This commit added: - A website and documentation (two in one) containing a install guide and code references - Character counting script (count_characters.sh) - Godot development project support (making a temporary godot project) - Makefile
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Installing CORE
Step 1: Downloading the CORE Manager
Before we install CORE, we first have to download the CORE Manager. It is responsible for installing CORE and downloading updates.
Windows: CORE-Manager.exe
Linux: CORE-Manager.elf
macOS: Use wine
to run CORE-Manager.exe
Step 2: Using the CORE Manager
Launch CORE-Manager.exe
or CORE-Manager.elf
and type in the path to your Godot project (replace backslashes with regular slashes on Windows). Click on Install
and wait until it's finished.
Note: If you are updating CORE, click on Update
instead.
Step 3: Configuring your project
Launch your project in the Godot Editor and go to your project settings. You now need to set your startup scene to res://CORE/coreinit.tscn
.
Step 4: Configuring CORE
Edit the res://CORE/config.gd
file and set the core_startscript
variable to a GDScript file. That GDScript file will act as your init script and can be used to load your game. You can find the config.gd
reference here.
Step 5: Write your init script
Create a new GDScript file and write this into it:
extends Node
@onready
var core = get_node("/root/core") #(1)!
func _ready() -> void:
core.welcome() #(2)!
Logger.enable_diag = true #(3)!
Logger.diag("<your_script_name>","This is a diagnostic message. I can only be seen with Logger.enable_diag being true.")
Logger.info("<your_script_name>","This is a informational message.")
Logger.warn("<your_script_name>","This is a warning message.")
Logger.error("<your_script_name>","This is a error message.")
await get_tree().create_timer(0.1).timeout #(4)!
get_tree().quit(0)
- Imports the CORE Holder aka. /root/core
- Makes CORE say hello :)
- Enables diagnostic log output
- Waits 100 milliseconds for the log messages to be printed before exiting
Now replace <your_script_name>
with the filename of your script (without .gd
) and save it under the path you specified in the core_startscript
variable.
Step 6: Start your project
Start your project and wait until CORE initialized itself. You should see this output in your Godot console (replace <your_script_name>
in your head with the filename of the init script without .gd
):
logger -> Initializing Logger
preprocessor -> Initializing Preprocessor
preprocessor -> Delaying initialization by 0.75s
coreinit -> Checking CORE requirements
coreinit -> Constructing coreloader
coreinit -> Injecting coreloader
coreinit -> Switching to COREBackground
(core) [INFO] CORE git-develop welcomes you!
It seems like everything is working :)
(<your_script_name>) [DIAG] This is a diagnostic message. I can only be seen with Logger.enable_diag being true.
(<your_script_name>) [INFO] This is a informational message.
(<your_script_name>) [WARN] This is a warning message.
(<your_script_name>) [ERROR] This is a error message.
(coreloader) [DIAG] Removing coreloader
If your project returns about the same output (a few lines omitted) then CORE has been successfully installed. If not, look for your error here. If you need a example init.gd
script, look here.