Continuing to explore the Godot 3 game engine. I want to make a game where you drag blocks around and balance them on each other, but I couldn’t find much documentation on how to drag-and-drop objects (except menu UI elements), and especially I found quite a few wrinkles when doing this with objects that are normally controlled by the physics engine.
This time we actually write some code in Godot’s programming language, GDScript.
I’m running a workshop at the Egham Raspberry Jam on 21st October. The workshop will introduce my little animation language Graft. We will tell a story using animations that we created ourselves using code.
The worksheet for the workshop is here: PDF or ODP.
Adapt to the changes in the Regex module – 856762a4
Stop using tuples with more than 3 parts – 472c0bb7
The lack of Debug.crash is really, really painful, especially for a library like eeue56/elm-all-dict that has lots of invariants that are hard or impossible to enforce via the type system. On the other hand, if Elm can give a hard guarantee that there will be no runtime errors, this seems pretty cool. The problem is that some code may well have to return the wrong answer silently, instead of crashing, which could be much worse than crashing in some use-cases.
I was annoyed by the lack of more-than-3-part tuples, but even as I did the work to change my code, I saw it get better, so it’s hard to argue with.
The hardest part to work out was how to run the tests. Fortunately the tests themselves needed almost no changes. I just needed to do this: