we might not catch otherwise. -const registerSidebarObserver = (function(){ - return function(callback) { - const sidebarContainer = document.querySelector('.wy-side-scroll'); - - let sidebarEthical = null; - const registerEthicalObserver = () => { - if (sidebarEthical) { - // Do it only once. - return; - } - - sidebarEthical = sidebarContainer.querySelector('.ethical-rtd'); - if (!sidebarEthical) { - // Do it only after we have the element there. - return; - } - - // This observer watches over the ethical block in sidebar, and all of its subtree. - const ethicalObserverConfig = { childList: true, subtree: true }; - const ethicalObserverCallback = (mutationsList, observer) => { - for (let mutation of mutationsList) { - if (mutation.type !== 'childList') { - continue; - } - - callback(); - } - }; - - const ethicalObserver = new MutationObserver(ethicalObserverCallback); - ethicalObserver.observe(sidebarEthical, ethicalObserverConfig); - }; - registerEthicalObserver(); - - // This observer watches over direct children of the main sidebar container. - const observerConfig = { childList: true }; - const observerCallback = (mutationsList, observer) => { - for (let mutation of mutationsList) { - if (mutation.type !== 'childList') { - continue; - } - - callback(); - registerEthicalObserver(); - } - }; - - const observer = new MutationObserver(observerCallback); - observer.observe(sidebarContainer, observerConfig); - - // Default TOC tree has links that immediately navigate to the selected page. Our - // theme adds an extra button to fold and unfold the tree without navigating away. - // But that means that the buttons are added after the initial load, so we need to - // improvise to detect clicks on these buttons. - const scrollElement = document.querySelector('.wy-menu-vertical'); - const registerLinkHandler = (linkChildren) => { - linkChildren.forEach(it => { - if (it.nodeType === Node.ELEMENT_NODE && it.classList.contains('toctree-expand')) { - it.addEventListener('click', () => { - // Toggling a different item will close the currently opened one, - // which may shift the clicked item out of the view. We correct for that. - const menuItem = it.parentNode; - const baseScrollOffset = scrollElement.scrollTop + scrollElement.offsetTop; - const maxScrollOffset = baseScrollOffset + scrollElement.offsetHeight; - - if (menuItem.offsetTop < baseScrollOffset || menuItem.offsetTop > maxScrollOffset) { - menuItem.scrollIntoView(); - } - - callback(); - }); - } - }); - } - - const navigationSections = document.querySelectorAll('.wy-menu-vertical ul'); - navigationSections.forEach(it => { - if (it.previousSibling == null || typeof it.previousSibling === 'undefined' || it.previousSibling.tagName != 'A') { - return; - } - - const navigationLink = it.previousSibling; - registerLinkHandler(navigationLink.childNodes); - - const linkObserverConfig = { childList: true }; - const linkObserverCallback = (mutationsList, observer) => { - for (let mutation of mutationsList) { - registerLinkHandler(mutation.addedNodes); - } - }; - - const linkObserver = new MutationObserver(linkObserverCallback); - linkObserver.observe(navigationLink, linkObserverConfig); - }); - }; -})(); - -$(document).ready(() => { - // Remove the search match highlights from the page, and adjust the URL in the - // navigation history. - const url = new URL(location.href); - if (url.searchParams.has('highlight')) { - Documentation.hideSearchWords(); - } - - window.addEventListener('keydown', function(event) { - if (event.key === '/') { - var searchField = document.querySelector('#rtd-search-form input[type=text]'); - if (document.activeElement !== searchField) { - searchField.focus(); - searchField.select(); - event.preventDefault(); - } - } - }); - - // Initialize handlers for page scrolling and our custom sidebar. - const mediaQuery = window.matchMedia('only screen and (min-width: 769px)'); - - registerOnScrollEvent(mediaQuery); - mediaQuery.addListener(registerOnScrollEvent); - - registerSidebarObserver(() => { - registerOnScrollEvent(mediaQuery); - }); - - // Add line-break suggestions to the sidebar navigation items in the class reference section. - // - // Some class reference pages have very long PascalCase names, such as - // VisualShaderNodeCurveXYZTexture - // Those create issues for our layout, as we can neither make them wrap with CSS without - // breaking normal article titles, nor is it good to have them overflow their containers. - // So we use a tag to insert mid-word suggestions for appropriate splits, so the browser - // knows that it's okay to split it like - // Visual Shader Node Curve XYZTexture - // and add a new line at an opportune moment. - const classReferenceLinks = document.querySelectorAll('.wy-menu-vertical > ul:last-of-type .reference.internal'); - for (const linkItem of classReferenceLinks) { - let textNode = null; - linkItem.childNodes.forEach(it => { - if (it.nodeType === Node.TEXT_NODE) { - // If this is a text node and if it needs to be updated, store a reference. - let text = it.textContent; - if (!(text.includes(" ") || text.length < 10)) { - textNode = it; - } - } - }); - - if (textNode != null) { - let text = textNode.textContent; - // Add suggested line-breaks and replace the original text. - // The regex looks for a lowercase letter followed by a number or an uppercase - // letter. 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\ No newline at end of file diff --git a/content/advanced-techniques/advanced-animations.md b/content/advanced-techniques/advanced-animations.md deleted file mode 100644 index 65200ea6b..000000000 --- a/content/advanced-techniques/advanced-animations.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -weight: 5030 ---- - -## Animation prefixes - -TODO - -## Triggering events from animations - -TODO diff --git a/content/advanced-techniques/extending-customizing-popochiu.md b/content/advanced-techniques/extending-customizing-popochiu.md deleted file mode 100644 index cb1ee69d3..000000000 --- a/content/advanced-techniques/extending-customizing-popochiu.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 5050 ---- - -TODO \ No newline at end of file diff --git a/content/advanced-techniques/game-state-saving-loading.md b/content/advanced-techniques/game-state-saving-loading.md deleted file mode 100644 index a0c0208c2..000000000 --- a/content/advanced-techniques/game-state-saving-loading.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 5040 ---- - -TODO \ No newline at end of file diff --git a/content/advanced-techniques/guis.md b/content/advanced-techniques/guis.md deleted file mode 100644 index 238b7b4cd..000000000 --- a/content/advanced-techniques/guis.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -weight: 5020 ---- - -## Theming your GUI - -TODO - -## Creating Custom GUI - -TODO \ No newline at end of file diff --git a/content/advanced-techniques/index.md b/content/advanced-techniques/index.md deleted file mode 100644 index 8b8306282..000000000 --- a/content/advanced-techniques/index.md +++ /dev/null @@ -1,3 +0,0 @@ ---- -weight: 5000 ---- diff --git a/content/advanced-techniques/localization.md b/content/advanced-techniques/localization.md deleted file mode 100644 index 58d24e472..000000000 --- a/content/advanced-techniques/localization.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 5010 ---- - -TODO \ No newline at end of file diff --git a/content/contributing-to-popochiu/coding-standards.md b/content/contributing-to-popochiu/coding-standards.md deleted file mode 100644 index 8020cfd0c..000000000 --- a/content/contributing-to-popochiu/coding-standards.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -weight: 7040 ---- - -## Commit format - -TODO - -## Coding standards - -TODO \ No newline at end of file diff --git a/content/contributing-to-popochiu/getting-help.md b/content/contributing-to-popochiu/getting-help.md deleted file mode 100644 index 52306f7d0..000000000 --- a/content/contributing-to-popochiu/getting-help.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -weight: 7050 ---- - -## How to contact maintainers - -TODO - -## Channels - -TODO - -## Other policies - -TODO diff --git a/content/contributing-to-popochiu/index.md b/content/contributing-to-popochiu/index.md deleted file mode 100644 index b8f272095..000000000 --- a/content/contributing-to-popochiu/index.md +++ /dev/null @@ -1,4 +0,0 @@ ---- -weight: 7000 -empty: true ---- diff --git a/content/contributing-to-popochiu/project-management.md b/content/contributing-to-popochiu/project-management.md deleted file mode 100644 index ae335c250..000000000 --- a/content/contributing-to-popochiu/project-management.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -weight: 7030 ---- - -## Issue tracking - -TODO - -## Code reviews - -TODO - -## Branching model - -TODO - -## Definition of Done - -TODO \ No newline at end of file diff --git a/content/contributing-to-popochiu/project-overview.md b/content/contributing-to-popochiu/project-overview.md deleted file mode 100644 index b1a5ed6e0..000000000 --- a/content/contributing-to-popochiu/project-overview.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -weight: 7000 ---- - -## Popochiu Subsystems - -TODO - -## Editor Plugin - -TODO - -## Game Engine - -TODO diff --git a/content/contributing-to-popochiu/toolchain-and-dependencies.md b/content/contributing-to-popochiu/toolchain-and-dependencies.md deleted file mode 100644 index 5a92030c6..000000000 --- a/content/contributing-to-popochiu/toolchain-and-dependencies.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -weight: 7020 ---- - -## Documentation - -TODO - -## Plugin and Engine - -TODO diff --git a/content/getting-started/creating-a-game-stub.md b/content/getting-started/creating-a-game-stub.md deleted file mode 100644 index b1c1e741c..000000000 --- a/content/getting-started/creating-a-game-stub.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -weight: 1020 ---- - -This page will guide you trought the process of creating a very small stub for a game. - -The purpose of this page is to quickly get you set up to experiment and tinker as you read this documentation. If you are already familiar with Popochiu or have already created your project, you can skip to the [Tutorials](/getting-started/tutorials) section. - -## Example resources - -If you are experimenting with Popochiu for the first time, or still evaluating if it's for you, you can speed up the following step, downloading the [Example Game Assets](/getting-started/example-resources#example-assets). - -If you prefer to skip the steps and jump to the meat of the learning, you can just clone the [Example Game](#). It's a project containing the game setup and assets, plus a working version of Popochiu. - -If you want to learn the basics of setting up your very project, follow along. - -## Setup the game - -### Set resolution - -TODO - -### Select game GUI - -TODO - -## Create characters - -TODO - -### Create the main character - -TODO - -### Create a secondary character - -TODO - -## Create the first room - -TODO - -### Add an interactive prop - -TODO - -## Script your first interaction - -TODO - -That's it \ No newline at end of file diff --git a/content/getting-started/example-resources.md b/content/getting-started/example-resources.md deleted file mode 100644 index 3320d1f0e..000000000 --- a/content/getting-started/example-resources.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -weight: 1030 ---- - -Everything you need to start creating your adventure game with Popochiu, beside the addon, is a good idea, assets and the game script. - -When working on a new project, Popochiu will set the project up for you but other than that, it will provide you with a blank slate so that you don't need to clean the stage from unwanted stuff. - -If you are testing or learning the engine, or if you suffer from blank canvas syndrome, don't worry. We've got you covered! - -## Example game - -TODO - -* Explain a game repository is available (which version?) -* Provide a link to the repository and brief instructions on how to use it - -## Example assets - -TODO - -* Explain a set of assets (same ones used in the Example game) is available -* Provide a link to a zip file \ No newline at end of file diff --git a/content/getting-started/getting-help.md b/content/getting-started/getting-help.md deleted file mode 100644 index e25c0c7f8..000000000 --- a/content/getting-started/getting-help.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -weight: 1050 ---- - -## Join our community - -We do our best to keep this documentation relevant and up to date, but we know that there are nuances and needs that will go beyond what we can provide. - -That's where our community kicks in. -TODO: insert link and explanation about the discord server. -TODO: explain how to provide help in the community - -## GitHub - -If you found a bug or if you want to propose an improvement, GitHub is the place to head to. - -TODO: explain how we approach issues, the different type of issues, where to see the project roadmap. -TODO: link the contribution guide. - - -## Godot community and docs - -TODO: Mention that Godot is a reference to keep in sight diff --git a/content/getting-started/index.md b/content/getting-started/index.md deleted file mode 100644 index 14296e40c..000000000 --- a/content/getting-started/index.md +++ /dev/null @@ -1,4 +0,0 @@ ---- -weight: 1000 -empty: true ---- diff --git a/content/getting-started/installing-popochiu.md b/content/getting-started/installing-popochiu.md deleted file mode 100644 index 762117e78..000000000 --- a/content/getting-started/installing-popochiu.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -weight: 1010 ---- - -!!! tip - Popochiu works on Godot 3.3 and later versions, but we recommend kickstarting new projects on Godot 4, with Popochiu 2.0. - -## Get Godot - -1. Download the latest version of the engine [here](https://godotengine.org/download). -2. Extract the Godot executable file (`.exe` on Windows) and place it in a directory of your choice. -3. Run the Godot executable. -4. Create a new project by clicking the `New project` button. -5. Give it a name and then click on `Create folder`. -6. Click on `Create and Edit` to launch the editor. - -## Get Popochiu - -### From the asset store - -> TODO: Complete this - -### From Itch - -1. Download **Popochiu** from its [itch.io page](https://mapedorr.itch.io/popochiu) -2. Unzip the file and copy the **addons** folder into your project's folder. - > If you don't know where your project is, right-click the `res://` folder in the **FileSystem** dock and then select `Open in File Manager`. -3. Enable the plugin in the **Project > Project Settings** menu, **Plugins** tab (at the top). Click on the **Enable** checkbox. -4. A popup will ask you to restart Godot. Close the **Project Settings** window and then `Project > Reload Current Project`. - -### From GitHub - -1. Download the [latest release from GitHub](https://github.com/carenalgas/popochiu/releases). -2. Unzip the file and copy the **addons** folder into your project's folder. - > If you don't know where your project is, right-click the `res://` folder in the `FileSystem` dock and then select `Open in File Manager`. -3. Enable the plugin: `Project > Project Settings... > Plugins` (the tab on the top). Click on the `Enable` checkbox. -4. A popup will ask you to restart Godot. Close the **Project Settings** window and then `Project > Reload Current Project`. - - -If you installed Popochiu properly, you'll see the Main Dock at the right, and this message in the **Output** panel. - -```text -[es] Estás usando Popochiu, un plugin para crear juegos point n' click -[en] You're using Popochiu, a plugin for making point n' click games -▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ \( o )3(o)/ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -``` diff --git a/content/getting-started/tutorials.md b/content/getting-started/tutorials.md deleted file mode 100644 index 4f5036488..000000000 --- a/content/getting-started/tutorials.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -weight: 1040 ---- - -## Tutorials - -TODO - -## Video Tutorials - -The following video tutorials (English subs) are available for Popochiu 1: - -- [How to setup your project, create a room and a character](https://youtu.be/-N62S1DHbcs) -- [What are the baselines, how to create gaps and how to use Hotspots](https://youtu.be/5RbqbG3_0ak) -- [How to create Props with interaction and inventory items](https://youtu.be/_an0YF3Bd50) -- [How to create dialog trees](https://youtu.be/Aql4wh2itF4) -- [How to enable/disable dialog options and use inventory items on characters, Props and Hotspots](https://youtu.be/Ad_YBG-_wYE) -- [How to setup a room bigger than the game window, and how to move between rooms](https://youtu.be/YFEZaSty3aw) -- [How to add sound effects, music, voices, and graphic interface sounds](https://youtu.be/VF7V6BJmQVQ) diff --git a/content/how-to-develop-a-game/adding-sound.md b/content/how-to-develop-a-game/adding-sound.md deleted file mode 100644 index 847cdd169..000000000 --- a/content/how-to-develop-a-game/adding-sound.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 4080 ---- - -TODO diff --git a/content/how-to-develop-a-game/creating-characters.md b/content/how-to-develop-a-game/creating-characters.md deleted file mode 100644 index e9e3b1755..000000000 --- a/content/how-to-develop-a-game/creating-characters.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 4030 ---- - -TODO diff --git a/content/how-to-develop-a-game/creating-rooms.md b/content/how-to-develop-a-game/creating-rooms.md deleted file mode 100644 index 3209e8c9d..000000000 --- a/content/how-to-develop-a-game/creating-rooms.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 4020 ---- - -TODO diff --git a/content/how-to-develop-a-game/index.md b/content/how-to-develop-a-game/index.md deleted file mode 100644 index ee11e719d..000000000 --- a/content/how-to-develop-a-game/index.md +++ /dev/null @@ -1,4 +0,0 @@ ---- -weight: 4000 -empty: true ---- diff --git a/content/how-to-develop-a-game/kickstarting-a-project.md b/content/how-to-develop-a-game/kickstarting-a-project.md deleted file mode 100644 index 77ccb2547..000000000 --- a/content/how-to-develop-a-game/kickstarting-a-project.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 4010 ---- - -TODO diff --git a/content/how-to-develop-a-game/managing-the-inventory.md b/content/how-to-develop-a-game/managing-the-inventory.md deleted file mode 100644 index 554127a40..000000000 --- a/content/how-to-develop-a-game/managing-the-inventory.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 4060 ---- - -TODO diff --git a/content/how-to-develop-a-game/playing-animations.md b/content/how-to-develop-a-game/playing-animations.md deleted file mode 100644 index 67c693dfd..000000000 --- a/content/how-to-develop-a-game/playing-animations.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 4070 ---- - -TODO diff --git a/content/how-to-develop-a-game/scripting-interactions.md b/content/how-to-develop-a-game/scripting-interactions.md deleted file mode 100644 index 8982f00f5..000000000 --- a/content/how-to-develop-a-game/scripting-interactions.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 4040 ---- - -TODO diff --git a/content/how-to-develop-a-game/writing-dialogues.md b/content/how-to-develop-a-game/writing-dialogues.md deleted file mode 100644 index fbd17a450..000000000 --- a/content/how-to-develop-a-game/writing-dialogues.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 4050 ---- - -TODO diff --git a/content/index.md b/content/index.md deleted file mode 100644 index 835d037f3..000000000 --- a/content/index.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -weight: 0 ---- - -![Popochiu itch.io](./_assets/images/getting_started-itch_cover.png) - -**Popochiu is a Godot addon that allows you to create point-and-click adventure games.** - -It's inspired by [Adventure Game Studio](https://www.adventuregamestudio.co.uk/) and [PowerQuest](https://powerhoof.itch.io/powerquest) Unity plugin. - -## Features - -* Works with Godot 3 and 4 (new development will happen for 4 only). -* Designed to offer a fast and easy-to-use workflow like Adventure Game Studio and PowerQuest. -* Provides a Godot Editor plugin, as well as the adventure game engine, specifically designed for adventure games. -* A powerful yet simple scripting API gives total control on characters, objects, inventory items, dialogues, etc. -* Autocomplete for scripting functions in Godot scripting editor. -* Suitable for high-resolution as well as retro-styled, classic games. -* Blends easily with Godot, allowing experienced devs to customize and extending the functions with ease. -* Easy management of animations, interactions, audio, game state, saves and load, and other commong game features. -* Additional tools for advanced workflows, like animation importers and the like. -* Very permissive [license](#license). - -## Is Popochiu for me? - -**Popochiu is for everyone, but it's particularly suitable for you if you**: - -* are in search for a developer-friendly engine, with a powerful scripting language -* want to work on top of a state-of-the-art, general-purpose game engine with a great community and support (Godot) -* want to build your game on OS different than Windows (Linux or MacOSX) -* want to release your game on different platforms (PC, mobile and consoles) -* love Free/Open-Source Software -* want to join a cheerful and welcoming community of fellow developers - -**Popochiu may not be your cup of tea if**: - -* you are no coder and search for a visual editor like Adventure Creator -* you want to build games different from point-and-click adventures - -Yes, that's it. We can't imagine for what other reasons you shouldn't at least give Popochiu a try! :) - -## Made with Popochiu - -* [The Maid Butcher Ritual](https://skarmuse.itch.io/the-maid-butcher-ritual) by [Skarmuse](https://skarmuse.itch.io) (Made for the **G**lobal **G**ame **J**am 2023) -* [Popochius Little Adventure (AdvJam 2022) (in-development)](https://mapedorr.itch.io/popochius) | source code [here](https://github.com/mapedorr/popochius_little_adventure) -* [Buggy Adventure (in-development)](https://agar3s.itch.io/unsolvedmysteries) | source code [here](https://github.com/TalesOfUnsolvedMysteries/game_client) -* [Pato & Lobo](https://perroviejo.itch.io/patolobo) | source code [here](https://github.com/Perro-Viejo/pato-and-lobo) - -## People - -Popochiu was created by **[Mateo _@carenalga_ Robayo Rodríguez](https://github.com/mapedorr)**, who is the project's main maintainer and benevolent dictator. - -It is now co-maintained by **[Paolo _@stickgrinder_ Pustorino](https://github.com/stickgrinder)** and **[_Whyshchuck_](https://github.com/whyshchuck)** with contributions by our wonderful community members. - -## License - -Popochiu is released under the very permissive [MIT License](https://github.com/carenalgas/popochiu/blob/main/LICENSE), suitable for free and commercial projects, no strings attached. diff --git a/content/the-editor-handbook/editor-settings.md b/content/the-editor-handbook/editor-settings.md deleted file mode 100644 index d67728d34..000000000 --- a/content/the-editor-handbook/editor-settings.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 2010 ---- - -TODO: how to reach the editor settings and set them up \ No newline at end of file diff --git a/content/the-editor-handbook/importers.md b/content/the-editor-handbook/importers.md deleted file mode 100644 index 217256a04..000000000 --- a/content/the-editor-handbook/importers.md +++ /dev/null @@ -1,207 +0,0 @@ ---- -weight: 2050 ---- - -# Aseprite Importers - -These tools enable a smooth workflow for the creation of graphical elements in the game. -The main goal is to integrate with Aseprite in a way that promotes quick iterations, starting from a visual draft and evolving game scripting and graphics together as things take shape. - -Importers are available for [Characters](./PopochiuCharacter.md) and [Rooms](./PopochiuRoom.md), allowing an almost one-click creation of the complete room structure. - -Next releases will introduce an Importer for [Inventory items](./PopochiuInventoryItem.md) too. - -## Basics - -The plugin works by reading [tags](https://www.aseprite.org/docs/tags/) from a properly organized Aseprite source file and using that information to populate the target Popochiu Object in a single pass. - -The result of the process differs depending on the target object type: - -* For **Characters**, every tag represents a specific animation (ex. the talk animation), and when applicable, the animation direction (ex. up, down, left or right). So in a typical project of medium size, there will be specific tags for _talk up_, _talk down_, _walk left_, _walk right_, and so on, plus very specific tags for special cutscene animations (_eat multifolded pizza_, _brush alien dog hair_, _jump across cakes chasm_, etc). -* For **Rooms**, every tag represents a [Prop](./PopochiuProp.md) and for each tag, a new prop with its own animation is created and populated by the appropriate animation (or sprite). Background and foreground elements are props, of course, and it will be possible to configure each prop visibility and clickability at import. - -Despite having slightly different outputs, the structure of a Character's or Room's Aseprite source file is basically the same. -Let's see examples for both. - -## Aseprite file organization - -Please take a look at the following image: - -![Character Aseprite source file example](../_assets/images/aseprite_importer-source_file_example-character.png "Aseprite source file example - Character") - -First notable thing is, a single file contains all animations for the character, identified by tags (_marker 1_). Each tag will be used to create a single animation, named after the tag, for the Character. - -!!! info "Under the hood" - Popochiu Characters already embed a Sprite2D and an AnimationPlayer. The whole spritesheet is assigned as texture to the Sprite2D and every tag becomes a configured animation in the AnimationPlayer - even the single-sprite ones. They are then accessible by specific methods on the Character, as explained below. - -Your file can also be organized in layers (_marker 2_). Layer names are completely up to you and you may create as many as you like. The importer has an option to import only visible layers, that's useful if you have reference or background layers that you don't want to be part of your sprite. - -Layers are particularly useful in Rooms source files, because without them, isolating props tend to become pretty messy. Take a look at the following example. - -![Room Aseprite source file example](../_assets/images/aseprite_importer-source_file_example-room-1.png "Aseprite source file example - Room") - -To keep different props apart, the image is organized in layers (_marker 1_). In the specific case, layer names and tag names match, but you can of course have situations where more than one layer is necessary to render a specific tag (it's pretty common really); a typical example is the background: in the example above, we could have decided to have the trees on the background prop. The resulting Aseprite file would have looked like this then: - -![Room Aseprite source file example - Joined layers](../_assets/images/aseprite_importer-source_file_example-room-3.png "Aseprite source file example - Multi-layer background") - -Notice how the _Tree_ tag disappeared and the _Tree layer_ is now present with the _Background_ one in the _Background_ tag. - -On the other hand, you can have tags with many frames on the same layer. This is the most common case because you often wants your props to be animated, like in the case of our crackling bonefire (see _marker 2_ in the image above): - -![Room Aseprite source file example - Multi frame animation](../_assets/images/aseprite_importer-source_file_example-room-2.png "Aseprite source file example - Multi-frame animation") - -Here we have an isolated fire, composed by 4 frames, all grouped by the proper tag. - -Basically all combinations of layers and frames are allowed: what you see in a specific animation if you play the tag in Aseprite, will be imported as is in the Prop. - -!!! note - Observant readers will have noticed that the first frame has no tag and of course, despite including all "props", it's not animated. Indeed it is there just as a reference frame for the artist to paint "in place". You may have as many untagged frames as you wont in your Room source files: they will be ignored by the importer and will never land into your Popochiu project. This makes things very convenient when composing the scene. - -!!! info "Under the hood" - As for Popochiu Characters, every Prop comes with a bundled Sprite2D and a dedicated AnimationPlayer. Each tag will be extracted as a spritesheet and imported as a single animation. **Yes**, this may seem overkill but this setup common to Props and Characters allows for easier maintenance and is there to support more functions in the future. - -!!! note - Even more observant readers will also have realized at this point, that by how things work, each prop sprite will be the size of the whole scene. That's right, but don't be horrified. This approach has a lot of advantages at the sole cost of asking a swift third-millenium game engine to render some more transparent pixels. What we gain is automatic placing of the visual in the scene at import time, and a common rect origin for each prop that will keep baselines and other coordinates consistent among them in the same scene. - -Back to the tags: you can name them whatever you want, but to get the most out of this functionality, stick to the following conventions: - -### Case style - -You can use `snake_case` or `PascalCase` to name your tags, as you prefer. They will be converted to `snake_case` anyway before creating animations. Since this can change in the future, **we strongly advise not to rely on case sensitivity to differentiate between animations**! -Be explicit. - -### Reserved animation names - -The engine will automatically recognize the following reserved names and use them properly: `idle`, `walk`, `talk`, `grab`. All of them take for granted the character is facing right and it will be flipped to the left and used for up and down directions too, unless you don't provide... - -### Directional suffixes - -The engine supports directional suffixes for eight possible directions (up, up-left, left, down-left, down, etc). The complete list of suffixes is `_u`, `_ur`, `_r`, `_dr`, `_d`, `_dl`, `_l`, `_ul`. Every animation you want to create (not just the reserved ones) can be made direction-aware by creating it with the right suffixes. - -For example, to create a walk animation that supports the four main directions, you create `walk_u`, `walk_d`, `walk_r` and `walk_l`. If you don't create `walk_l`, `walk_r` will be automatically flipped. - -!!! note - As mentioned the importer will convert every animation name to `snake_case`. This means that the following tags are all equivalent: `talk_u`, `Talk_u`, `talkU`, `TalkU`. - The good: you can use the style you prefer and directions will be still recognized. The bad: if you have `Talk_u` and `TalkU` and they mean different things, you're out of luck. `Talk_u` and `Talku` works though. - -### Single-animation file - -If a file contains no tags, it will be imported as a single animation named `default`. - -### Multiple source files - -If you are in the need, you may want to separate your character animations over different source files. This is feasible, but keeping everything in a single file is the best option to speed up development by a great amount. -The plugin allows you to set a single source file at a time, so if you have multiple sources, you have to constantly switch between source files, losing your preferences in the process. In addition, you have to trade the ability to reset all animations off for an incremental import (see below). - -## Importer settings - -The Aseprite Importer exposes its configuration under the **Popochiu -> Import** sections in both the **Editor Settings** and the **Project Settings**. - -### Editor Settings - -Editor Settings contain those configurations that may change between team members' local development environment, like the Aseprite command path, and/or that are valid across different projects. - -![Editor Settings](../_assets/images/aseprite_importer-settings-es.png "Editor Settings") - -* **Enable Aseprite Importer**: Allows the user to enable or disable the importer in their editor. Useful to avoid cluttering the inspector or getting errors for those who don't use Aseprite or don't have it available in a specific environment. -> !!! note - This option is only available starting from Popochiu 2.0. In Popochiu 1.0 the importer can't be disabled. -* **Command Path**: This is the single most important setting to make the plugin work. On Windows, this field **must** contain the full path to Aseprite executable (having the command in `PATH` won't work due to some Godot limitations on command execution under Windows). In *nix systems (Linux and MacOS), you can choose to provide the Aseprite command (if in `PATH`) or the full path, as you prefer. -Anyway, the plugin will check for the correct execution of the command before initializing itself. If something goes wrong, the output panel will give useful information to fix the problem. -* **Remove JSON file** When Aseprite is invoked by the importing procedure, it generates a JSON file with metadata that is necessary to complete the job, alongside the spritesheet PNG file. This file is then useless and can be safely erased, most of all if you are versioning your code (you are, aren't you?!). If for some reason you want to keep the output file, just unflag this setting. - -!!! note - In Popochiu 1.x for Godot 3, all these settings are found under "Project Settings" (see below). - -### Project Settings - -Among the Project Settings you'll find those you may want to share with your team, and that mostly impact the importing workflow, setting defaults shared by every instance of the plugin. - -![Project Settings](../_assets/images/aseprite_importer-settings-ps.png "Project Settings") - -!!! note - Since Godot 4, Project Settings have an "Advanced Settings" filter. Plugins can't declare their settings as _basic_, so please make sure you have the upper left toggle _activated_ or you won't see Popochiu's settings section. - -* **Import Animation by Default**: When a source file is scanned, a list of the contained tags is populated. For each element in the list, you can choose if you want it imported or not. This is useful if you have half-baked animations or reference tags of some sort. When this setting is flagged, all new animations in the list will be automatically flagged as "to be imported". When this setting is off, they will be flagged as "not to be imported". -* **Loop Animation by Default**: When a source file is scanned, a list of the contained tags is populated. For each element in the list, you can choose if you want that animation to loop or if it has to be run a single time. Animations like talk or walk are usually looping, but animations specific for cutscenes or special cases may be single runs. When this setting is flagged, all new animations in the list will be automatically flagged as "looping". When this setting is off, they will be flagged as "non-looping". -* **New Props Visible by Default**: When a _Room_ source file is scanned, a list of the contained tags is populated. For each element in the list, which will be imported as a Prop, you can choose if you want the new prop to be created visible, or invisible (useful for props that have to be shown only at certain conditions). When this setting is flagged, all elements in the list will be automatically flagged as "visible". When this setting is off, they will be flagged as "hidden". -* **New Props Clickable by Default**: When a _Room_ source file is scanned, a list of the contained tags is populated. For each element in the list, which will be imported as a Prop, you can choose if you want the new prop to be interactive, or non-interactive. When this setting is flagged, all elements in the list will be automatically flagged as "interactive". When this setting is off, they will be flagged as "non-interactive". -* **Wipe old Animations**: This is the default value for the option with the same name that appears in the importer interface (see below for more information). Set this as you prefer so you don't have to do it all the times, depending on your workflow. - -## Importer interface - -The importer will show a slighlty different interface depending on the target Popochiu Object. - -The following sections show examples for both Characters and Rooms, highlighting the small differences. - -### Opening the Importer - -The Character importer tool is visible in the inspector, when you select a [PopochiuCharacter](./PopochiuCharacter.md) object, opening the related scene. - -![Character Aseprite importer](../_assets/images/aseprite_importer-activate_importer-character.png "Character Aseprite importer") - -You will not see the importer when you select a character instance in a specific room. To see the importer, you must open the character scene and select its root node. - -Likewise, a Room importer is shown in the Room inspector, when you select the root node of an open Room scene. - -![Room Aseprite importer](../_assets/images/aseprite_importer-activate_importer-room.png "Room Aseprite importer") - -!!! note - If any error occurs when the plugin starts (for example if there are problems with the Aseprite command or missing dependencies in the scene tree), a warning will be visualized in place of the plugin. Head to the Output Panel to learn how to fix the error. - -!!! note - If you select a proper target node and no "Aseprite" section is shown in the inspector, maybe the functionality is disabled. Chech that `Popochiu -> Importer -> Enable Aseprite Importer` option is flagged in the **Editor Settings**. - -### Using the Importer - -When you select a [PopochiuCharacter](./PopochiuCharacter.md) node, you should see this interface in the node inspector, right after the script variables section: - -![Character Aseprite Importer interface](../_assets/images/aseprite_importer-importer_interface-character.png "Character Aseprite importer interface") - -Use **Aseprite file** field (_1_) to select the source file. When you do this, the plugin automatically scans the file and lists every tag found (_2_) (or none if the file is a single animation with no tags). - -For each tag that is found and listed, two flags are available (_3_): **Import this animation** and **Set the animation as looping**. Deactivating them can prevent a specific animation to be imported or set the animation as a single-run. - -For [PopochiuRoom](./PopochiuRoom.md) node, the interface is only slightly different, showing two more flags for each tag (_1_ below): - -![Room Aseprite Importer interface](../_assets/images/aseprite_importer-importer_interface-room-diff.png "Room Aseprite importer interface differences") - -**This prop will be visible** and **This prop will be clickable** flags will make the imported prop visible and interactive, respectively. - -!!! note - Visibility and clickability can both be set at a later stage via script or interface, but these settings allow a one-time setting for frequent, iterative reimporting. - -!!! note - Visibility and Import flags are not to be confused. You may want to import an invisible prop that will be made visible during the course of the game (think two props for an open and a closed door, that you want to switch based on player's actions). - -The **Rescan** button at the top allows you to refresh the tags list if you make any changes. It will be your quick-iteration best friend. Rescanning the tags will **not** overwrite the preferences you already selected for each tag. It will anyway update the frame count references for each animation, get rid of tags that are no more available, and add new ones. - -!!! note - You **must** rescan your source file before reimporting it, if you change the frame count for already available animations, or your imported animations will miss some frames or be all messed-up. - -In the **Options** dropdown (_4_), you can set some parameters for the importer: - -* **Output Folder**: This refers to the folder in which the _TextureAtlas_ PNG file will be created. If unset, it defaults to the same folder as the scene (in case of a Room Prop, each atlas will be put into the related prop's folder). This helps in case you want to enforce a specific file structure. -* **Output File Name**: If empty, this will default to the Aseprite original source file name. Should you want to select a different file name for your atlas, specify it here. -* **Only visible layers**: This flag allows you to ignore hidden layers. Useful if you have reference layers or backgrounds that you don't want to appear in your sprite. -> !!! tip - Remember to hide reference layers before saving the source file! -* **Wipe old animations**: When flagged, all the animations already imported for a Character will be wiped before re-importing them. - You typically want to keep this setting flagged when you are iterating over a character's graphics and you want to make sure that if you move or rename animations, every possible leftover is removed and the final result is always coherent with the source file, 1-on-1. - You typically want to unflag this when you are working with multiple source files for a single character, and you want to import animation from a file without getting rid of the animations you have already imported before. - Beware that animations with the same name will **always** be overwritten. If you keep this setting unflagged and you have leftover animations saved for a character you will need to remove them by hand. - -All these preferences are automatically saved with the target [PopochiuCharacter](./PopochiuCharacter.md) or [PopochiuRoom](./PopochiuRoom.md) node, so they are persisted between sessions, and different for each single element. -If for some reason you want to completely reset an Importer anew, just use the **Reset preferences** button at the very bottom (confirmation required). - -### Importing animations - -Finally, if everything is set up correctly, you can hit the **Import** button. The importer will do its magic (beware: very large files with hundreds to thousands of frames will take a while to load, manly due to Aseprite exporting them). -When the procedure is over a popup message will report the status and processed tags count. - -* **For Characters**, you will find all your animations in the [AnimationPlayer](https://docs.godotengine.org/en/3.6/classes/class_animationplayer.html) of your character. -All reserved animations (`idle`, `walk`, `talk`, `grab`) will automagically be available in your game and used by the engine. -You can use `play_animation()` method to play any other animation by passing its name (without directional suffixes) as a parameter. -* **For Rooms**, you will see a set of props have been created automatically and populated with the correct sprites. If you have animated props (like the fire in this page's example), starting the scene in the player will show the animation running. You can check the animation is correctly looping, if that's the case. -Note that existing props with the same name will have their animations seamlessly updated by the procedure, preserving any other properties or configuration they may have. -The Room importer is not yet tracing colliders automatically, but each Prop has an embedded polygon. To edit it, select the Prop in the room tree (or in the Popochiu panel room tab) and click the _Interaction Polygon_ button in the toolbar. diff --git a/content/the-editor-handbook/index.md b/content/the-editor-handbook/index.md deleted file mode 100644 index 2cbc611be..000000000 --- a/content/the-editor-handbook/index.md +++ /dev/null @@ -1,5 +0,0 @@ ---- -weight: 2000 -empty: true ---- - diff --git a/content/the-editor-handbook/interface-overview.md b/content/the-editor-handbook/interface-overview.md deleted file mode 100644 index 89ca0b5ed..000000000 --- a/content/the-editor-handbook/interface-overview.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -weight: 2010 ---- - -## Editor Settings - -TODO - -## Popochiu dock - -The core of Popochiu editor functions, this panel allows to navigate the game objects without the need to access the scene tree. - -TODO complete, fix links - -* [Main tab]() - Used to work with the main Objects of the game: Rooms, Characters, Inventory items, Dialogs. -* [Room tab]() - Used to work with the Objects of a Room when it is the active scene in the **2D** editor. It shows the Props, Hotspots, Walkable areas, and Regions of the room. -* [Audio tab]() - Used to show the audio clips that can be played in the game. They are grouped in Music, Sound effects, Voices, and Graphic interface. -* [Settings]() - Used to modify properties related to the game behavior. - -## Toolbar buttons - -TODO - -## Inspectors - -TODO diff --git a/content/the-editor-handbook/popochiu-dock.md b/content/the-editor-handbook/popochiu-dock.md deleted file mode 100644 index 7a82a8b89..000000000 --- a/content/the-editor-handbook/popochiu-dock.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -weight: 2020 ---- - -![Popochiu dock](./_assets/images/getting_started-popochiu_dock.png) - -The Popochiu dock consists of different tabs, used to group the objects that build the game. - -## Main tab - -## Room tab - -## Audio tab - -## GUI tab - -TODO: fill all the sections \ No newline at end of file diff --git a/content/the-editor-handbook/toolbar-buttons.md b/content/the-editor-handbook/toolbar-buttons.md deleted file mode 100644 index 01fabaca6..000000000 --- a/content/the-editor-handbook/toolbar-buttons.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -weight: 2030 ---- - -TODO: all differet toolbar buttons by popochiu object - -## Character - -## Props - -## ... diff --git a/content/the-engine-handbook/index.md b/content/the-engine-handbook/index.md deleted file mode 100644 index 1214679be..000000000 --- a/content/the-engine-handbook/index.md +++ /dev/null @@ -1,4 +0,0 @@ ---- -weight: 3000 -empty: true ---- diff --git a/content/the-engine-handbook/scripting-overview.md b/content/the-engine-handbook/scripting-overview.md deleted file mode 100644 index debcad3ac..000000000 --- a/content/the-engine-handbook/scripting-overview.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -weight: 3010 ---- - -## Singletons - -TODO - -## Where to write game scripts - -TODO - -## Popochiu Objects state - -TODO diff --git a/content/the-engine-handbook/scripting-reference/.gitkeep b/content/the-engine-handbook/scripting-reference/.gitkeep deleted file mode 100644 index e69de29bb..000000000 diff --git a/content/the-engine-handbook/scripting-reference/index.md b/content/the-engine-handbook/scripting-reference/index.md deleted file mode 100644 index 286a307ea..000000000 --- a/content/the-engine-handbook/scripting-reference/index.md +++ /dev/null @@ -1,4 +0,0 @@ ---- -weight: 3020 -empty: true ---- diff --git a/mkdocs.yml b/mkdocs.yml deleted file mode 100644 index 7a0d9af1c..000000000 --- a/mkdocs.yml +++ /dev/null @@ -1,21 +0,0 @@ -site_name: Popochiu -extra_css: - - _assets/css/custom.css - - https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.9.0/styles/tomorrow-night-bright.min.css -extra_javascript: - - https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.9.0/highlight.min.js - - https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.9.0/languages/markdown.min.js - - https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.9.0/languages/bash.min.js - - https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.9.0/languages/yaml.min.js - - https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.9.0/languages/json.min.js - - https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.9.0/languages/dockerfile.min.js - - https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.9.0/languages/makefile.min.js - - _assets/js/gdscript.min.js - - _assets/js/custom.js -markdown_extensions: - - admonition -plugins: - - search - - mkdocs-nav-weight -theme: readthedocs -docs_dir: content