09d4a60f43
Move every script and scene into role-based directories (actors/, systems/, ui/, levels/, props/) and all raw art under art/ (grouped by role, snake_case, Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are snake_case (PascalCase reserved for class_name) to avoid case-insensitive filesystem aliasing on the web/macOS targets. Routes the bull's hits through the typed DamageEvent pipeline and wires the bull's abilities to the Fx library. Updates CLAUDE.md's folder-layout overview to match. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
34 lines
1.2 KiB
GDScript
34 lines
1.2 KiB
GDScript
class_name GameVersion
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extends RefCounted
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## Single source of truth for the game's version string.
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##
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## The numeric version lives in project.godot (application/config/version) so it
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## also feeds export metadata; here we read it back and layer on the pre-release
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## CHANNEL and a human-readable STAGE label. We're pre-1.0 — every 0.x build is
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## understood to be unstable, in-development software (see the recommendations in
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## the commit / PR notes for why 0.x is the convention for early game dev).
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## Pre-release channel appended to the number, SemVer-style (e.g. 0.1.0-alpha).
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const CHANNEL: String = "alpha"
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## Friendly stage banner shown to players so it's unmistakably an early build.
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const STAGE: String = "Early Development Build"
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## Bare numeric version, e.g. "0.1.0". Read from project settings.
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static func number() -> String:
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return str(ProjectSettings.get_setting("application/config/version", "0.0.0"))
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## Full version tag, e.g. "v0.1.0-alpha".
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static func string() -> String:
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var s := "v" + number()
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if not CHANNEL.is_empty():
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s += "-" + CHANNEL
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return s
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## Version tag + stage banner, e.g. "v0.1.0-alpha · Early Development Build".
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static func full() -> String:
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return "%s · %s" % [string(), STAGE]
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