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#!/bin/bash | |
PROJECT_NAME=${1:-fs} | |
SLN_FILE=$(ls *.sln | head -1) | |
CSPROJ_FILE=$(ls *.csproj | head -1) | |
# Create F# project | |
dotnet new classlib -o "$PROJECT_NAME" -n "$PROJECT_NAME" -lang "F#" -f net8.0 --force | |
pushd "$PROJECT_NAME" | |
dotnet add package GodotSharp | |
cat > "Library.fs" << EOF | |
namespace $PROJECT_NAME | |
open Godot | |
type GameLogic() = | |
let mutable isInitialized = false | |
member this.Initialize() = | |
if not isInitialized then | |
GD.Print("F# GameLogic initialized!") | |
isInitialized <- true | |
member this.Update(delta: float32) = | |
// Your game logic here | |
() | |
member this.HandleInput(event: InputEvent) = | |
match event with | |
| :? InputEventKey as keyEvent when keyEvent.Pressed -> | |
GD.Print(\$"F# Key pressed: {keyEvent.Keycode}") | |
| _ -> () | |
member this.Cleanup() = | |
GD.Print("F# GameLogic cleanup") | |
isInitialized <- false | |
EOF | |
popd | |
cat > "${PROJECT_NAME}Node.cs" << EOF | |
using Godot; | |
using $PROJECT_NAME; | |
public partial class ${PROJECT_NAME}Node : Node | |
{ | |
private GameLogic gameLogic; | |
public override void _Ready() | |
{ | |
gameLogic = new GameLogic(); | |
gameLogic.Initialize(); | |
} | |
public override void _Process(double delta) | |
{ | |
gameLogic.Update((float)delta); | |
} | |
public override void _Input(InputEvent @event) | |
{ | |
gameLogic.HandleInput(@event); | |
} | |
public override void _ExitTree() | |
{ | |
gameLogic?.Cleanup(); | |
} | |
} | |
EOF | |
# Add F# project to solution and reference | |
dotnet sln "$SLN_FILE" add "$PROJECT_NAME/$PROJECT_NAME.fsproj" | |
dotnet add "$CSPROJ_FILE" reference "$PROJECT_NAME/$PROJECT_NAME.fsproj" | |
dotnet build |
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