gobanos / ftw

A CLI tool to manage your godot-rust projects

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

ftw

A CLI tool to manage your godot-rust project!

Table of contents

General Information

This is a tool to help you manage your game project by providing commands to (1) create a project, (2) create a class, (3) create a singleton class, (4) build the library, (5) export your game, (6) run your project (and more to come in the future!). Its like rails but for game development ๐Ÿ˜‰.

Setup

It leverages tools like godot, godot-headless and godot-server to make it all work! In Linux, you can install all godot, godot-headless and godot-server, on others only godot. For additional setup instructions, check the wiki of the default template.

$ cargo install ftw # to install
$ cargo install --force ftw # to upgrade ftw

Usage

ftw new <project-name> [template]

Creates a new project directory

$ ftw new my-awesome-game # this creates a new project using the default template
$ ftw new my-awesome-game default # same as above
$ ftw new my-awesome-game /path/to/custom/template # creates a new project using a custom template

Note: The custom template should have same structure as the default template

ftw class <class-name> [node-type]

Creates a class

$ ftw class MyHero # creates a class called `MyHero` that is deriving from `Node` as default
$ ftw class MyHero Area2D # creates a class that derives from `Area2D`

Note: This creates the following files rust/src/my_hero.rs, godot/scenes/MyHero.tscn and godot/native/MyHero.gdns then adds the class inside rust/src/lib.rs. A complete list of node types can be found here

You could also organize rs, tscn and gdns files into submodules or subfolders
$ ftw class heros/marvel/avengers/IronMan Area2D # creates a class that derives from `Area2D`

Note: This creates the following files rust/src/heros/marvel/avengers/iron_man.rs, godot/scenes/heros/marvel/avengers/IronMan.tscn, godot/native/heros/marvel/avengers/IronMan.gdns and mod.rs files in each subfolder in rust/src then adds the class inside rust/src/lib.rs

ftw singleton <class-name>

Creates a singleton class for autoloading

$ ftw singleton MySingleton # creates a class called `MySingleton` that derives from `Node`

Note: This creates the following rust/src/my_singleton.rs and godot/native/MySingleton.gdns then adds the class inside rust/src/lib.rs

You can also organize the files into submodules/subfolders as in ftw class command
$ ftw singleton network/Network # creates a class called `Network` that derives from `Node`

ftw build [target] [build-type]

Builds the library for a particular target

$ ftw build # builds the library for your current platform as target using `debug` as default
$ ftw build linux-x86_64 # builds the library for the `linux-x86_64` platform using `debug` as default
$ ftw build linux-x86_64 debug # same as above
$ ftw build linux-x86_64 release # builds the library for the `linux-x86_64` platform using `release`

[target] can be one of the following

  • android-aarch64
  • android-arm
  • android-x86
  • android-x86_64
  • ios-aarch64
  • linux-x86
  • linux-x86_64
  • macos-x86_64
  • windows-x86-gnu
  • windows-x86-msvc
  • windows-x86
  • windows-x86_64-gnu
  • windows-x86_64-msvc
  • windows-x86_64

Note: The built libraries (*.so, *.dll, *.dylib, etc.) can be found inside the lib/ folder

ftw export [target] [build-type]

Exports the game for a particular target

$ ftw export # exports the game for your current platform as target using `debug` as default
$ ftw export linux-x86_64 # exports the game for the `linux-x86_64` platform using `debug` as default
$ ftw export linux-x86_64 debug # same as above
$ ftw export linux-x86_64 release # exports the game for the `linux-x86_64` platform using `release`

Note: The exported games can be found inside the bin/ folder

ftw run [machine-type]

Builds the library using debug then runs your game

$ ftw run # runs the game on desktop
$ ftw run desktop # same as above
$ ftw run server # runs the game as a server
# enjoy! ๐Ÿ˜†

Custom executables

If you have custom executables to run godot, for example if you have a shell/batch script which do some stuff first before running godot, you can configure using the following inside your project...

.ftw

You can create a per-project configuration file at your project root named .ftw with the following contents...

[ftw]
godot-exe=/path/to/custom/godot-script
godot-headless-exe=/path/to/custom/godot-headless-script
godot-server-exe=godot-server-script # assuming it's on $PATH

Note: Having the .ftw file and the keys inside it are all optional. If you don't provide them, the defaults (godot, godot-headless and godot-server) will be used. For Windows users use forward-slashes instead of back-slashes (e.g. godot-exe=D:/path/to/godot/bin/godot.windows.tools.64.exe)

Contact

Michael Angelo Calimlim <macalimlim@gmail.com>

About

A CLI tool to manage your godot-rust projects

License:MIT License


Languages

Language:Rust 99.3%Language:Makefile 0.7%