From ec2aa74d36670d74c153aa0022ab22e79502a061 Mon Sep 17 00:00:00 2001
From: David Luevano Alvarado My git server is all I need to setup to actually kill my other server (I’ve been moving from servers on these last 2-3 blog entries), that’s why I’m already doing this entry. I’m basically following git’s guide on setting up a server plus some specific stuff for (btw i use) Arch Linux (Arch Linux Wiki: Git server and Step by step guide on setting up git server in arch linux (pushable)). Note that this is mostly for personal use, so there’s no user/authentication control other than that of SSH. Also, most if not all commands here are run as root. I might get tired of saying this (it’s just copy paste, basically)… but you will need the same prerequisites as before (check my website and mail entries), with the extras: Git is a version control system. If not installed already, install the Those two lines above will need to be run each time you want to add a new repository to your server (yeah, kinda lame… although there are options to “automate” this, I like it this way). After that you can already push/pull to your repository. I have my repositories (locally) set up so I can push to more than one remote at the same time (my server, GitHub, GitLab, etc.); to do so, check this gist. Cgit is a fast web interface for git. This is optionally since it’s only for the web application. Install the The entry is going to be long because it’s a tedious process. This is also based on Luke Smith’s script, but adapted to Arch Linux (his script works on debian-based distributions). This entry is mostly so I can record all the notes required while I’m in the process of installing/configuring the mail server on a new VPS of mine; also I’m going to be writing a script that does everything in one go (for Arch Linux), that will be hosted here. This configuration works for local users (users that appear in Basically the same as with the website with Nginx and Certbot, with the extras: Postfix is a “mail transfer agent” which is the component of the mail server that receives and sends emails via SMTP. Install the Dovecot is an IMAP and POP3 server, which is what lets an email application retrieve the mail. Install the OpenDKIM is needed so services like G**gle (we don’t mention that name here [[[this is a meme]]]) don’t throw the mail to the trash. DKIM stands for “DomainKeys Identified Mail”. Install the And at this point you could test your mail for spoofing and more. SpamAssassin is just a mail filter to identify spam. Install the We should have a working mail server by now. Before continuing check your journal logs ( Now, to actually use the mail service: first of all, you need a normal account (don’t use root) that belongs to the Next, to actually login into a mail app/program/whateveryouwanttocallit, you will use the following settings, at least for I’ve been wanting to do this entry, but had no time to do it since I also have to set up the VPN service as well to make sure what I’m writing makes sense, today is the day. Like with any other of my entries I based my setup on the Arch Wiki, this install script and this profile generator script. This will be installed and working alongside the other stuff I’ve wrote about on other posts (see the server tag). All commands here are executes as root unless specified otherwise. Also, this is intended only for IPv4 (it’s not that hard to include IPv6, but meh). Pretty simple: PKI stands for Public Key Infrastructure and basically it’s required for certificates, private keys and more. This is supposed to work between two servers and one client: a server in charge of creating, signing and verifying the certificates, a server with the OpenVPN service running and the client making the request. This is supposed to work something like: 1) a client wants to use the VPN service, so it creates a requests and sends it to the signing server, 2) this server checks the requests and signs the request, returning the certificates to both the VPN service and the client and 3) the client can now connect to the VPN service using the signed certificate which the OpenVPN server knows about. In a nutshell, I’m no expert. … but, to be honest, all of this is a hassle and (in my case) I want something simple to use and manage. So I’m gonna do all on one server and then just give away the configuration file for the clients, effectively generating files that anyone can run and will work, meaning that you need to be careful who you give this files (it also comes with a revoking mechanism, so no worries). That’s it for the PKI stuff and general certificate configuration. OpenVPN is a robust and highly flexible VPN daemon, that’s pretty complete feature wise. Install the Where the You might notice that I didn’t specify how to actually connect to our server. For that we need to do a few more steps. We actually need a configuration file similar to the The real way of doing this would be to run similar steps as the ones with Also, the client configuration file has to match the server one (to some degree), to make this easier you can create a These are general notes on how to setup a Nginx web server plus Certbot for SSL certificates, initially learned from Luke’s video and after some use and research I added more stuff to the mix. And, actually at the time of writing this entry, I’m configuring the web server again on a new VPS instance, so this is going to be fresh. As a side note, (((i use arch btw))) so everything here es aimed at an Arch Linux distro, and I’m doing everything on a VPS. Also note that most if not all commands here are executed with root privileges. You will need two things: Nginx is a web (HTTP) server and reverse proxy server. You have two options: Certbot is what provides the SSL certificates via Let’s Encrypt. The only “bad” (bloated) thing about Certbot, is that it uses Recently I set up an XMPP server (and a Matrix one, too) for my personal use and for friends if they want one; made one for EL ELE EME for example. So, here are the notes on how I set up the server that is compatible with the Conversations app and the Movim social network. You can see my addresses in contact and the XMPP compliance/score of the server. One of the best resources I found that helped me a lot was Installing and Configuring Prosody XMPP Server on Debian 9, and of course the Arch Wiki and the oficial documentation. As with my other entries, this is under a server running Arch Linux, with the Nginx web server and Certbot certificates. And all commands here are executed as root (unless specified otherwise) Same as with my other entries (website, mail and git) plus: Prosody is an implementation of the XMPP protocol that is flexible and extensible. Install the That’s basically all the configuration that needs Prosody itself, but we still have to configure Nginx and Coturn before starting/enabling the Since this is not an ordinary configuration file I’m going to describe this too. Your Coturn is the implementation of TURN and STUN server, which in general is for (at least in the XMPP world) voice support and external service discovery. Install the You can test if your TURN server works at Trickle ICE. You may need to add a user in the At this point you should have a working XMPP server, start/enable the The source code can be found in my GitHub here, it also contains the exported versions for HTML5, Windows and Linux (be aware that the sound might be too high and I’m too lazy to make it configurable, it was the last thing I added), or you could also go to the itch.io page I setup where it’s playable in the browser: I’m basically going with what I wrote on Godot project structure recently, and probably with minor changes depending on the situation. Since this is just pixel art, the importing settings for textures needs to be adjusted so the sprites don’t look blurry. Go to Project -> Project settings… -> Import defaults and on the drop down select It’s also a good idea to setup some config variables project-wide. To do so, go to Project -> Project settings… -> General, select Application/config and add a new property (there is a text box at the top of the project settings window) for game scale: I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the Finally, rename the physics layers so we don’t lose track of which layer is which. Go to Project -> Layer Names -> 2d Physics and change the first 5 layer names to (in order): “player”, “ground”, “pipe”, “ceiling” and “score”. For the assets I found out about a pack that contains just what I need: flappy-bird-assets by MegaCrash; I just did some minor modifications on the naming of the files. For the font I used Silver, and for the sound the resources from FlappyBird-N64 (which seems to be taken from 101soundboards.com which the orignal copyright holder is .Gears anyways). Create the necessary directories to hold the respective assets and it’s just a matter of dragging and dropping, I used directories: Now it’s time to actually create the game, by creating the basic scenes that will make up the game. The hardest part and the most confusing is going to be the TileMaps, so that goes first. I’m using a scene called “WorldTiles” with a Node2D node as root called the same. With 2 different TileMap nodes as children named “GroundTileMap” and “PipeTileMap” (these are their own scene); yes 2 different TileMaps because we need 2 different physics colliders (In Godot 4.0 you can have a single TileMap with different physics colliders in it). Each node has its own script. It should look something like this: Now it’s just a matter of repeating the same for the pipes (“PipeTileMap”), only difference is that when selecting the tiles you need to select 2 tiles, as the pipe is 2 tiles wide, or just set the Snap Options/Step to 32x16, for example, just keep the cell size to 16x16. I added few default ground tiles to the scene, just for testing purposes but I left them there. These could be place programatically, but I was too lazy to change things. On the “WorldTiles” scene, while selecting the “GroundTileMap”, you can select the tiles you want to paint with, and left click in the grid to paint with the selected tile. Need to place tiles from On a new scene called “Player” with a KinematicBody2D node named “Player” as the root of the scene, then for the children: AnimatedSprite as “Sprite”, CollisionShape2D as “Collision” (with a circle shape) and 3 AudioStreamPlayers for “JumpSound”, “DeadSound” and “HitSound”. Not sure if it’s a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the “Player” node and then it should look like this: Finally, make sure the “Sprite” node has the AnimatedSprite/Animation is set to “bird_1” and that the “Collision” node is configured correctly for its size and position (I just have it as a radius of 7). As well as dropping the SFX files into the corresponding AudioStreamPlayer (into the AudioStreamPlayer/Stream property). These are really simple scenes that don’t require much setup: This is the actual “Game” scene that holds all the playable stuff, here we will drop in all the previous scenes; the root node is a Node2D and also has an attached script. Also need to add 2 additional AudioStreamPlayers for the “start” and “score” sounds, as well as a Sprite for the background (Sprite/Offset/Offset set to We need some font “Resources” to style the Label fonts. Under the FileSystem window, right click on the fonts directory (create one if needed) and click on “New Resource…” and select DynamicFontData, save it in the “fonts” directory as “SilverDynamicFontData.tres” (“Silver” as it is the font I’m using) then double click the just created resource and set the DynamicFontData/Font Path to the actual “Silver.ttf” font (or whatever you want). Then create a new resource and this time select DynamicFont, name it “SilverDynamicFont.tres”, then double click to edit and add the “SilverDynamicFontData.tres” to the DynamicFont/Font/Font Data property (and I personally toggled off the DynamicFont/Font/Antialiased property), now just set the DynamicFont/Settings/(Size, Outline Size, Outline Color) to 32, 1 and black, respectively (or any other values you want). It should look something like this: This has a bunch of nested nodes, so I’ll try to be concise here. The root node is a CanvasLayer named “UI” with its own script attached, and for the children: This is the final scene where we connect the Game and the UI. It’s made of a Node2D with it’s own script attached and an instance of “Game” and “UI” as it’s children. This is a good time to set the default scene when we run the game by going to Project -> Project settings… -> General and in Application/Run set the Main Scene to the “Main.tscn” scene. I’m going to keep this scripting part to the most basic code blocks, as it’s too much code, for a complete view you can head to the source code. As of now, the game itself doesn’t do anything if we hit play. The first thing to do so we have something going on is to do the minimal player scripting. The most basic code needed so the bird goes up and down is to just detect “jump” key presses and add a negative jump velocity so it goes up ( Finally need to add the actual checks for when the player dies (like collision with ground or pipe) as well as a function that listens to a signal for when the player goes to the ceiling. The code is pretty simple, we just need a way of detecting if we ran out of ground and send a signal, as well as sending as signal when we start detecting ground/pipes behind us (to remove it) because the world is being generated as we move. The most basic functions needed are: We need to keep track of 3 “flags”: This script is what handles the “GroundTileMap” as well as the “PipeTileMap” and just basically functions as a “Signal bus” connecting a bunch of signals from the “WorldDetector” with the TileMaps and just tracking how many pipes have been placed: This is the node that actually places the ground tiles upong receiving a signal. In general, what you want is to keep track of the newest tile that you need to place (empty spot) as well as the last tile that is in the tilemap (technically the first one if you count from left to right). I was experimenting with Where you might notice that the This is really similar to the “GroundTileMap” code, instead of defining an These functions are called when receiving the signal to place/remove pipes. Before proceeding, we require a way to save/load data (for the high scores). We’re going to use the ConfigFile node that uses a custom version of the “ini” file format. Need to define where to save the data: The game script it’s also like a “Signal bus” in the sense that it connects all its childs’ signals together, and also has the job of starting/stopping the When the First thing is to get a reference to all the child Labels, an initial reference to the high score as well as the version defined in the project settings: This is the shortest script, it just connects the signals between the “Game” and the “UI”: At this point the game should be fully playable (if any detail missing feel free to look into the source code linked at the beginning). Only thing missing is an icon for the game; I did one pretty quicly with the assets I had. If you followed the directory structure I used, then only thing needed is to transform the icon to a native Windows You need to download the templates for exporting as detailed in Godot‘s Exporting projects. Basically you go to Editor -> Manage Export Templates… and download the latest one specific to your Godot version by clicking on “Download and Install”. If exporting for Windows then you also need to download Then go to Project -> Export… and the Window should be empty, add a new template by clicking on “Add…” at the top and then select the template you want. I used HTML5, Windows Desktop and Linux/X11. Really the only thing you need to set is the “Export Path” for each template, which is te location of where the executable will be written to, and in the case of the Windows Desktop template you could also setup stuff like “Company Name”, “Product Name”, “File/Product Version”, etc.. You can also find the jam entry here. Similarly with the my FlappyBird clone, I plan to update this to a better state. Again, similar to the FlappyBird clone I developed, I’m using the directory structure I wrote about on Godot project structure with slight modifications to test things out. Also using similar Project settings as those from the FlappyBird clone like the pixel art texture imports, keybindings, layers, etc.. I’ve also setup GifMaker, with slight modifications as the AssetLib doesn’t install it correctly and contains unnecessry stuff: moved necessary files to the This time I’m also going to be using an Event bus singleton (which I’m going to just call Event) as managing signals was pretty annoying on my last project; as well as a Global singleton for essential stuff so I don’t have to do as many cross references between nodes/scenes. This time I’ll be creating my own assets in Aseprite, wont be that good, but enough to prototype and get things going. Other than that I used few key sprites from vryell: Controller & Keyboard Icons and a font from datagoblin: Monogram. This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it’s kinda hard. I tried with like 4-5 options and the one I’m detailing here is the only one that worked as I wanted for me. This time the directory structure I’m using is the following: The most basic thing is to move the head, this is what we have control of. Create a scene called To move other snake parts by following the snake head the only solution I found was to use the Path2D and PathFollow2D nodes. Path2D basically just handles the curve/path that PathFollow2D will use to move its child node; and I say “child node” in singular… as PathFollow2D can only handle one damn child, all the other ones will have weird transformations and/or rotations. So, the next thing to do is to setup a way to compute (and draw so we can validate) the snake’s path/curve. Added the signal At this point the only thing to do is to add the corresponding next body parts and tail of the snake. To do so, we need a PathFollow2D to use the live-generating Path2D, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, thanks documentation). Create a new scene called And this can be attached to the Body‘s root node (PathFollow2D), no extra setup needed. Repeat the same steps for creating the Now it’s just a matter of handling when to add new body parts in the Which will stop the snake node and all children. After a while of testing and developing, I noticed that sometimes the head “detaches” from the body when a lot of rotations happen (moving the snake left or right), because of how imprecise the Curve2D is. To do this I just send a signal ( This is completely random, I tweaked it manually after a lot of iterations. For now I just decided to setup a simple system to see everything works fine. The idea is to make some kind of generic food node/scene and a “food manager” to spawn them, for now in totally random locations. For this I added the following signals: First thing is creating the It just happend that I saw a video to create random maps by using a method called random walks, this video was made by NAD LABS: Nuclear Throne Like Map Generation In Godot. It’s a pretty simple but powerful script, he provided the source code from which I based my random walker, just tweaked a few things and added others. Some of the maps than can be generated with this method (already aded some random sprites): Where Some signals I used for the world gen: The last food algorithm doesn’t check anything related to the world, and thus the food could spawn in the walls and outside the map. First thing is I generalized the food into a single script and added basic food and special food which inherit from base food. The most important stuff for the base food is to be able to set all necessary properties at first: Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra “special points” property is set). Some of the signals that I used that might be important: I got the idea of saving the current stats (points, max body segments, etc.) in a separate Stats class for easier load/save data. This option I went with didn’t work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions… so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving The Stats “class” is just a script that extends from Node called And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly. The load/save function is pretty standard. It’s a singleton/autoload called SavedData with a script that extends from Node called It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (Stats class related issues). For this I created a scoring mechanisms and just called it ScoreManager ( Then this sends a signal Naturally, the saved Stats are loaded whenever needed. For example, for the Snake, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we’re saving the new Stats at the end, then on restart we load the updated one. I redesigned the snake code (the head, actually) to use the state machine pattern by following this guide which is definitely a great guide, straight to the point and easy to implement. Other than what is shown in the guide, I implemented some important functions in the Where the important parts happen in the For the other ones is the same. Only difference with the Not as important but worth mentioning: I actually didn’t finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter. For exporting and everything else, I went with what I did for my FlappyBird Godot clone You can also find the jam entry here. Similarly with the my FlappyBird clone, I plan to update this to a better state. Again, similar to the FlappyBird clone I developed, I’m using the directory structure I wrote about on Godot project structure with slight modifications to test things out. Also using similar Project settings as those from the FlappyBird clone like the pixel art texture imports, keybindings, layers, etc.. I’ve also setup GifMaker, with slight modifications as the AssetLib doesn’t install it correctly and contains unnecessry stuff: moved necessary files to the This time I’m also going to be using an Event bus singleton (which I’m going to just call Event) as managing signals was pretty annoying on my last project; as well as a Global singleton for essential stuff so I don’t have to do as many cross references between nodes/scenes. This time I’ll be creating my own assets in Aseprite, wont be that good, but enough to prototype and get things going. Other than that I used few key sprites from vryell: Controller & Keyboard Icons and a font from datagoblin: Monogram. This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it’s kinda hard. I tried with like 4-5 options and the one I’m detailing here is the only one that worked as I wanted for me. This time the directory structure I’m using is the following: The most basic thing is to move the head, this is what we have control of. Create a scene called To move other snake parts by following the snake head the only solution I found was to use the Path2D and PathFollow2D nodes. Path2D basically just handles the curve/path that PathFollow2D will use to move its child node; and I say “child node” in singular… as PathFollow2D can only handle one damn child, all the other ones will have weird transformations and/or rotations. So, the next thing to do is to setup a way to compute (and draw so we can validate) the snake’s path/curve. Added the signal At this point the only thing to do is to add the corresponding next body parts and tail of the snake. To do so, we need a PathFollow2D to use the live-generating Path2D, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, thanks documentation). Create a new scene called And this can be attached to the Body‘s root node (PathFollow2D), no extra setup needed. Repeat the same steps for creating the Now it’s just a matter of handling when to add new body parts in the Which will stop the snake node and all children. After a while of testing and developing, I noticed that sometimes the head “detaches” from the body when a lot of rotations happen (moving the snake left or right), because of how imprecise the Curve2D is. To do this I just send a signal ( This is completely random, I tweaked it manually after a lot of iterations. For now I just decided to setup a simple system to see everything works fine. The idea is to make some kind of generic food node/scene and a “food manager” to spawn them, for now in totally random locations. For this I added the following signals: First thing is creating the It just happend that I saw a video to create random maps by using a method called random walks, this video was made by NAD LABS: Nuclear Throne Like Map Generation In Godot. It’s a pretty simple but powerful script, he provided the source code from which I based my random walker, just tweaked a few things and added others. Some of the maps than can be generated with this method (already aded some random sprites): Where Some signals I used for the world gen: The last food algorithm doesn’t check anything related to the world, and thus the food could spawn in the walls and outside the map. First thing is I generalized the food into a single script and added basic food and special food which inherit from base food. The most important stuff for the base food is to be able to set all necessary properties at first: Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra “special points” property is set). Some of the signals that I used that might be important: I got the idea of saving the current stats (points, max body segments, etc.) in a separate Stats class for easier load/save data. This option I went with didn’t work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions… so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving The Stats “class” is just a script that extends from Node called And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly. The load/save function is pretty standard. It’s a singleton/autoload called SavedData with a script that extends from Node called It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (Stats class related issues). For this I created a scoring mechanisms and just called it ScoreManager ( Then this sends a signal Naturally, the saved Stats are loaded whenever needed. For example, for the Snake, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we’re saving the new Stats at the end, then on restart we load the updated one. I redesigned the snake code (the head, actually) to use the state machine pattern by following this guide which is definitely a great guide, straight to the point and easy to implement. Other than what is shown in the guide, I implemented some important functions in the Where the important parts happen in the For the other ones is the same. Only difference with the Not as important but worth mentioning: I actually didn’t finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter. For exporting and everything else, I went with what I did for my FlappyBird Godot clone The source code can be found in my GitHub here, it also contains the exported versions for HTML5, Windows and Linux (be aware that the sound might be too high and I’m too lazy to make it configurable, it was the last thing I added), or you could also go to the itch.io page I setup where it’s playable in the browser: I’m basically going with what I wrote on Godot project structure recently, and probably with minor changes depending on the situation. Since this is just pixel art, the importing settings for textures needs to be adjusted so the sprites don’t look blurry. Go to Project -> Project settings… -> Import defaults and on the drop down select It’s also a good idea to setup some config variables project-wide. To do so, go to Project -> Project settings… -> General, select Application/config and add a new property (there is a text box at the top of the project settings window) for game scale: I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the Finally, rename the physics layers so we don’t lose track of which layer is which. Go to Project -> Layer Names -> 2d Physics and change the first 5 layer names to (in order): “player”, “ground”, “pipe”, “ceiling” and “score”. For the assets I found out about a pack that contains just what I need: flappy-bird-assets by MegaCrash; I just did some minor modifications on the naming of the files. For the font I used Silver, and for the sound the resources from FlappyBird-N64 (which seems to be taken from 101soundboards.com which the orignal copyright holder is .Gears anyways). Create the necessary directories to hold the respective assets and it’s just a matter of dragging and dropping, I used directories: Now it’s time to actually create the game, by creating the basic scenes that will make up the game. The hardest part and the most confusing is going to be the TileMaps, so that goes first. I’m using a scene called “WorldTiles” with a Node2D node as root called the same. With 2 different TileMap nodes as children named “GroundTileMap” and “PipeTileMap” (these are their own scene); yes 2 different TileMaps because we need 2 different physics colliders (In Godot 4.0 you can have a single TileMap with different physics colliders in it). Each node has its own script. It should look something like this: Now it’s just a matter of repeating the same for the pipes (“PipeTileMap”), only difference is that when selecting the tiles you need to select 2 tiles, as the pipe is 2 tiles wide, or just set the Snap Options/Step to 32x16, for example, just keep the cell size to 16x16. I added few default ground tiles to the scene, just for testing purposes but I left them there. These could be place programatically, but I was too lazy to change things. On the “WorldTiles” scene, while selecting the “GroundTileMap”, you can select the tiles you want to paint with, and left click in the grid to paint with the selected tile. Need to place tiles from On a new scene called “Player” with a KinematicBody2D node named “Player” as the root of the scene, then for the children: AnimatedSprite as “Sprite”, CollisionShape2D as “Collision” (with a circle shape) and 3 AudioStreamPlayers for “JumpSound”, “DeadSound” and “HitSound”. Not sure if it’s a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the “Player” node and then it should look like this: Finally, make sure the “Sprite” node has the AnimatedSprite/Animation is set to “bird_1” and that the “Collision” node is configured correctly for its size and position (I just have it as a radius of 7). As well as dropping the SFX files into the corresponding AudioStreamPlayer (into the AudioStreamPlayer/Stream property). These are really simple scenes that don’t require much setup: This is the actual “Game” scene that holds all the playable stuff, here we will drop in all the previous scenes; the root node is a Node2D and also has an attached script. Also need to add 2 additional AudioStreamPlayers for the “start” and “score” sounds, as well as a Sprite for the background (Sprite/Offset/Offset set to We need some font “Resources” to style the Label fonts. Under the FileSystem window, right click on the fonts directory (create one if needed) and click on “New Resource…” and select DynamicFontData, save it in the “fonts” directory as “SilverDynamicFontData.tres” (“Silver” as it is the font I’m using) then double click the just created resource and set the DynamicFontData/Font Path to the actual “Silver.ttf” font (or whatever you want). Then create a new resource and this time select DynamicFont, name it “SilverDynamicFont.tres”, then double click to edit and add the “SilverDynamicFontData.tres” to the DynamicFont/Font/Font Data property (and I personally toggled off the DynamicFont/Font/Antialiased property), now just set the DynamicFont/Settings/(Size, Outline Size, Outline Color) to 32, 1 and black, respectively (or any other values you want). It should look something like this: This has a bunch of nested nodes, so I’ll try to be concise here. The root node is a CanvasLayer named “UI” with its own script attached, and for the children: This is the final scene where we connect the Game and the UI. It’s made of a Node2D with it’s own script attached and an instance of “Game” and “UI” as it’s children. This is a good time to set the default scene when we run the game by going to Project -> Project settings… -> General and in Application/Run set the Main Scene to the “Main.tscn” scene. I’m going to keep this scripting part to the most basic code blocks, as it’s too much code, for a complete view you can head to the source code. As of now, the game itself doesn’t do anything if we hit play. The first thing to do so we have something going on is to do the minimal player scripting. The most basic code needed so the bird goes up and down is to just detect “jump” key presses and add a negative jump velocity so it goes up ( Finally need to add the actual checks for when the player dies (like collision with ground or pipe) as well as a function that listens to a signal for when the player goes to the ceiling. The code is pretty simple, we just need a way of detecting if we ran out of ground and send a signal, as well as sending as signal when we start detecting ground/pipes behind us (to remove it) because the world is being generated as we move. The most basic functions needed are: We need to keep track of 3 “flags”: This script is what handles the “GroundTileMap” as well as the “PipeTileMap” and just basically functions as a “Signal bus” connecting a bunch of signals from the “WorldDetector” with the TileMaps and just tracking how many pipes have been placed: This is the node that actually places the ground tiles upong receiving a signal. In general, what you want is to keep track of the newest tile that you need to place (empty spot) as well as the last tile that is in the tilemap (technically the first one if you count from left to right). I was experimenting with Where you might notice that the This is really similar to the “GroundTileMap” code, instead of defining an These functions are called when receiving the signal to place/remove pipes. Before proceeding, we require a way to save/load data (for the high scores). We’re going to use the ConfigFile node that uses a custom version of the “ini” file format. Need to define where to save the data: The game script it’s also like a “Signal bus” in the sense that it connects all its childs’ signals together, and also has the job of starting/stopping the When the First thing is to get a reference to all the child Labels, an initial reference to the high score as well as the version defined in the project settings: This is the shortest script, it just connects the signals between the “Game” and the “UI”: At this point the game should be fully playable (if any detail missing feel free to look into the source code linked at the beginning). Only thing missing is an icon for the game; I did one pretty quicly with the assets I had. If you followed the directory structure I used, then only thing needed is to transform the icon to a native Windows You need to download the templates for exporting as detailed in Godot‘s Exporting projects. Basically you go to Editor -> Manage Export Templates… and download the latest one specific to your Godot version by clicking on “Download and Install”. If exporting for Windows then you also need to download Then go to Project -> Export… and the Window should be empty, add a new template by clicking on “Add…” at the top and then select the template you want. I used HTML5, Windows Desktop and Linux/X11. Really the only thing you need to set is the “Export Path” for each template, which is te location of where the executable will be written to, and in the case of the Windows Desktop template you could also setup stuff like “Company Name”, “Product Name”, “File/Product Version”, etc..Prerequisites
+Prerequisites¶
-git.conf
and run certbot --nginx
to extend the certificate.Git
+Git¶
git
package:pacman -S git
@@ -122,7 +121,7 @@ chown -R git:git repo_name.git
Cgit
+Cgit¶
cgit
and fcgiwrap
packages:/etc/passwd
), and does not use any type of SQL Database. And note that most if not all commands executed here are run with root privileges.Prerequisites
+Prerequisites¶
-certbot
(just create a mail.conf
and run certbot --nginx
again).Postfix
+Postfix¶
postfix
package:pacman -S postfix
@@ -174,7 +173,7 @@ newaliases
-systemctl start postfix.service
systemctl enable postfix.service
Dovecot
+Dovecot¶
dovecot
and pigeonhole
(sieve for dovecot
) packages:pacman -S dovecot pigeonhole
@@ -289,7 +288,7 @@ account required pam_unix.so
-systemctl start dovecot.service
systemctl enable dovecot.service
OpenDKIM
+OpenDKIM¶
opendkim
package:pacman -S opendkim
@@ -357,7 +356,7 @@ systemctl enable opendkim.service
SpamAssassin
+SpamAssassin¶
spamassassin
package (which will install a bunch of ugly perl
packages…):pacman -S spamassassin
@@ -410,7 +409,7 @@ ExecStart=/usr/bin/vendor_perl/spamd -x -u spamd -g spamd --listen=/run/spamd/sp
-systemctl start spamassassin.service
systemctl enable spamassassin.service
Wrapping up
+Wrapping up¶
journalctl -xe --unit={unit}
, where {unit}
could be spamassassin.service
for example) to see if there was any error whatsoever and try to debug it, it should be a typo somewhere (the logs are generally really descriptive) because all the settings and steps detailed here just (literally just finished doing everything on a new server as of the writing of this text) worked (((it just werks on my machine))).mail
group (gpasswd -a user group
to add a user user
to group group
) and that has a password.thunderdbird
(I tested in windows default mail app and you don’t need a lot of settings):Prerequisites
+Prerequisites¶
-1194
, or as a fallback on 443
(click here for more). I will do mine on port 1194
but it’s just a matter of changing 2 lines of configuration and one Ufw rule.Create PKI from scratch
+Create PKI from scratch¶
OpenVPN
+OpenVPN¶
openvpn
package:pacman -S openvpn
@@ -277,7 +276,7 @@ ufw reload
systemctl enable openvpn-server@server.service
server
after @
is the name of your configuration, server.conf
without the .conf
in my case.Create client configurations
+Create client configurations¶
server.conf
file that we created.easy-rsa
locally, send them to the server, sign them, and retrieve them. Nah, we’ll just create all configuration files on the server as I was mentioning earlier.client-common
file in /etc/openvpn/server
with the following content:Prerequisites
+Prerequisites¶
-
@@ -92,7 +91,7 @@
Nginx
+Nginx¶
nginx
and nginx-mainline
. I prefer nginx-mainline
because it’s the “up to date” package even though nginx
is labeled to be the “stable” version. Install the package and enable/start the service:
-pacman -S nginx-mainline
@@ -181,7 +180,7 @@ systemctl restart nginx
try_files $uri/index.html $uri.html $uri/ $uri =404;
...
Certbot
+Certbot¶
python
, but for me it doesn’t matter too much. You may want to look up another alternative if you prefer. Install the packages certbot
and certbot-nginx
:pacman -S certbot certbot-nginx
diff --git a/live/blog/a/xmpp_server_with_prosody.html b/live/blog/a/xmpp_server_with_prosody.html
index 7f7b168..20418ca 100644
--- a/live/blog/a/xmpp_server_with_prosody.html
+++ b/live/blog/a/xmpp_server_with_prosody.html
@@ -3,27 +3,26 @@
"
prefix="og: https://ogp.me/ns#">
-
Prerequisites
+Prerequisites¶
-
@@ -100,7 +99,7 @@
-admin
, abuse
, contact
, security
, etc. Or use your own email for all of them, doesn’t really matter much as long as you define them in the configuration and are valid, I have aliases so those emails are forwarded to me.5000
, 5222
, 5269
, 5280
and 5281
for Prosody and, 3478
and 5349
for Turnserver which are the defaults for coturn
.Prosody
+Prosody¶
prosody
package (with optional dependencies) and the mercurial
package:pacman -S prosody, mercurial, lua52-sec, lua52-dbi, lua52-zlib
@@ -444,7 +443,7 @@ ln -s your.domain.key SUBDOMAIN.your.domain.key
...
prosody
service.Nginx configuration file
+Nginx configuration file¶
prosody.conf
file should have the following location blocks under the main server block (the one that listens to HTTPS):# HTTPS server block
server {
@@ -542,7 +541,7 @@ server {
-nginx -t
systemctl restart nginx.service
Coturn
+Coturn¶
coturn
package:pacman -S coturn
@@ -558,7 +557,7 @@ static-auth-secret=YOUR SUPER SECRET TURN PASSWORD
systemctl enable turnserver.service
turnserver.conf
to test this.Wrapping up
+Wrapping up¶
prosody
service now:systemctl start prosody.service
systemctl enable prosody.service
diff --git a/live/blog/g/flappybird_godot_devlog_1.html b/live/blog/g/flappybird_godot_devlog_1.html
index 558e16b..6f37a66 100644
--- a/live/blog/g/flappybird_godot_devlog_1.html
+++ b/live/blog/g/flappybird_godot_devlog_1.html
@@ -3,27 +3,26 @@
"
prefix="og: https://ogp.me/ns#">
-
Initial project setup
-Directory structure
+Initial project setup¶
+Directory structure¶
Config
-Default import settings
+Config¶
+Default import settings¶
Texture
, untick everything and make sure Compress/Mode is set to Lossless
.General settings
+General settings¶
application/config/game_scale
for the type use float
and then click on add; configure the new property to 3.0
; On the same window, also add application/config/version
as a string
, and make it 1.0.0
(or whatever number you want).Keybindings
+Keybindings¶
Input.something()
API can be used), go to Project -> Project settings… -> Input Map and on the text box write “jump” and click add, then it will be added to the list and it’s just a matter of clicking the +
sign to add a “Physical key”, press any key you want to be used to jump and click ok. Do the same for the rest of the actions.Layers
+Layers¶
Assets
+Assets¶
Importing
+Importing¶
res://entities/actors/player/sprites/
, res://fonts/
, res://levels/world/background/sprites/
, res://levels/world/ground/sprites/
, res://levels/world/pipe/sprites/
, res://sfx/
. For the player sprites, the “FileSystem” window looks like this (entities/actor
directories are really not necessary):Scenes
+Scenes¶
TileMaps
+TileMaps¶
Default ground tiles
+Default ground tiles¶
(-8, 7)
to (10, 7)
as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below):Player
+Player¶
Other
+Other¶
(120, 10)
), stretched horizontally so it fits the whole screen. CollisionObject2D/Collision/Layer set to bit 4
(ceiling) and CollisionObject2D/Collision/Mask set to bit 1 (player).Game
+Game¶
(0, 10)
) and a Camera2D (Camera2D/Current set to true (checked)). It should look something like this:UI
-Fonts
+UI¶
+Fonts¶
Scene setup
+Scene setup¶
10
and Control/Margin/(Right, Bottom) set to -10
.
@@ -279,13 +278,13 @@
Main
+Main¶
Scripting
+Scripting¶
Player
+Player¶
y
coordinate is reversed in godot…), we also check the velocity sign of the y
coordinate to decide if the animation is playing or not.class_name Player
extends KinematicBody2D
@@ -335,7 +334,7 @@ func _physics_process(delta: float) -> void:
dead_sound.play()
WorldDetector
+WorldDetector¶
func _was_colliding(detector: RayCast2D, flag: bool, signal_name: String) -> bool:
if detector.is_colliding():
@@ -354,7 +353,7 @@ func _now_colliding(detector: RayCast2D, flag: bool, signal_name: String) ->
return false
ground_was_colliding
, ground_now_colliding
and pipe_now_colliding
(and their respective signals), which are going to be used to do the checks inside _physics_process
. For example for checking for new ground: ground_now_colliding = _now_colliding(old_ground, ground_now_colliding, "ground_started_colliding")
.WorldTiles
+WorldTiles¶
-export(int, 2, 20, 2) var PIPE_SEP: int = 6
var tiles_since_last_pipe: int = PIPE_SEP - 1
@@ -376,7 +375,7 @@ func _on_WorldDetector_ground_started_colliding() -> void:
func _on_WorldDetector_pipe_started_colliding() -> void:
emit_signal("remove_pipe")
GroundTileMap
+GroundTileMap¶
enum
s so I used them to define the possible Ground
tiles:enum Ground {
TILE_1,
@@ -407,7 +406,7 @@ func _remove_first_ground() -> void:
old_tile_position += Vector2.RIGHT
_initial_new_tile_x
is 11
, instead of 10
, refer to Default ground tiles where we placed tiles from -8
to 10
, so the next empty one is 11
. These _place_new_ground
and _remove_first_ground
functions are called upon receiving the signal.PipeTileMap
+PipeTileMap¶
enum
for the ground tiles, we define it for the pipe patterns (because each pipe is composed of multiple pipe tiles). If your pipe tile set looks like this (notice the index):Saved data
+Saved data¶
const DATA_PATH: String = "user://data.cfg"
const SCORE_SECTION: String = "score"
@@ -515,7 +514,7 @@ func get_high_score() -> int:
Game
+Game¶
_process
and _physics_process
methods from the childs as needed. First, we need to define the signals and and references to all child nodes:signal game_started
signal game_over
@@ -586,7 +585,7 @@ func _on_ScoreDetector_body_entered(body: Node2D) -> void:
score_sound.play()
player
dies, we set all processing to false
, except for the player itself (so it can drop all the way to the ground). Also, when receiving a “scoring” signal, we manage the current score, as well as saving the new high score when applicable, note that we need to read the high_score
at the beginning by calling SavedData.get_high_score()
. This signal we emit will be received by the UI so it updates accordingly.UI
+UI¶
-onready var fps_label: Label = $MarginContainer/DebugContainer/FPS
onready var version_label: Label = $MarginContainer/VersionContainer/Version
@@ -630,7 +629,7 @@ func _on_Game_new_score(score: int, high_score: int) -> void:
score_label.set_text(String(score))
high_score_label.set_text("High score: %s" % high_score)
Main
+Main¶
-onready var game: Game = $Game
onready var ui: UI = $UI
@@ -643,11 +642,11 @@ func _ready() -> void:
game.connect("game_over", ui, "_on_Game_game_over")
game.connect("new_score", ui, "_on_Game_new_score")
Final notes and exporting
+Final notes and exporting¶
Preparing the files
+Preparing the files¶
ico
format (if exporting to Windows, else ignore this part). For this you need ImageMagick or some other program that can transform png
(or whatever file format you used for the icon) to ico
. I used [Chocolatey][https://chocolatey.org/] to install imagemagick
, then to convert the icon itself used: magick convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico
as detailed in Godot‘s Changing application icon for Windows.Exporting
+Exporting¶
rcedit
from here. Just place it wherever you want (I put it next to the Godot executable).Initial setup
+Initial setup¶
res://addons
directory, deleted test scenes and files in general, and copied the license to the res://docs
directory. Setting this up was a bit annoying because the tutorial it’s bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn’t find it anywhere other than by inspecting some of the code/scenes.I ended up not leaving this enabled in the game as it lagged the game out, but it’s an option I’ll end up researching more.Assets
+Assets¶
The snake
+The snake¶
Basic movement
+Basic movement¶
Head.tscn
and setup the basic KinematicBody2D with it’s own Sprite and CollisionShape2D (I used a small circle for the tip of the head), and set the Collision Layer/Mask accordingly, for now just layer = bit 1
. And all we need to do, is keep moving the snake forwards and be able to rotate left or right. Created a new script called head.gd
attached to the root (KinematicBody2D) and added:extends KinematicBody2D
@@ -136,7 +135,7 @@ func _rotate_to(direction: int) -> void:
Setting up path following
+Setting up path following¶
snake_path_new_point(coordinates)
to the Event singleton and then add the following to head.gd
:var _time_elapsed: float = 0.0
@@ -173,7 +172,7 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
Define body parts for the snake
+Define body parts for the snake¶
Body.tscn
with a PathFollow2D as its root and an Area2D as its child, then just add the necessary Sprite and CollisionShap2D for the Area2D, I’m using layer = bit 2
for its collision. Create a new script called generic_segment.gd
with the following code:extends PathFollow2D
@@ -185,7 +184,7 @@ func _physics_process(delta: float) -> void:
offset += Global.SNAKE_SPEED * delta
Tail.tscn
scene and when attaching the generic_segment.gd
script just configure the Type
parameter to tail
in the GUI (by selecting the node with the script attached and editing in the Inspector).Adding body parts
+Adding body parts¶
snake.gd
script. For now I’ve only setup for adding body parts to fulfill the initial length of the snake (this doesn’t include the head or tail). The extra code needed is the following:export(PackedScene) var BODY_SEGMENT_NP: PackedScene
export(PackedScene) var TAIL_SEGMENT_NP: PackedScene
@@ -269,13 +268,13 @@ func _add_segment_to_queue() -> void:
_snake.propagate_call("set_process_input", [on_off])
Fix on body segments following head
+Fix on body segments following head¶
snake_rotated
) whenever the snake rotates and make a small correction (in generic_segment.gd
):func _on_snake_rotated() -> void:
offset -= 0.75 * Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2)
The food
+The food¶
food_placing_new_food(type)
, food_placed_new_food(type)
and food_eaten(type)
.Food.tscn
which is just an Area2D with its necessary children with an attached script called food.gd
. The script is really simple:class_name Food # needed to access Type enum outside of the script, this registers this script as a node
@@ -323,7 +322,7 @@ func _on_body_entered(body: Node) -> void:
Za warudo! (The world)
+Za warudo! (The world)¶
get_cells_around
is just a function that gets the safe cells around the origin. And this get_valid_map_coords
just returns used cells minus the safe cells, to place food. get_centered_world_position
is so we can center the food in the tiles.world_gen_walker_started(id)
, world_gen_walker_finished(id)
, world_gen_walker_died(id)
and world_gen_spawn_walker_unit(location)
.Food placement
+Food placement¶
func update_texture() -> void:
@@ -401,9 +400,9 @@ func _ready():
return [world_generator.get_centered_world_position(location), location]
food_placing_new_food(type)
, food_placed_new_food(type, location)
and food_eaten(type, location)
.Stats clas and loading/saving data
+Stats clas and loading/saving data¶
tres
files).Stats class
+Stats class¶
stats.gd
. It needs to define the class_name
as Stats
. The main content:# main
var points: int = 0
@@ -466,7 +465,7 @@ func set_stats(stats: Dictionary) -> void:
trait_jump = stats["trait_jump"]
Load/save data
+Load/save data¶
save_data.gd
:const DATA_PATH: String = "user://data.save"
@@ -510,7 +509,7 @@ func _handle_new_file() -> void:
file.close()
Scoring
+Scoring¶
score_manager.gd
) which just basically listens to food_eaten
signal and adds points accordingly to the current Stats object loaded. The main function is:func _on_food_eaten(properties: Dictionary) -> void:
var is_special: bool = properties["special"]
@@ -579,7 +578,7 @@ func _get_max_stats() -> Stats:
display_stats
to activate UI elements that shows the progression.Snake redesigned with the state machine pattern
+Snake redesigned with the state machine pattern¶
state_machine.gd
script itself, to be used by each of the states as needed:func rotate_on_input() -> void:
@@ -653,7 +652,7 @@ func physics_process(delta: float) -> void:
enter
and exit
functions. We need to change the Global.SNAKE_SPEED
with the Global.SNAKE_DASH_SPEED
on start
and start the timer for how long should the dash last. And on the exit
we reset the Global.SNAKE_SPEED
back to normal. There is probably a better way of updating the Global.SNAKE_SPEED
but this works just fine.jump_state.gd
is that the collision from head to body is disabled, and no rotation is allowed (by not calling the rotate_on_input
function).Other minor stuff
+Other minor stuff¶
-change_scene_to
, and added a main menu.Final notes
+Final notes¶
Initial setup
+Initial setup¶
res://addons
directory, deleted test scenes and files in general, and copied the license to the res://docs
directory. Setting this up was a bit annoying because the tutorial it’s bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn’t find it anywhere other than by inspecting some of the code/scenes.I ended up not leaving this enabled in the game as it lagged the game out, but it’s an option I’ll end up researching more.Assets
+Assets¶
The snake
+The snake¶
Basic movement
+Basic movement¶
Head.tscn
and setup the basic KinematicBody2D with it’s own Sprite and CollisionShape2D (I used a small circle for the tip of the head), and set the Collision Layer/Mask accordingly, for now just layer = bit 1
. And all we need to do, is keep moving the snake forwards and be able to rotate left or right. Created a new script called head.gd
attached to the root (KinematicBody2D) and added:extends KinematicBody2D
@@ -106,7 +106,7 @@ func _rotate_to(direction: int) -> void:
Setting up path following
+Setting up path following¶
snake_path_new_point(coordinates)
to the Event singleton and then add the following to head.gd
:var _time_elapsed: float = 0.0
@@ -143,7 +143,7 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
Define body parts for the snake
+Define body parts for the snake¶
Body.tscn
with a PathFollow2D as its root and an Area2D as its child, then just add the necessary Sprite and CollisionShap2D for the Area2D, I’m using layer = bit 2
for its collision. Create a new script called generic_segment.gd
with the following code:extends PathFollow2D
@@ -155,7 +155,7 @@ func _physics_process(delta: float) -> void:
offset += Global.SNAKE_SPEED * delta
Tail.tscn
scene and when attaching the generic_segment.gd
script just configure the Type
parameter to tail
in the GUI (by selecting the node with the script attached and editing in the Inspector).Adding body parts
+Adding body parts¶
snake.gd
script. For now I’ve only setup for adding body parts to fulfill the initial length of the snake (this doesn’t include the head or tail). The extra code needed is the following:export(PackedScene) var BODY_SEGMENT_NP: PackedScene
export(PackedScene) var TAIL_SEGMENT_NP: PackedScene
@@ -239,13 +239,13 @@ func _add_segment_to_queue() -> void:
_snake.propagate_call("set_process_input", [on_off])
Fix on body segments following head
+Fix on body segments following head¶
snake_rotated
) whenever the snake rotates and make a small correction (in generic_segment.gd
):func _on_snake_rotated() -> void:
offset -= 0.75 * Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2)
The food
+The food¶
food_placing_new_food(type)
, food_placed_new_food(type)
and food_eaten(type)
.Food.tscn
which is just an Area2D with its necessary children with an attached script called food.gd
. The script is really simple:class_name Food # needed to access Type enum outside of the script, this registers this script as a node
@@ -293,7 +293,7 @@ func _on_body_entered(body: Node) -> void:
Za warudo! (The world)
+Za warudo! (The world)¶
get_cells_around
is just a function that gets the safe cells around the origin. And this get_valid_map_coords
just returns used cells minus the safe cells, to place food. get_centered_world_position
is so we can center the food in the tiles.world_gen_walker_started(id)
, world_gen_walker_finished(id)
, world_gen_walker_died(id)
and world_gen_spawn_walker_unit(location)
.Food placement
+Food placement¶
func update_texture() -> void:
@@ -371,9 +371,9 @@ func _ready():
return [world_generator.get_centered_world_position(location), location]
food_placing_new_food(type)
, food_placed_new_food(type, location)
and food_eaten(type, location)
.Stats clas and loading/saving data
+Stats clas and loading/saving data¶
tres
files).Stats class
+Stats class¶
stats.gd
. It needs to define the class_name
as Stats
. The main content:# main
var points: int = 0
@@ -436,7 +436,7 @@ func set_stats(stats: Dictionary) -> void:
trait_jump = stats["trait_jump"]
Load/save data
+Load/save data¶
save_data.gd
:const DATA_PATH: String = "user://data.save"
@@ -480,7 +480,7 @@ func _handle_new_file() -> void:
file.close()
Scoring
+Scoring¶
score_manager.gd
) which just basically listens to food_eaten
signal and adds points accordingly to the current Stats object loaded. The main function is:func _on_food_eaten(properties: Dictionary) -> void:
var is_special: bool = properties["special"]
@@ -549,7 +549,7 @@ func _get_max_stats() -> Stats:
display_stats
to activate UI elements that shows the progression.Snake redesigned with the state machine pattern
+Snake redesigned with the state machine pattern¶
state_machine.gd
script itself, to be used by each of the states as needed:func rotate_on_input() -> void:
@@ -623,7 +623,7 @@ func physics_process(delta: float) -> void:
enter
and exit
functions. We need to change the Global.SNAKE_SPEED
with the Global.SNAKE_DASH_SPEED
on start
and start the timer for how long should the dash last. And on the exit
we reset the Global.SNAKE_SPEED
back to normal. There is probably a better way of updating the Global.SNAKE_SPEED
but this works just fine.jump_state.gd
is that the collision from head to body is disabled, and no rotation is allowed (by not calling the rotate_on_input
function).Other minor stuff
+Other minor stuff¶
-change_scene_to
, and added a main menu.Final notes
+Final notes¶
Initial project setup
-Directory structure
+Initial project setup¶
+Directory structure¶
Config
-Default import settings
+Config¶
+Default import settings¶
Texture
, untick everything and make sure Compress/Mode is set to Lossless
.General settings
+General settings¶
application/config/game_scale
for the type use float
and then click on add; configure the new property to 3.0
; On the same window, also add application/config/version
as a string
, and make it 1.0.0
(or whatever number you want).Keybindings
+Keybindings¶
Input.something()
API can be used), go to Project -> Project settings… -> Input Map and on the text box write “jump” and click add, then it will be added to the list and it’s just a matter of clicking the +
sign to add a “Physical key”, press any key you want to be used to jump and click ok. Do the same for the rest of the actions.Layers
+Layers¶
Assets
+Assets¶
Importing
+Importing¶
res://entities/actors/player/sprites/
, res://fonts/
, res://levels/world/background/sprites/
, res://levels/world/ground/sprites/
, res://levels/world/pipe/sprites/
, res://sfx/
. For the player sprites, the “FileSystem” window looks like this (entities/actor
directories are really not necessary):Scenes
+Scenes¶
TileMaps
+TileMaps¶
Default ground tiles
+Default ground tiles¶
(-8, 7)
to (10, 7)
as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below):Player
+Player¶
Other
+Other¶
-(120, 10)
), stretched horizontally so it fits the whole screen. CollisionObject2D/Collision/Layer set to bit 4
(ceiling) and CollisionObject2D/Collision/Mask set to bit 1 (player).Game
+Game¶
(0, 10)
) and a Camera2D (Camera2D/Current set to true (checked)). It should look something like this:UI
-Fonts
+UI¶
+Fonts¶
Scene setup
+Scene setup¶
10
and Control/Margin/(Right, Bottom) set to -10
.
@@ -853,13 +853,13 @@ func physics_process(delta: float) -> void:
Main
+Main¶
Scripting
+Scripting¶
Player
+Player¶
y
coordinate is reversed in godot…), we also check the velocity sign of the y
coordinate to decide if the animation is playing or not.class_name Player
extends KinematicBody2D
@@ -909,7 +909,7 @@ func _physics_process(delta: float) -> void:
dead_sound.play()
WorldDetector
+WorldDetector¶
func _was_colliding(detector: RayCast2D, flag: bool, signal_name: String) -> bool:
if detector.is_colliding():
@@ -928,7 +928,7 @@ func _now_colliding(detector: RayCast2D, flag: bool, signal_name: String) ->
return false
ground_was_colliding
, ground_now_colliding
and pipe_now_colliding
(and their respective signals), which are going to be used to do the checks inside _physics_process
. For example for checking for new ground: ground_now_colliding = _now_colliding(old_ground, ground_now_colliding, "ground_started_colliding")
.WorldTiles
+WorldTiles¶
-export(int, 2, 20, 2) var PIPE_SEP: int = 6
var tiles_since_last_pipe: int = PIPE_SEP - 1
@@ -950,7 +950,7 @@ func _on_WorldDetector_ground_started_colliding() -> void:
func _on_WorldDetector_pipe_started_colliding() -> void:
emit_signal("remove_pipe")
GroundTileMap
+GroundTileMap¶
enum
s so I used them to define the possible Ground
tiles:enum Ground {
TILE_1,
@@ -981,7 +981,7 @@ func _remove_first_ground() -> void:
old_tile_position += Vector2.RIGHT
_initial_new_tile_x
is 11
, instead of 10
, refer to Default ground tiles where we placed tiles from -8
to 10
, so the next empty one is 11
. These _place_new_ground
and _remove_first_ground
functions are called upon receiving the signal.PipeTileMap
+PipeTileMap¶
enum
for the ground tiles, we define it for the pipe patterns (because each pipe is composed of multiple pipe tiles). If your pipe tile set looks like this (notice the index):Saved data
+Saved data¶
const DATA_PATH: String = "user://data.cfg"
const SCORE_SECTION: String = "score"
@@ -1089,7 +1089,7 @@ func get_high_score() -> int:
Game
+Game¶
_process
and _physics_process
methods from the childs as needed. First, we need to define the signals and and references to all child nodes:signal game_started
signal game_over
@@ -1160,7 +1160,7 @@ func _on_ScoreDetector_body_entered(body: Node2D) -> void:
score_sound.play()
player
dies, we set all processing to false
, except for the player itself (so it can drop all the way to the ground). Also, when receiving a “scoring” signal, we manage the current score, as well as saving the new high score when applicable, note that we need to read the high_score
at the beginning by calling SavedData.get_high_score()
. This signal we emit will be received by the UI so it updates accordingly.UI
+UI¶
-onready var fps_label: Label = $MarginContainer/DebugContainer/FPS
onready var version_label: Label = $MarginContainer/VersionContainer/Version
@@ -1204,7 +1204,7 @@ func _on_Game_new_score(score: int, high_score: int) -> void:
score_label.set_text(String(score))
high_score_label.set_text("High score: %s" % high_score)
Main
+Main¶
-onready var game: Game = $Game
onready var ui: UI = $UI
@@ -1217,11 +1217,11 @@ func _ready() -> void:
game.connect("game_over", ui, "_on_Game_game_over")
game.connect("new_score", ui, "_on_Game_new_score")
Final notes and exporting
+Final notes and exporting¶
Preparing the files
+Preparing the files¶
ico
format (if exporting to Windows, else ignore this part). For this you need ImageMagick or some other program that can transform png
(or whatever file format you used for the icon) to ico
. I used [Chocolatey][https://chocolatey.org/] to install imagemagick
, then to convert the icon itself used: magick convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico
as detailed in Godot‘s Changing application icon for Windows.Exporting
+Exporting¶
rcedit
from here. Just place it wherever you want (I put it next to the Godot executable).
Like with any other of my entries I based my setup on the Arch Wiki, this install script and this profile generator script.
This will be installed and working alongside the other stuff I’ve wrote about on other posts (see the server tag). All commands here are executes as root unless specified otherwise. Also, this is intended only for IPv4 (it’s not that hard to include IPv6, but meh).
-Pretty simple:
1194
, or as a fallback on 443
(click here for more). I will do mine on port 1194
but it’s just a matter of changing 2 lines of configuration and one Ufw rule.PKI stands for Public Key Infrastructure and basically it’s required for certificates, private keys and more. This is supposed to work between two servers and one client: a server in charge of creating, signing and verifying the certificates, a server with the OpenVPN service running and the client making the request.
This is supposed to work something like: 1) a client wants to use the VPN service, so it creates a requests and sends it to the signing server, 2) this server checks the requests and signs the request, returning the certificates to both the VPN service and the client and 3) the client can now connect to the VPN service using the signed certificate which the OpenVPN server knows about. In a nutshell, I’m no expert.
… but, to be honest, all of this is a hassle and (in my case) I want something simple to use and manage. So I’m gonna do all on one server and then just give away the configuration file for the clients, effectively generating files that anyone can run and will work, meaning that you need to be careful who you give this files (it also comes with a revoking mechanism, so no worries).
@@ -1496,7 +1496,7 @@ openssl dhparam -out dh.pem 2048 openvpn --genkey secret ta.keyThat’s it for the PKI stuff and general certificate configuration.
-OpenVPN is a robust and highly flexible VPN daemon, that’s pretty complete feature wise.
Install the openvpn
package:
pacman -S openvpn
@@ -1644,7 +1644,7 @@ ufw reload
systemctl enable openvpn-server@server.service
Where the server
after @
is the name of your configuration, server.conf
without the .conf
in my case.
You might notice that I didn’t specify how to actually connect to our server. For that we need to do a few more steps. We actually need a configuration file similar to the server.conf
file that we created.
The real way of doing this would be to run similar steps as the ones with easy-rsa
locally, send them to the server, sign them, and retrieve them. Nah, we’ll just create all configuration files on the server as I was mentioning earlier.
Also, the client configuration file has to match the server one (to some degree), to make this easier you can create a client-common
file in /etc/openvpn/server
with the following content:
One of the best resources I found that helped me a lot was Installing and Configuring Prosody XMPP Server on Debian 9, and of course the Arch Wiki and the oficial documentation.
As with my other entries, this is under a server running Arch Linux, with the Nginx web server and Certbot certificates. And all commands here are executed as root (unless specified otherwise)
-Same as with my other entries (website, mail and git) plus:
admin
, abuse
, contact
, security
, etc. Or use your own email for all of them, doesn’t really matter much as long as you define them in the configuration and are valid, I have aliases so those emails are forwarded to me.5000
, 5222
, 5269
, 5280
and 5281
for Prosody and, 3478
and 5349
for Turnserver which are the defaults for coturn
.Prosody is an implementation of the XMPP protocol that is flexible and extensible.
Install the prosody
package (with optional dependencies) and the mercurial
package:
pacman -S prosody, mercurial, lua52-sec, lua52-dbi, lua52-zlib
@@ -2134,7 +2134,7 @@ ln -s your.domain.key SUBDOMAIN.your.domain.key
...
That’s basically all the configuration that needs Prosody itself, but we still have to configure Nginx and Coturn before starting/enabling the prosody
service.
Since this is not an ordinary configuration file I’m going to describe this too. Your prosody.conf
file should have the following location blocks under the main server block (the one that listens to HTTPS):
# HTTPS server block
server {
@@ -2232,7 +2232,7 @@ server {
nginx -t
systemctl restart nginx.service
-Coturn
+Coturn¶
Coturn is the implementation of TURN and STUN server, which in general is for (at least in the XMPP world) voice support and external service discovery.
Install the coturn
package:
pacman -S coturn
@@ -2248,7 +2248,7 @@ static-auth-secret=YOUR SUPER SECRET TURN PASSWORD
systemctl enable turnserver.service
You can test if your TURN server works at Trickle ICE. You may need to add a user in the turnserver.conf
to test this.
-Wrapping up
+Wrapping up¶
At this point you should have a working XMPP server, start/enable the prosody
service now:
systemctl start prosody.service
systemctl enable prosody.service
@@ -2320,13 +2320,13 @@ systemctl enable prosody.service
How to create a git server using cgit on a server running Nginx. This is a follow up on post about creating a website with Nginx and Certbot.
My git server is all I need to setup to actually kill my other server (I’ve been moving from servers on these last 2-3 blog entries), that’s why I’m already doing this entry. I’m basically following git’s guide on setting up a server plus some specific stuff for (btw i use) Arch Linux (Arch Linux Wiki: Git server and Step by step guide on setting up git server in arch linux (pushable)).
Note that this is mostly for personal use, so there’s no user/authentication control other than that of SSH. Also, most if not all commands here are run as root.
-Prerequisites
+Prerequisites¶
I might get tired of saying this (it’s just copy paste, basically)… but you will need the same prerequisites as before (check my website and mail entries), with the extras:
- (Optional, if you want a “front-end”) A CNAME for “git” and (optionally) “www.git”, or some other name for your sub-domains.
- An SSL certificate, if you’re following the other entries, add a
git.conf
and run certbot --nginx
to extend the certificate.
-Git
+Git¶
Git is a version control system.
If not installed already, install the git
package:
pacman -S git
@@ -2364,7 +2364,7 @@ chown -R git:git repo_name.git
Those two lines above will need to be run each time you want to add a new repository to your server (yeah, kinda lame… although there are options to “automate” this, I like it this way).
After that you can already push/pull to your repository. I have my repositories (locally) set up so I can push to more than one remote at the same time (my server, GitHub, GitLab, etc.); to do so, check this gist.
-Cgit
+Cgit¶
Cgit is a fast web interface for git.
This is optionally since it’s only for the web application.
Install the cgit
and fcgiwrap
packages:
@@ -2449,14 +2449,14 @@ exec highlight --force --inline-css -f -I -O xhtml -S "$EXTENSION" 2&g
How to create mail server using Postfix, Dovecot, SpamAssassin and OpenDKIM. This is a follow up on post about creating a website with Nginx and Certbot.
The entry is going to be long because it’s a tedious process. This is also based on Luke Smith’s script, but adapted to Arch Linux (his script works on debian-based distributions). This entry is mostly so I can record all the notes required while I’m in the process of installing/configuring the mail server on a new VPS of mine; also I’m going to be writing a script that does everything in one go (for Arch Linux), that will be hosted here.
This configuration works for local users (users that appear in /etc/passwd
), and does not use any type of SQL Database. And note that most if not all commands executed here are run with root privileges.
-Prerequisites
+Prerequisites¶
Basically the same as with the website with Nginx and Certbot, with the extras:
- You will need a CNAME for “mail” and (optionally) “www.mail”, or whatever you want to call the sub-domains (although the RFC 2181 states that it NEEDS to be an A record, fuck the police).
- An SSL certificate. You can use the SSL certificate obtained following my last post using
certbot
(just create a mail.conf
and run certbot --nginx
again).
- Ports 25, 587 (SMTP), 465 (SMTPS), 143 (IMAP) and 993 (IMAPS) open on the firewall.
-Postfix
+Postfix¶
Postfix is a “mail transfer agent” which is the component of the mail server that receives and sends emails via SMTP.
Install the postfix
package:
pacman -S postfix
@@ -2545,7 +2545,7 @@ newaliases
systemctl start postfix.service
systemctl enable postfix.service
-Dovecot
+Dovecot¶
Dovecot is an IMAP and POP3 server, which is what lets an email application retrieve the mail.
Install the dovecot
and pigeonhole
(sieve for dovecot
) packages:
pacman -S dovecot pigeonhole
@@ -2660,7 +2660,7 @@ account required pam_unix.so
systemctl start dovecot.service
systemctl enable dovecot.service
-OpenDKIM
+OpenDKIM¶
OpenDKIM is needed so services like G**gle (we don’t mention that name here [[[this is a meme]]]) don’t throw the mail to the trash. DKIM stands for “DomainKeys Identified Mail”.
Install the opendkim
package:
pacman -S opendkim
@@ -2728,7 +2728,7 @@ systemctl enable opendkim.service
And at this point you could test your mail for spoofing and more.
-SpamAssassin is just a mail filter to identify spam.
Install the spamassassin
package (which will install a bunch of ugly perl
packages…):
pacman -S spamassassin
@@ -2781,7 +2781,7 @@ ExecStart=/usr/bin/vendor_perl/spamd -x -u spamd -g spamd --listen=/run/spamd/sp
systemctl start spamassassin.service
systemctl enable spamassassin.service
-Wrapping up
+Wrapping up¶
We should have a working mail server by now. Before continuing check your journal logs (journalctl -xe --unit={unit}
, where {unit}
could be spamassassin.service
for example) to see if there was any error whatsoever and try to debug it, it should be a typo somewhere (the logs are generally really descriptive) because all the settings and steps detailed here just (literally just finished doing everything on a new server as of the writing of this text) worked (((it just werks on my machine))).
Now, to actually use the mail service: first of all, you need a normal account (don’t use root) that belongs to the mail
group (gpasswd -a user group
to add a user user
to group group
) and that has a password.
Next, to actually login into a mail app/program/whateveryouwanttocallit, you will use the following settings, at least for thunderdbird
(I tested in windows default mail app and you don’t need a lot of settings):
@@ -2815,7 +2815,7 @@ systemctl enable spamassassin.service
How to create website that runs on Nginx and uses Certbot for SSL certificates. This is a base for future blog posts about similar topics.
These are general notes on how to setup a Nginx web server plus Certbot for SSL certificates, initially learned from Luke’s video and after some use and research I added more stuff to the mix. And, actually at the time of writing this entry, I’m configuring the web server again on a new VPS instance, so this is going to be fresh.
As a side note, (((i use arch btw))) so everything here es aimed at an Arch Linux distro, and I’m doing everything on a VPS. Also note that most if not all commands here are executed with root privileges.
-Prerequisites
+Prerequisites¶
You will need two things:
- A domain name (duh!). I got mine on Epik (affiliate link, btw).
@@ -2829,7 +2829,7 @@ systemctl enable spamassassin.service
-Nginx
+Nginx¶
Nginx is a web (HTTP) server and reverse proxy server.
You have two options: nginx
and nginx-mainline
. I prefer nginx-mainline
because it’s the “up to date” package even though nginx
is labeled to be the “stable” version. Install the package and enable/start the service:
pacman -S nginx-mainline
@@ -2918,7 +2918,7 @@ systemctl restart nginx
try_files $uri/index.html $uri.html $uri/ $uri =404;
...
-Certbot
+Certbot¶
Certbot is what provides the SSL certificates via Let’s Encrypt.
The only “bad” (bloated) thing about Certbot, is that it uses python
, but for me it doesn’t matter too much. You may want to look up another alternative if you prefer. Install the packages certbot
and certbot-nginx
:
pacman -S certbot certbot-nginx
diff --git a/live/blog/tag/@english.html b/live/blog/tag/@english.html
index defc4a6..11b0866 100644
--- a/live/blog/tag/@english.html
+++ b/live/blog/tag/@english.html
@@ -3,20 +3,19 @@
"
prefix="og: https://ogp.me/ns#">
-
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index 13b0022..84a30b1 100644
--- a/live/blog/tag/@gamedev.html
+++ b/live/blog/tag/@gamedev.html
@@ -3,20 +3,19 @@
"
prefix="og: https://ogp.me/ns#">
-
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index c69ffce..2dac914 100644
--- a/live/blog/tag/@gamejam.html
+++ b/live/blog/tag/@gamejam.html
@@ -3,20 +3,19 @@
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prefix="og: https://ogp.me/ns#">
-
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diff --git a/live/blog/tag/@godot.html b/live/blog/tag/@godot.html
index 36c34ac..8ebf464 100644
--- a/live/blog/tag/@godot.html
+++ b/live/blog/tag/@godot.html
@@ -3,20 +3,19 @@
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prefix="og: https://ogp.me/ns#">
-
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diff --git a/live/blog/tag/@rant.html b/live/blog/tag/@rant.html
index 0da3930..0d117f3 100644
--- a/live/blog/tag/@rant.html
+++ b/live/blog/tag/@rant.html
@@ -3,20 +3,19 @@
"
prefix="og: https://ogp.me/ns#">
-
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diff --git a/live/blog/tag/@server.html b/live/blog/tag/@server.html
index a3a65dc..aaf9f8f 100644
--- a/live/blog/tag/@server.html
+++ b/live/blog/tag/@server.html
@@ -3,20 +3,19 @@
"
prefix="og: https://ogp.me/ns#">
-
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diff --git a/live/blog/tag/@short.html b/live/blog/tag/@short.html
index a88c750..888b0cb 100644
--- a/live/blog/tag/@short.html
+++ b/live/blog/tag/@short.html
@@ -3,20 +3,19 @@
"
prefix="og: https://ogp.me/ns#">
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index f51a7e6..534dc1f 100644
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+++ b/live/blog/tag/@spanish.html
@@ -3,20 +3,19 @@
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prefix="og: https://ogp.me/ns#">
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index a4ba207..ce1a9e3 100644
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+++ b/live/blog/tag/@tools.html
@@ -3,20 +3,19 @@
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index 662c9ad..0d55bff 100644
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+++ b/live/blog/tag/@tutorial.html
@@ -3,20 +3,19 @@
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--
cgit v1.2.3-70-g09d2