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authorLibravatar cel <cel@blos.sm>2022-07-16 22:42:19 +0100
committerLibravatar cel <cel@blos.sm>2022-07-16 22:42:19 +0100
commitfdbba87b346c6020d7349d0c2cb3793fcdab25f3 (patch)
tree7c5f3481dc1bd77d332a318d687eb714fea3ef68 /rust/src/game.rs
parent717a665a84dd9ca1b545d57976b87ba77bf11d80 (diff)
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add menu and switch die code from rust to gdscript
Diffstat (limited to 'rust/src/game.rs')
-rw-r--r--rust/src/game.rs44
1 files changed, 0 insertions, 44 deletions
diff --git a/rust/src/game.rs b/rust/src/game.rs
deleted file mode 100644
index 61b23ed..0000000
--- a/rust/src/game.rs
+++ /dev/null
@@ -1,44 +0,0 @@
-use gdnative::api::*;
-use gdnative::prelude::*;
-
-/// The Game "class"
-#[derive(NativeClass)]
-#[inherit(Spatial)]
-#[register_with(Self::register_builder)]
-pub struct Game {
- name: String,
-}
-
-// __One__ `impl` block can have the `#[methods]` attribute, which will generate
-// code to automatically bind any exported methods to Godot.
-#[methods]
-impl Game {
- // Register the builder for methods, properties and/or signals.
- fn register_builder(_builder: &ClassBuilder<Self>) {
- godot_print!("Game builder is registered!");
- }
-
- /// The "constructor" of the class.
- fn new(_owner: &Spatial) -> Self {
- godot_print!("Game is created!");
- Game {
- name: "".to_string(),
- }
- }
-
- // In order to make a method known to Godot, the #[export] attribute has to be used.
- // In Godot script-classes do not actually inherit the parent class.
- // Instead they are "attached" to the parent object, called the "owner".
- // The owner is passed to every single exposed method.
- #[export]
- unsafe fn _ready(&mut self, _owner: &Spatial) {
- // The `godot_print!` macro works like `println!` but prints to the Godot-editor
- // output tab as well.
- self.name = "Game".to_string();
- godot_print!("{} is ready!", self.name);
- }
-
- // This function will be called in every frame
- #[export]
- unsafe fn _process(&self, _owner: &Spatial, _delta: f64) { }
-}