Here's a way to build your Godot 4 game automatically from macOS terminal.
#!/bin/bash
# Constants
PROJECT_PATH="$(pwd)"
EXPORT_PRESET="Windows Desktop"
OUTPUT_DIR="./Builds"
LOG_FILE="$OUTPUT_DIR/export_log.txt"Here's a way to build your Godot 4 game automatically from macOS terminal.
#!/bin/bash
# Constants
PROJECT_PATH="$(pwd)"
EXPORT_PRESET="Windows Desktop"
OUTPUT_DIR="./Builds"
LOG_FILE="$OUTPUT_DIR/export_log.txt"| import Ember from "ember"; | |
| export default Ember.Component.extend({ | |
| active: false, | |
| slideshow: null, | |
| init: function() { | |
| this._super(); |
| class Object | |
| def send(method, *args) | |
| end | |
| def method_missing(*args) | |
| end | |
| def self.method_added(method_name) | |
| remove_method(method_name) | |
| end |
Let's have some command-line fun with curl, [jq][1], and the [new GitHub Search API][2].
Today we're looking for:
| class AppDelegate | |
| def applicationDidFinishLaunching(notification) | |
| MainMenu.build! | |
| MainMenu[:app].subscribe :quit do |_| | |
| NSApp.terminate(self) | |
| end | |
| MainMenu[:file].subscribe :new do |_| |
| // This is just an example of nested callbacks. I know you could achieve this | |
| // goal with simpler code but I'm just showing an example | |
| // The well-known callback pattern | |
| fs.mkdir("some-path", function(err) { | |
| fs.open("some-path/file", "w", function(err, fd) { | |
| var buffer = new Buffer("hello world"); | |
| fs.write(fd, buffer, 0, buffer.length, null, function(err, bytes) { | |
| console.log("Wrote " + bytes + " bytes"); |
| def pretty_inspect(object, indent = 2) | |
| if object.is_a?(Array) | |
| entries = object.collect{|x| "#{pretty_inspect x, indent + 2}"} | |
| pretty_indent entries, "[", "]", indent | |
| elsif object.is_a?(Hash) | |
| entries = object.keys.sort.collect{|x| "#{pretty_inspect x} => #{pretty_inspect object[x], indent + 2}"} | |
| pretty_indent entries, "{", "}", indent | |
| else | |
| object.inspect | |
| end |