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readme cleanup
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Lamby777 committed Aug 19, 2024
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23 changes: 2 additions & 21 deletions README.md
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Expand Up @@ -12,7 +12,6 @@ control of your own hardware overly complicated... and is also open-source! <3

- [Soundtrack](https://www.youtube.com/playlist?list=PLxLRTqK8yZMO14zFG12650hGkPOZYV_2p)
- [Promo page](https://sparklet.org/pets)
- [Dialogue Toolkit](https://github.com/Lamby777/dialogical)
- [Discord server](https://discord.gg/xEWa6Kwcad)

---
Expand All @@ -34,26 +33,8 @@ the world, right?

---

## (Recommended...?) Workflow
## Contributing

IMPORTANT: Read the [SOPs](pets-lib/sop/index.md) for some instructions on common tasks.
Confused? Read the [SOPs](pets-lib/sop/index.md) for some instructions on common tasks.
If you can't find what you're looking for there, open a ticket and I'll be happy
to help you out and add an entry for future reference.

You're probably gonna want to spend most of your time in the `pets-lib` folder.
This is where the Rust side of the codebase is in. The `pets-gd` folder has the
Godot project, but that's edited with the actual Godot editor.

There's a quickstart script in `pets-lib` for my CLI text editor bois. The
`run` script just opens the main scene with whatever arguments you give. This
is pretty nice for testing purposes, but don't worry about reloading the editor
each time... Hot reloads are now supported. You should only have to reload it when
making a new class or changing fields on a class, or anything along those lines.

Refer to
[this wiki page](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html)
for arguments n stuff to pass into these scripts. One useful argument is `-e`,
which opens the editor instead of running the scene as a game.

When you finish making changes, build the library and start the game. Pretty
self-explanatory from there.
1 change: 1 addition & 0 deletions pets-lib/sop/index.md
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Expand Up @@ -6,4 +6,5 @@ also new contributors who are confused on where to start.

## Table of Contents

- [Workflow](workflow.md)
- [Enemies](enemies.md)
29 changes: 29 additions & 0 deletions pets-lib/sop/workflow.md
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# Workflow

Some of this information may seem obvious if you've been using Godot for a while,
but I'll include it anyway since I didn't know for a while.

## GDExtension

You're probably gonna want to spend most of your time in the `pets-lib` folder.
This is where the Rust side of the codebase is in. The `pets-gd` folder has the
Godot project, but that's edited with the actual Godot editor. Plus, there are
symlinks to most of the important stuff in `pets-lib` anyway.

When you finish making changes, build the library with `cargo run` and start the
game. Pretty self-explanatory from there. For quick edits, `cargo-watch` is your
friend.

## Starting from CLI

There's a quickstart script in `pets-lib` for my CLI text editor bois. The
`./run` script just opens the main scene using the `godot` command with whatever
arguments you give. This is pretty nice for testing purposes, but don't worry
about reloading the editor each time... Hot reloads are now supported by Godot!
You should only have to reload it when making a new class or changing fields on
a class, or anything along those lines.

Refer to
[this wiki page](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html)
for arguments n stuff to pass into these scripts. One useful argument is `-e`,
which opens the editor instead of running the scene as a game.

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