### Basic Application Setup in Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Demonstrates the fundamental setup for a Go application using graphics.gd. It initializes the SceneTree, adds a 'Hello, World!' label, and starts the scene. ```go package main import ( "graphics.gd/startup" "graphics.gd/classdb/Label" "graphics.gd/classdb/SceneTree" ) func main() { startup.LoadingScene() // Setup SceneTree and wait for engine hello := Label.New() hello.SetText("Hello, World!") SceneTree.Add(hello) startup.Scene() // Start scene and block until shutdown } ``` -------------------------------- ### Installing the `gd` Command-Line Tool Source: https://github.com/quaadgras/graphics.gd/blob/release/Readme.md This command installs the `gd` command-line tool, a drop-in replacement for the standard `go` command, specifically designed for projects running within the graphics.gd runtime. Ensure your `$GOPATH/bin` is in your `$PATH` before running this command. The tool simplifies working with graphics.gd projects, including asset management within the Godot Engine editor. ```bash go install graphics.gd/cmd/gd@release ``` -------------------------------- ### Go Hello World Application for Graphics.gd Source: https://github.com/quaadgras/graphics.gd/blob/release/Readme.md This Go code snippet demonstrates a basic 'Hello, World!' application using the graphics.gd library. It initializes the SceneTree, creates a Label, configures its appearance and text, adds it to the scene, and starts the engine's main loop. Dependencies include the 'startup', 'Control', 'GUI', 'Label', and 'SceneTree' packages from graphics.gd. ```go // This file is all you need to start a project. // Save it somewhere, install the `gd` command and use `gd run` to get started. package main import ( "graphics.gd/startup" "graphics.gd/classdb/Control" "graphics.gd/classdb/GUI" "graphics.gd/classdb/Label" "graphics.gd/classdb/SceneTree" ) func main() { startup.LoadingScene() // setup the SceneTree and wait until we have access to engine functionality hello := Label.New() hello.AsControl().SetAnchorsPreset(Control.PresetFullRect) // expand the label to take up the whole screen. hello.SetHorizontalAlignment(GUI.HorizontalAlignmentCenter) hello.SetVerticalAlignment(GUI.VerticalAlignmentCenter) hello.SetText("Hello, World!") SceneTree.Add(hello) startup.Scene() // starts up the scene and blocks until the engine shuts down. } ``` -------------------------------- ### Handle Joystick and Gamepad Input Source: https://context7.com/quaadgras/graphics.gd/llms.txt Illustrates how to interact with joysticks and gamepads using the Input singleton. This includes getting connected devices, checking button states, reading axis values, and initiating controller vibration. It uses device index for targeting specific controllers. ```go import "graphics.gd/classdb/Input" func checkJoystick() { // Get connected joypads joypads := Input.GetConnectedJoypads() // Check joystick button if Input.IsJoyButtonPressed(0, Input.JoyButtonA) { // A button pressed on first controller } // Get joystick axis value axis := Input.GetJoyAxis(0, Input.JoyAxisLeftX) // Start vibration Input.StartJoyVibration(0, 0.5, 0.5, 0.5) } ``` -------------------------------- ### Check Keyboard and Mouse Button Input Source: https://context7.com/quaadgras/graphics.gd/llms.txt Demonstrates how to check the current state of keyboard keys and mouse buttons using the Input singleton. It shows examples for checking if a specific key or mouse button is pressed, and if any input is currently active. ```go import "graphics.gd/classdb/Input" func checkInput() { // Check keyboard if Input.IsKeyPressed(Input.KeySpace) { // Space pressed } // Check mouse buttons if Input.IsMouseButtonPressed(Input.MouseButtonLeft) { // Left mouse button pressed } // Check if anything is pressed if Input.IsAnythingPressed() { // Some input is active } } ``` -------------------------------- ### Handle Action-Based Input Events Source: https://context7.com/quaadgras/graphics.gd/llms.txt Explains how to use the Input singleton for action-based input, which abstracts raw input into game-specific actions. It covers checking if an action is pressed, just pressed, getting its strength for analog inputs, and combining actions into a 2D movement vector. ```go import "graphics.gd/classdb/Input" func checkActions() { // Check if action is pressed if Input.IsActionPressed("jump") { // Jump action is held } // Check if action was just pressed this frame if Input.IsActionJustPressed("attack") { // Attack action triggered } // Get action strength (for analog input) strength := Input.GetActionStrength("move_forward") // Get 2D movement vector from actions direction := Input.GetVector("move_left", "move_right", "move_up", "move_down") } ``` -------------------------------- ### Declare and Use Uniforms in Godot Shaders Written in Go Source: https://github.com/quaadgras/graphics.gd/blob/release/shaders/Readme.md Illustrates how to declare uniforms as fields within a Go shader struct and how to set and get their values. It covers both standard uniforms and those wrapped in PerInstance. ```go type MyShader struct { CanvasItem.Shader[MyShader] MyUniform vec2.XY `gd:"my_uniform"` Color shaders.PerInstance[vec4.XYZW] `gd:"color"` } ms.Color.Value() var shader = new(MyShader) shaders.Set(&shader.MyUniform, Vector2.New(1, 2)) ``` -------------------------------- ### Managing Node Groups in SceneTree with Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Provides examples of common operations for managing node groups within the SceneTree. This includes checking for group existence, retrieving nodes, and calling methods or setting properties on all nodes in a group. ```go import "graphics.gd/classdb/SceneTree" func groupOperations(node Node.Instance) { tree := SceneTree.Get(node) // Check if group exists if tree.HasGroup("enemies") { // Get all nodes in group enemies := tree.GetNodesInGroup("enemies") // Get first node in group first := tree.GetFirstNodeInGroup("enemies") // Get node count in group count := tree.GetNodeCountInGroup("enemies") } // Call method on all nodes in group tree.CallGroup("enemies", "hide") // Set property on all nodes in group tree.SetGroup("enemies", "visible", false) } ``` -------------------------------- ### Extending Node Classes in Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Shows how to extend Godot's Node classes using Go with the graphics.gd library. It utilizes graphics.gd/classdb/Node for Node extension and graphics.gd/variant/Float for float types. The example defines a MyNode struct that embeds Node.Extension and implements common Godot lifecycle methods like Ready, Process, and PhysicsProcess. Class registration is done via classdb.Register. ```go package main import ( "graphics.gd/classdb" "graphics.gd/classdb/Node" "graphics.gd/variant/Float" ) type MyNode struct { Node.Extension[MyNode] `gd:"MyNode"` } func (n *MyNode) Ready() { // Called when node enters the tree } func (n *MyNode) Process(delta Float.X) { // Called every frame } func (n *MyNode) PhysicsProcess(delta Float.X) { // Called every physics frame } func main() { classdb.Register[MyNode]() // Continue with startup... } ``` -------------------------------- ### Calculate Angle and Direction Between Vector2 Points Source: https://context7.com/quaadgras/graphics.gd/llms.txt Shows how to work with angles and directions related to Vector2. This includes getting the angle of a vector in radians, rotating a vector, calculating the direction vector between two points, and finding the distance between them. Requires Angle. ```go import ( "graphics.gd/variant/Vector2" "graphics.gd/variant/Angle" ) func vectorAngles() { v := Vector2.New(1, 1) // Get angle in radians angle := Vector2.AngleRadians(v) // Rotate vector rotated := Vector2.Rotated(v, Angle.Radians(1.57)) // ~90 degrees // Get direction to another point target := Vector2.New(10, 10) direction := Vector2.Direction(v, target) // Get distance to another point distance := Vector2.Distance(v, target) } ``` -------------------------------- ### Passing Optional Arguments in Graphics.gd Source: https://github.com/quaadgras/graphics.gd/blob/release/Readme.md This Go code snippet illustrates how to handle optional arguments when calling methods in graphics.gd. Optional arguments are omitted by default. To specify them, an `Instance` must be converted into either the `MoreArgs` or `Advanced` types, as shown in the example of adding a child node. ```go node.MoreArgs().AddChild(...) ``` -------------------------------- ### Create a Basic Sprite2D Instance Source: https://context7.com/quaadgras/graphics.gd/llms.txt Shows how to create a new Sprite2D instance. This is the fundamental step for displaying 2D textures. Further configuration like setting the texture, flip, or offset would be done after this initialization. ```go import ( "graphics.gd/classdb/Sprite2D" "graphics.gd/variant/Vector2" ) func createSprite() Sprite2D.Instance { sprite := Sprite2D.New() // Set texture, flip, offset etc. return sprite } ``` -------------------------------- ### Graphics GD Startup Initialization Source: https://github.com/quaadgras/graphics.gd/blob/release/cmd/gd/deprecated.txt Demonstrates the initialization process for the graphics.gd package using the startup module. It shows how to call loader and loading scene functions. ```gdscript package P import "graphics.gd/startup" func before() { startup.Loader() } func after() { startup.LoadingScene() } ``` ```gdscript package P import "graphics.gd/startup" func before() { startup.Engine() } func after() { startup.Scene() } ``` -------------------------------- ### Building a Shared Library with Go for Godot Engine Source: https://github.com/quaadgras/graphics.gd/blob/release/Readme.md This command demonstrates how to build a shared library (`.so` file) from a Go project using the standard `go build` command. This is an alternative to using the `gd` command and is suitable for integrating into existing Godot Engine projects. The `-buildmode=c-shared` flag is crucial for creating a C-compatible shared library. ```bash go build -o example.so -buildmode=c-shared ``` -------------------------------- ### Basic Text Label Creation in Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Shows how to create a basic UI text label using the `Label` class in graphics.gd. It covers setting text, alignment, and anchoring the label to fill the screen. ```go import ( "graphics.gd/classdb/Label" "graphics.gd/classdb/GUI" "graphics.gd/classdb/Control" "graphics.gd/classdb/SceneTree" ) func createLabel() { label := Label.New() label.SetText("Hello, World!") label.SetHorizontalAlignment(GUI.HorizontalAlignmentCenter) label.SetVerticalAlignment(GUI.VerticalAlignmentCenter) label.AsControl().SetAnchorsPreset(Control.PresetFullRect) SceneTree.Add(label) } ``` -------------------------------- ### Frame-by-Frame Rendering Loop in Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Illustrates how to set up a rendering loop that processes frames based on delta time. This is crucial for real-time updates and animations in graphics applications. ```go package main import "graphics.gd/startup" func main() { frames := startup.Rendering() // initialization code here for dt := range frames { // render frame with delta time _ = dt } // finalize } ``` -------------------------------- ### Creating Timers in SceneTree with Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Demonstrates how to create and manage timers within the Godot SceneTree using graphics.gd. It shows how to set a timer duration and attach a callback function that executes once. ```go import ( "fmt" "graphics.gd/classdb/SceneTree" "graphics.gd/classdb/Node" "graphics.gd/variant/Signal" ) func createTimer(node Node.Instance) { fmt.Println("start") SceneTree.Get(node).CreateTimer(1.0).OnTimeout(func() { fmt.Println("end") }, Signal.OneShot) } ``` -------------------------------- ### Define and Implement a Basic Godot Shader in Go Source: https://github.com/quaadgras/graphics.gd/blob/release/shaders/Readme.md Demonstrates how to define a basic shader structure in Go for Godot, including Fragment, Material, and Lighting functions. This code is compiled into Godot's GLSL variant. ```go package main import ( "graphics.gd/shaders" "graphics.gd/shaders/vec2" "graphics.gd/shaders/vec4" "graphics.gd/shaders/rgba" "graphics.gd/shaders/pipeline/CanvasItem" ) type MyShader struct { CanvasItem.Shader[MyShader] } // The pipeline functions are named after what they return, not what they accept as // input. // Fragment runs for each point/vertex of the shape/mesh being rendered, should return // fragment parameters for each point (also known as a vertex shader). func (MyShader) Fragment(vertex CanvasItem.Vertex) CanvasItem.Fragment { return CanvasItem.Fragment{ Position: vertex.Position, } } // Material runs for each pixel on each face of the shape being rendered, should return // the surface parameters for each pixel (also known as a fragment shader). The input // fragment is a blend of each contributing vertex point. func (MyShader) Material(fragment CanvasItem.Fragment) CanvasItem.Material { return CanvasItem.Material{ Color: rgba.New(1, 0, 0, 1), } } // Lighting runs for each light, per pixel for each face of the shape being rendered, should // return the final color for each pixel (also known as a lighting pass). func (MyShader) Lighting(material CanvasItem.Material) CanvasItem.Lighting { return CanvasItem.Lighting{ Color: material.Color, } } ``` -------------------------------- ### Custom MainLoop Implementation in Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Shows how to implement a custom `MainLoop` for more control over the application's lifecycle. It includes methods for initialization, per-frame processing, and finalization. ```go package main import ( "graphics.gd/startup" "graphics.gd/classdb/MainLoop" "graphics.gd/variant/Float" ) type MyLoop struct { MainLoop.Extension[MyLoop] } func (loop MyLoop) Initialize() { // Called once during initialization } func (loop MyLoop) Process(delta Float.X) bool { // Called each frame. Return true to exit. return false } func (loop MyLoop) Finalize() { // Called before program exits } func main() { startup.MainLoop(&MyLoop{}) } ``` -------------------------------- ### Creating Tweens in SceneTree with Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Illustrates the creation of tweens for animating properties over time using the SceneTree. This is fundamental for creating smooth visual transitions and effects. ```go import "graphics.gd/classdb/SceneTree" func createTween(node Node.Instance) { tree := SceneTree.Get(node) tween := tree.CreateTween() // Configure tween animations } ``` -------------------------------- ### Scene Management in SceneTree with Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Demonstrates various scene management functionalities provided by the SceneTree, such as changing scenes, reloading, unloading, accessing the current scene, and pausing/unpausing the game. ```go import "graphics.gd/classdb/SceneTree" func sceneManagement(node Node.Instance) { tree := SceneTree.Get(node) // Change scene by file path tree.ChangeSceneToFile("res://scenes/level2.tscn") // Reload current scene tree.ReloadCurrentScene() // Unload current scene tree.UnloadCurrentScene() // Get current scene current := tree.CurrentScene() // Pause/unpause tree.SetPaused(true) } ``` -------------------------------- ### Perform Basic Vector2 Arithmetic and Operations Source: https://context7.com/quaadgras/graphics.gd/llms.txt Covers fundamental operations on Vector2 objects, including creation, addition, subtraction, multiplication, scaling, calculating length, normalization, dot product, and cross product. These are essential for 2D geometry calculations. ```go import "graphics.gd/variant/Vector2" func vectorBasics() { // Create vectors v1 := Vector2.New(3.0, 4.0) v2 := Vector2.New(1.0, 2.0) // Arithmetic sum := Vector2.Add(v1, v2) diff := Vector2.Sub(v1, v2) product := Vector2.Mul(v1, v2) scaled := Vector2.MulX(v1, 2.0) // Length and normalization length := Vector2.Length(v1) normalized := Vector2.Normalized(v1) // Dot and cross products dot := Vector2.Dot(v1, v2) cross := Vector2.Cross(v1, v2) } ``` -------------------------------- ### Configure Text Wrapping and Clipping for Labels Source: https://context7.com/quaadgras/graphics.gd/llms.txt Demonstrates how to configure text wrapping, clipping, and ellipsis for Label nodes. This function utilizes the TextServer constants for different wrapping and overrun behaviors. It's useful for managing text display within constrained areas. ```go import ( "graphics.gd/classdb/Label" "graphics.gd/classdb/TextServer" ) func configureTextWrapping(label Label.Instance) { // Enable text wrapping label.SetAutowrapMode(TextServer.AutowrapWord) // Enable text clipping label.SetClipText(true) // Set overrun behavior label.SetTextOverrunBehavior(TextServer.OverrunTrimEllipsis) // Limit visible lines label.SetMaxLinesVisible(3) } ``` -------------------------------- ### Label Text Animation in Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Explains how to animate text appearance in a `Label` node. It covers methods for controlling visible characters and visible ratio, enabling effects like typewriter text. ```go import "graphics.gd/classdb/Label" func animateLabel(label Label.Instance) { // Get text metrics lineCount := label.GetLineCount() visibleLines := label.GetVisibleLineCount() charCount := label.GetTotalCharacterCount() // Animate text appearance label.SetVisibleCharacters(0) // Increment visible characters over time for typewriter effect label.SetVisibleCharacters(10) // Or use visible ratio (0.0 to 1.0) label.SetVisibleRatio(0.5) // Show half the text } ``` -------------------------------- ### Perform Vector2 Interpolation Source: https://context7.com/quaadgras/graphics.gd/llms.txt Demonstrates various methods for interpolating between two Vector2 points. This includes linear interpolation (Lerp), spherical linear interpolation (Slerp), moving towards a target, and Bezier curve interpolation. Requires Angle for Slerp. ```go import ( "graphics.gd/variant/Vector2" "graphics.gd/variant/Angle" ) func vectorInterpolation() { start := Vector2.New(0, 0) end := Vector2.New(100, 100) // Linear interpolation midpoint := Vector2.Lerp(start, end, 0.5) // Spherical linear interpolation slerped := Vector2.Slerp(start, end, Angle.Radians(0.5)) // Move toward target moved := Vector2.Move(start, end, 10.0) // Bezier interpolation control1 := Vector2.New(25, 50) control2 := Vector2.New(75, 50) bezier := Vector2.BezierInterpolate(start, control1, control2, end, 0.5) } ``` -------------------------------- ### Shader with Uniforms in Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Demonstrates a custom shader in Go that includes uniforms for custom parameters and per-instance values. It uses graphics.gd/shaders/vec2, graphics.gd/shaders/vec4, and graphics.gd/variant/Vector2 for vector types. Uniforms are defined as struct fields with `gd` tags, and their values can be set using the shaders.Set function. ```go package main import ( "graphics.gd/shaders" "graphics.gd/shaders/vec2" "graphics.gd/shaders/vec4" "graphics.gd/shaders/pipeline/CanvasItem" "graphics.gd/variant/Vector2" ) type CustomShader struct { CanvasItem.Shader[CustomShader] // Uniforms are struct fields MyUniform vec2.XY `gd:"my_uniform"` // Per-instance uniform Color shaders.PerInstance[vec4.XYZW] `gd:"color"` } func main() { shader := new(CustomShader) // Set uniform values shaders.Set(&shader.MyUniform, Vector2.New(1, 2)) // Access per-instance value in shader code // shader.Color.Value() } ``` -------------------------------- ### Basic Canvas Item Shader in Go Source: https://context7.com/quaadgras/graphics.gd/llms.txt Defines a basic shader for CanvasItems in Go, setting a solid red color. It utilizes the graphics.gd/shaders/pipeline/CanvasItem package for shader structure and graphics.gd/shaders/rgba for color definition. This shader has no external dependencies beyond the graphics.gd library. ```go package main import ( "graphics.gd/shaders" "graphics.gd/shaders/rgba" "graphics.gd/shaders/pipeline/CanvasItem" ) type RedShader struct { CanvasItem.Shader[RedShader] } func (RedShader) Fragment(vertex CanvasItem.Vertex) CanvasItem.Fragment { return CanvasItem.Fragment{ Position: vertex.Position, } } func (RedShader) Material(fragment CanvasItem.Fragment) CanvasItem.Material { return CanvasItem.Material{ Color: rgba.New(1, 0, 0, 1), // Red color } } func (RedShader) Lighting(material CanvasItem.Material) CanvasItem.Lighting { return CanvasItem.Lighting{ Color: material.Color, } } ``` -------------------------------- ### Handle Mouse Clicks on Sprite2D Source: https://context7.com/quaadgras/graphics.gd/llms.txt Provides a function to detect mouse clicks within the bounds of a Sprite2D. It checks if the event is a mouse button event and if the click position, converted to local coordinates, falls within the sprite's rectangle. Requires InputEventMouseButton and Rect2. ```go import ( "fmt" "graphics.gd/classdb/Sprite2D" "graphics.gd/classdb/InputEvent" "graphics.gd/classdb/InputEventMouseButton" "graphics.gd/variant/Object" "graphics.gd/variant/Rect2" ) func handleSpriteInput(sprite Sprite2D.Instance, event InputEvent.Instance) { if inputEventMouse, ok := Object.As[InputEventMouseButton.Instance](event); ok { rect := sprite.GetRect() localPos := sprite.AsNode2D().ToLocal(inputEventMouse.AsInputEventMouse().Position()) if Rect2.HasPoint(rect, localPos) { fmt.Println("Sprite clicked!") } } } ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.