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-rw-r--r--rust/src/game.rs44
-rw-r--r--rust/src/lib.rs6
-rw-r--r--rust/src/spinning_cube.rs58
-rw-r--r--rust/src/test.rs58
4 files changed, 0 insertions, 166 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) { }
-}
diff --git a/rust/src/lib.rs b/rust/src/lib.rs
index 30f4f2a..f683d35 100644
--- a/rust/src/lib.rs
+++ b/rust/src/lib.rs
@@ -1,20 +1,14 @@
-mod game;
-mod spinning_cube;
mod buff_bounce;
mod buff_phase;
mod buff_trait;
mod buff_ball;
mod buff_extra;
-mod test;
mod basic_die;
use gdnative::prelude::{godot_init, InitHandle};
// Function that registers all exposed classes to Godot
fn init(handle: InitHandle) {
- handle.add_class::<game::Game>();
- handle.add_class::<spinning_cube::SpinningCube>();
- handle.add_class::<test::SpinningCubeReverse>();
handle.add_class::<basic_die::BasicDie>();
}
diff --git a/rust/src/spinning_cube.rs b/rust/src/spinning_cube.rs
deleted file mode 100644
index 41b429f..0000000
--- a/rust/src/spinning_cube.rs
+++ /dev/null
@@ -1,58 +0,0 @@
-use gdnative::api::*;
-use gdnative::prelude::*;
-
-/// The SpinningCube "class"
-#[derive(NativeClass)]
-#[inherit(MeshInstance)]
-#[register_with(Self::register_builder)]
-pub struct SpinningCube {
- start: Vector3,
- time: f32,
- #[property(path = "base/rotate_speed")]
- rotate_speed: f64,
-}
-
-// __One__ `impl` block can have the `#[methods]` attribute, which will generate
-// code to automatically bind any exported methods to Godot.
-#[methods]
-impl SpinningCube {
- // Register the builder for methods, properties and/or signals.
- fn register_builder(_builder: &ClassBuilder<Self>) {
- godot_print!("SpinningCube builder is registered!");
- }
-
- /// The "constructor" of the class.
- fn new(_owner: &MeshInstance) -> Self {
- SpinningCube {
- start: Vector3::new(0.0, 0.0, 0.0),
- time: 0.0,
- rotate_speed: 0.05,
- }
- }
-
- // 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: &MeshInstance) {
- owner.set_physics_process(true);
- }
-
- #[export]
- unsafe fn _physics_process(&mut self, owner: &MeshInstance, delta: f64) {
- use gdnative::api::SpatialMaterial;
-
- self.time += delta as f32;
- owner.rotate_y(self.rotate_speed * delta);
-
- let offset = Vector3::new(0.0, 1.0, 0.0) * self.time.cos() * 0.5;
- owner.set_translation(self.start + offset);
-
- if let Some(mat) = owner.get_surface_material(0) {
- let mat = mat.assume_safe();
- let mat = mat.cast::<SpatialMaterial>().expect("Incorrect material");
- mat.set_albedo(Color::from_rgba(self.time.cos().abs(), 0.0, 0.0, 1.0));
- }
- }
-}
diff --git a/rust/src/test.rs b/rust/src/test.rs
deleted file mode 100644
index 6c0774f..0000000
--- a/rust/src/test.rs
+++ /dev/null
@@ -1,58 +0,0 @@
-use gdnative::api::*;
-use gdnative::prelude::*;
-
-/// The SpinningCube "class"
-#[derive(NativeClass)]
-#[inherit(MeshInstance)]
-#[register_with(Self::register_builder)]
-pub struct SpinningCubeReverse {
- start: Vector3,
- time: f32,
- #[property(path = "base/rotate_speed")]
- rotate_speed: f64,
-}
-
-// __One__ `impl` block can have the `#[methods]` attribute, which will generate
-// code to automatically bind any exported methods to Godot.
-#[methods]
-impl SpinningCubeReverse {
- // Register the builder for methods, properties and/or signals.
- fn register_builder(_builder: &ClassBuilder<Self>) {
- godot_print!("SpinningCube builder is registered!");
- }
-
- /// The "constructor" of the class.
- fn new(_owner: &MeshInstance) -> Self {
- SpinningCubeReverse {
- start: Vector3::new(0.0, 0.0, 0.0),
- time: 0.0,
- rotate_speed: 0.05,
- }
- }
-
- // 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: &MeshInstance) {
- owner.set_physics_process(true);
- }
-
- #[export]
- unsafe fn _physics_process(&mut self, owner: &MeshInstance, delta: f64) {
- use gdnative::api::SpatialMaterial;
-
- self.time += delta as f32;
- owner.rotate_y(self.rotate_speed * delta * -1.0);
-
- let offset = Vector3::new(0.0, 1.0, 0.0) * self.time.cos() * 0.5;
- owner.set_translation(self.start + offset);
-
- if let Some(mat) = owner.get_surface_material(0) {
- let mat = mat.assume_safe();
- let mat = mat.cast::<SpatialMaterial>().expect("Incorrect material");
- mat.set_albedo(Color::from_rgba(self.time.cos().abs(), 0.0, 0.0, 1.0));
- }
- }
-}