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Release 1.0 (#50)
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* Add Dutch Translation

* Add Dutch Translation

* Add Hungarian Translation

* Add Hungarian Translation

* Create ci.yml

* Update ci.yml

* Game improvement

[IMP] Disable buttons when the game starts or exit.
[IMP] Filtered properly to find the pimple.

* [FIX] Added remaining translation for chest.

* A try to make the optionbutton node  beautiful. :)

* [IMP] Proper(I hope) scalling  depending of the device ratio.

* Improve Italian translation (#49)

* Update full_description.txt

* Update short_desription.txt

* Integrate Yodo1

* various change

* Update CONTRIBUTING.md

* Create SETUP.md

* Update Gradle

Co-authored-by: JM <[email protected]>
Co-authored-by: Giancarmine <[email protected]>
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3 people authored Jan 1, 2022
1 parent 3c9a546 commit 637f7d3
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28 changes: 27 additions & 1 deletion .github/CONTRIBUTING.md
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_TBD_
# Contributing to Pimple Popper

Thank you for choosing to contribute to our project! We appreciate your input and want to make contributing to this project as simple and transparent as possible, whether it's:

- Reporting a bug
- Discussing the current state of the code
- Submitting a fix
- Proposing new features
- Becoming a maintainer

Check out the [README](https://github.com/Crazy-Marvin/PimplePopper/blob/trunk/README.md) file for an overview of the project.

## Any contributions you make will be under the MIT License

When you submit code changes, they are subject to the same [MIT License](https://choosealicense.com/licenses/mit/) as the project. If you have any concerns, please contact the project maintainers.

## How to Contribute

These are the steps you should take to contribute to this project;

- Create an issue on the Github repository to discuss the proposed change.
- Fork the repository and contribute to the forked repo.
- Send a pull request to be reviewed.

Following a successful PR review, the project maintainer will merge your contribution into the project.

Hooray! You have successfully contributed to Pimple Popper!
15 changes: 15 additions & 0 deletions .github/SETUP.md
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- [Install Godot](https://store.steampowered.com/app/404790/Godot_Engine/)
- [Install Android Studio](https://developer.android.com/studio)
- [Install Temurin 17 (LTS) or later](https://adoptium.net/)
- [Create a debug.keystore (you might have one already)](https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_android.html#create-a-debug-keystore)
- Go to the Editor Settings --> Android and put the information in
- Go to Project --> Export --> Android (Runnable) and update some information:
- Version code and Name
- Unique Name: rocks.poopjournal.pimplepopper
- Name: Pimple Popper
- Launcer Icons: Main 192 X 1092: res://icon.png
- User Data Backup: Allow: On
- Permissions: Access Network State & Internet
- Click on export project and you are done

These steps should work on Linux, Windows and macOS.
35 changes: 35 additions & 0 deletions .github/workflows/ci.yml
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name: Build tester

on:
push:
branches:
- master
- development
- trunk

jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: croconut/godot-multi-builder@v1
with:
#comma separated export presets
names: "Android"
# if path is in the top level of your directory, skip
# path-to-game: "tester"
# defaults to true, Android currently only exports to debug
debug-mode: "true"
# outputs to path-to-game/builds/builds.zip
# if run multiple times, you can use the step's output variable
# to retrieve the separate builds.zip files
# if any zip files are too big for your purposes, unzipping is
# likely your best bet
- run: |
unzip ./tester/builds/builds.zip
git config user.email [email protected]
git config user.name github-actions
git add ./tester/builds/*
git reset -- ./tester/builds/builds.zip
git commit -m 'builds generated'
git push --force
2 changes: 2 additions & 0 deletions .gitignore
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Expand Up @@ -5,6 +5,8 @@
.import/
*.import
*.xlsx
*.apk
*.aab
export_presets.cfg
data/
# Mono-specific ignores
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12 changes: 11 additions & 1 deletion Game.gd
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Expand Up @@ -4,6 +4,7 @@ onready var _animation = $AnimationPlayer
onready var _finish_popup = $finish_game_popup

export(bool) var hint_hided: bool = true
export(ButtonGroup) var _buttons: ButtonGroup
var _hints: Array

# Called when the node enters the scene tree for the first time.
Expand All @@ -15,13 +16,14 @@ func _ready():

_hints = get_tree().get_nodes_in_group("hint")
hide_hints(hint_hided)
# yield(get_tree(), "idle_frame")
_disable_buttons(true)

func hide_hints(hided: bool) -> void:
for h in _hints:
h.visible = not hided

func _on_bodypart_cleaned() -> void:
# $timer.start()
_finish_popup.start()


Expand Down Expand Up @@ -61,7 +63,13 @@ func _on_cutter_pressed():
$tools.enable_cutter()


func _disable_buttons(b: bool) -> void:
for bt in _buttons.get_buttons():
bt.disabled = b


func _on_back_pressed():
_disable_buttons(true)
_animation.play("fade_in")


Expand All @@ -70,6 +78,8 @@ func _on_animation_finished(anim: String) -> void:
var error: int = get_tree().change_scene("res://menu/main_screen.tscn")
if error != OK:
print_debug("Error loading main screen. Code: ", error)
elif anim == "fade_out":
_disable_buttons(false)


func _on_hint_pressed():
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4 changes: 2 additions & 2 deletions Global.gd
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Expand Up @@ -131,5 +131,5 @@ func get_bodypart_scale(sprite_size: Vector2) -> Vector2:
size = Vector2(new_x, new_x)
return size

func get_bodyparts(level: String) -> Array:
return _levels[level]
func get_bodyparts(plevel: String) -> Array:
return _levels[plevel]
1 change: 1 addition & 0 deletions android/.build_version
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3.4.2.stable
1 change: 1 addition & 0 deletions android/build/.gdignore
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2 changes: 2 additions & 0 deletions android/build/.gradle/buildOutputCleanup/cache.properties
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#Sat Jan 01 16:34:39 CET 2022
gradle.version=7.2
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83 changes: 83 additions & 0 deletions android/build/AndroidManifest.xml
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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" >

<!-- Adding custom text to the manifest is fine, but do it outside the custom USER and APPLICATION BEGIN/END comments, -->
<!-- as that gets rewritten. -->

<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true" />

<!-- glEsVersion is modified by the exporter, changing this value here has no effect. -->
<uses-feature
android:glEsVersion="0x00020000"
android:required="true" />

<!-- Custom user permissions XML added by add-ons. It's recommended to add them from the export preset, though. -->
<!--CHUNK_USER_PERMISSIONS_BEGIN-->
<!--CHUNK_USER_PERMISSIONS_END-->

<!-- Any tag in this line after android:icon will be erased when doing custom builds. -->
<!-- If you want to add tags manually, do before it. -->
<!-- WARNING: This should stay on a single line until the parsing code is improved. See GH-32414. -->
<!-- TODO: Remove the 'requestLegacyExternalStorage' attribute when https://github.com/godotengine/godot/issues/38913 is resolved -->
<application android:label="@string/godot_project_name_string" android:allowBackup="false" android:isGame="true" android:hasFragileUserData="false" android:requestLegacyExternalStorage="false" tools:ignore="GoogleAppIndexingWarning" android:icon="@mipmap/icon">

<!-- Records the version of the Godot editor used for building -->
<meta-data
android:name="org.godotengine.editor.version"
android:value="${godotEditorVersion}" />

<!-- The following metadata values are replaced when Godot exports, modifying them here has no effect. -->
<!-- Do these changes in the export preset. Adding new ones is fine. -->

<!-- XR mode metadata. This is modified by the exporter based on the selected xr mode. DO NOT CHANGE the values here. -->
<meta-data
android:name="xr_mode_metadata_name"
android:value="xr_mode_metadata_value" />

<!-- XR hand tracking metadata -->
<!-- This is modified by the exporter based on the selected xr mode. DO NOT CHANGE the values here. -->
<!-- Removed at export time if the xr mode is not VR or hand tracking is disabled. -->
<meta-data
android:name="xr_hand_tracking_metadata_name"
android:value="xr_hand_tracking_metadata_value"/>

<activity
android:name=".GodotApp"
android:label="@string/godot_project_name_string"
android:theme="@style/GodotAppSplashTheme"
android:launchMode="singleTask"
android:excludeFromRecents="false"
android:screenOrientation="landscape"
android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
android:resizeableActivity="false"
tools:ignore="UnusedAttribute" >

<!-- Focus awareness metadata is removed at export time if the xr mode is not VR. -->
<meta-data android:name="com.oculus.vr.focusaware" android:value="true" />

<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />

<!-- Enable access to OpenXR on Oculus mobile devices, no-op on other Android
platforms. -->
<category android:name="com.oculus.intent.category.VR" />
</intent-filter>
</activity>

<!-- Custom application XML added by add-ons. -->
<!--CHUNK_APPLICATION_BEGIN-->
<!--CHUNK_APPLICATION_END-->

</application>

</manifest>
8 changes: 8 additions & 0 deletions android/build/assetPacks/installTime/build.gradle
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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
}
}
3 changes: 3 additions & 0 deletions android/build/assets/Game.gd.remap
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[remap]

path="res://Game.gdc"
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3 changes: 3 additions & 0 deletions android/build/assets/Global.gd.remap
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[remap]

path="res://Global.gdc"
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[gd_resource type="Theme" load_steps=3 format=2]

[ext_resource path="res://assets/fonts/NoirPro-SemiBold.otf" type="DynamicFontData" id=1]

[sub_resource type="DynamicFont" id=1]
size = 28
font_data = ExtResource( 1 )

[resource]
default_font = SubResource( 1 )
62 changes: 62 additions & 0 deletions android/build/assets/assets/themes/default.tres
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[gd_resource type="Theme" load_steps=6 format=2]

[ext_resource path="res://assets/fonts/prototype/Prototype.ttf" type="DynamicFontData" id=1]

[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 1, 0.780392, 0.623529, 1 )

[sub_resource type="StyleBoxFlat" id=2]
bg_color = Color( 1, 0.780392, 0.623529, 1 )

[sub_resource type="StyleBoxFlat" id=3]
bg_color = Color( 1, 0.898039, 0.823529, 1 )

[sub_resource type="DynamicFont" id=4]
size = 25
font_data = ExtResource( 1 )

[resource]
default_font = SubResource( 4 )
MenuButton/colors/font_color = Color( 0.88, 0.88, 0.88, 1 )
MenuButton/colors/font_color_disabled = Color( 1, 1, 1, 0.3 )
MenuButton/colors/font_color_hover = Color( 0.94, 0.94, 0.94, 1 )
MenuButton/colors/font_color_pressed = Color( 1, 1, 1, 1 )
MenuButton/constants/hseparation = 3
MenuButton/fonts/font = null
MenuButton/styles/disabled = null
MenuButton/styles/focus = null
MenuButton/styles/hover = null
MenuButton/styles/normal = SubResource( 1 )
MenuButton/styles/pressed = null
OptionButton/colors/font_color = Color( 0, 0, 0, 1 )
OptionButton/colors/font_color_disabled = Color( 0, 0, 0, 0.2 )
OptionButton/colors/font_color_hover = Color( 0, 0, 0, 1 )
OptionButton/colors/font_color_pressed = Color( 0, 0, 0, 1 )
OptionButton/constants/arrow_margin = 2
OptionButton/constants/hseparation = 2
OptionButton/fonts/font = null
OptionButton/icons/arrow = null
OptionButton/styles/disabled = null
OptionButton/styles/focus = SubResource( 2 )
OptionButton/styles/hover = SubResource( 2 )
OptionButton/styles/normal = SubResource( 2 )
OptionButton/styles/pressed = SubResource( 2 )
PopupMenu/colors/font_color = Color( 0, 0, 0, 1 )
PopupMenu/colors/font_color_accel = Color( 0, 0, 0, 0.8 )
PopupMenu/colors/font_color_disabled = Color( 0, 0, 0, 0.8 )
PopupMenu/colors/font_color_hover = Color( 0, 0, 0, 1 )
PopupMenu/colors/font_color_separator = Color( 0, 0, 0, 1 )
PopupMenu/constants/hseparation = 4
PopupMenu/constants/vseparation = 4
PopupMenu/fonts/font = null
PopupMenu/icons/checked = null
PopupMenu/icons/radio_checked = null
PopupMenu/icons/radio_unchecked = null
PopupMenu/icons/submenu = null
PopupMenu/icons/unchecked = null
PopupMenu/styles/hover = null
PopupMenu/styles/labeled_separator_left = null
PopupMenu/styles/labeled_separator_right = null
PopupMenu/styles/panel = SubResource( 3 )
PopupMenu/styles/panel_disabled = null
PopupMenu/styles/separator = null
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