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plugin-godot's Issues

Create Agar.io clone in Godot

We should make a clone of Agar.io in Godot. It doesn't need to be perfect, but it would be a good test to how quickly we can iterate while using Rivet in Godot. This tracking issue will include several sub-tasks to complete, with what I imagine an MVP for Agar.io should include. We might not implement every mechanic, since only a few are really required to get the gist of being able to play with others.

image.png

Allow players to kill each other

When players collide, allow the larger one to eat the smaller one. It would be nice if they could run into each other a bit further before one is eaten. This might be possible in a few different ways:

  • Each player has a smaller collision circle in the middle. If a player's model (their visible circle) interacts with another player's smaller circle (invisible, just for collisions), then it would do the eaten check.
  • Godot collisions might have a function for how much overlap there is

Changing rivet-cli bin while plugin is running

If the rivet-cli binary is changed while the plugin is running (say from Godot settings), it should bring the plugin back to the login screen. This will reverify that the plugin is compatible with the version that is installed.

Cancelling loading when linking leaves CLI thread running

This is an extension from #31

Currently, when you hit cancel when linking your project to Rivet, the thread that is running the Rivet CLI will stay open. It will close when Godot closes, but until then, it's effectively a leak that is endlessly polling for login.

This can be resolved by moving the linking logic into Godot, and allowing it to do the polling instead. If it does it with a n-second timeout, then in between it can check if it should be shut down.

Add food spawning

Add a food scene, make it collidable with the player, and spawn them around the world. When a player runs into them, feed that player.

Add player ball scene

This should be represented by a primitive in Godot. Allow the player size to grow and shrink, and add a feed() function that is called when the player interacts with food in the game.

Scene files leak namespace information

@forest said:

Just came across an interesting issue in our Godot plugin repo, where Godot stores the current selected value in scene files, which means that it leaks some information about the previously-selected namespace. Will look into this.

[node name="DeployNamespaceSelector" parent="Deployment Fieds" instance=ExtResource("2_5hxk2")]
layout_mode = 2
selected = -1
current_value = {
"create_ts": "2023-11-19T05:46:56.378Z",
"display_name": "Production",
"name_id": "prod",
"namespace_id": "215bd313-b4c7-4932-b9bd-64f8f09b7fe8",
"version": {
"create_ts": "2023-11-19T05:46:56.171Z",
"display_name": "0.0.1",
"version_id": "73881376-21fa-4fb2-93f2-2f76fb3bac19"
},
"version_id": "73881376-21fa-4fb2-93f2-2f76fb3bac19"
}

<https://github.com/rivet-gg/plugin-godot/blob/572cf36c1a1cffc44bd81535ca15b8aedf2a9b9c/addons/rivet/devtools/dock/deploy_tab.tscn | deploy_tab.tscn>

[TRACKING] Add buttons to run and test local server

The new version of the plugin doesn't include buttons to start a local Godot server. This means you would need to run a command from the command line, which adds more overhead to the user.

This tracking issue will be up until this feature is implemented.

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