2D pixel art platformówka.
- assets/ → Art, audio, fonts, shaders
- config/ → Settings and translations
- docs/ → Notes and changelog
- scenes/ → Main game scenes
- each scene should have it's own folder with towarzyszący script
- Create a
projectin Godot.
These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, leading to inconsistent code. As a summary table:
| Type | Convention | Example |
|---|---|---|
| File names | snake_case | yaml_parsed.gd |
| class_name | PascalCase | class_name YAMLParser |
| Node names | PascalCase | Camera3D, Player |
| Functions | snake_case | func load_level(): |
| Variables | snake_case | var particle_effect |
| Signals | snake_case | always in past tense signal door_opened |
| Constants | CONSTANT_CASE | const MAX_SPEED = 200 |
| enum names | PascalCase | enum Element |
| enum members | CONSTANT_CASE | {EARTH, WATER, AIR, FIRE} |
01. @tool, @icon, @static_unload
02. class_name
03. extends
04. ## doc comment
05. signals
06. enums
07. constants
08. static variables
09. @export variables
10. remaining regular variables
11. @onready variables
12. _static_init()
13. remaining static methods
14. overridden built-in virtual methods:
1. _init()
2. _enter_tree()
3. _ready()
4. _process()
5. _physics_process()
6. remaining virtual methods
15. overridden custom methods
16. remaining methods
17. subclassesList any free/paid assets, tools, or contributors.
Summarized from Docs.