Separate example game to Example.GameLib.

This commit is contained in:
2020-04-20 03:11:23 +02:00
committed by Valeriano A.R
parent 08068a825b
commit 8349b60b34
51 changed files with 829 additions and 935 deletions

1
.gitignore vendored
View File

@@ -9,3 +9,4 @@ shot-????.png
.vscode/.BROWSE.VC.DB
.vscode/.BROWSE.VC.DB-wal
.DS_Store
*/DIST/*

59
Example.GameLib/Makefile Normal file
View File

@@ -0,0 +1,59 @@
VERBOSE_BUILD := false
GAMELIB_DIR := ..
GameLibConfig := $(GAMELIB_DIR)/gamelib-config
LIBS := $(shell $(GameLibConfig) --libs)
STATICLIBS := $(shell $(GameLibConfig) --static-libs)
CFLAGS := $(shell $(GameLibConfig) --cflags)
PLATFORM := $(shell $(GameLibConfig) --platform)
EXEEXT := $(shell $(GameLibConfig) --exe-extension)
LDFLAGS :=
RES_GAME := game$(EXEEXT)
BUILDDIR := build-$(PLATFORM)
IsMinGW := $(findstring MINGW,$(shell uname -s)) $(findstring MSYS,$(shell uname -s))
IsDarwin := $(findstring Darwin,$(shell uname -s))
ifneq (,$(IsMinGW))
TARGET_ARCH := mingw
else
ifneq (,$(IsDarwin))
TARGET_ARCH := macosx
else
TARGET_ARCH := linux
endif
endif
ifeq ($(TARGET_ARCH),mingw)
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
SLASH := /
endif
ifeq ($(TARGET_ARCH),linux)
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
SLASH := /
endif
ifeq ($(TARGET_ARCH),macosx)
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
VERBOSE_BUILD := false
SLASH := /
LIBS := $(LIBS) macosx/SDLMain.m
endif
include Makefile.common.mk

View File

@@ -0,0 +1,74 @@
########################
# Utility Declarations #
########################
ifeq ($(VERBOSE_BUILD),true)
DO_CC=$(CC) $(CFLAGS) -o $@ -c $<
DO_CXX=$(CXX) $(CFLAGS) -o $@ -c $<
else
DO_CC=@$(ECHO) "CC: $@" ;\
$(CC) $(CFLAGS) -o $@ -c $<
DO_CXX=@$(ECHO) "CXX: $@" ;\
$(CXX) $(CFLAGS) -o $@ -c $<
endif
#####################
# Game Declarations #
#####################
GAME_HEADS := $(GAMELIB_HEADS) Game$(SLASH)GameEnts.h Game$(SLASH)GameMap.h
GAME_OBJS := \
$(BUILDDIR)$(SLASH)Game.o$(SLASH)GameEnts.o \
$(BUILDDIR)$(SLASH)Game.o$(SLASH)GameMap.o \
$(BUILDDIR)$(SLASH)Game.o$(SLASH)main.o
RES_GAME_OUT := $(BUILDDIR)$(SLASH)$(RES_GAME)
#################
# General Rules #
#################
.FORCE:
(cd $(GAMELIB_DIR) && make lib $(GAMELIB_MAKEPARAMS))
all: .FORCE $(BUILDDIR) $(RES_GAME_OUT)
$(BUILDDIR):
$(MKDIR) $(BUILDDIR)
$(MKDIR) $(BUILDDIR)$(SLASH)Game.o
full-clean: clean
(cd $(GAMELIB_DIR) && make clean $(GAMELIB_MAKEPARAMS))
clean:
$(RM) $(GAME_OBJS) $(RES_GAME_OUT)
run: $(BUILDDIR) $(RES_GAME_OUT)
$(LAUNCHER) ./$(RES_GAME_OUT) debug
rebuild: clean all
##############
# Game Rules #
##############
$(BUILDDIR)$(SLASH)Game.o$(SLASH)GameEnts.o: src$(SLASH)GameEnts.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)Game.o$(SLASH)GameMap.o: src$(SLASH)GameMap.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)Game.o$(SLASH)main.o: src$(SLASH)main.c $(HEADS)
$(DO_CC)
################
# Result Rules #
################
$(RES_GAME_OUT): $(GAME_OBJS)
@$(ECHO) "LINK: $@"
@$(CC) $(GAME_OBJS) $(STATICLIBS) -o $(RES_GAME_OUT) $(LIBS) $(CFLAGS) $(LDFLAGS)

View File

@@ -0,0 +1,31 @@
CC := emcc
AR := emar
LAUNCHER := emrun --port 8080
RM := del
MKDIR := mkdir
ECHO := echo
VERBOSE_BUILD := true
SLASH := \\
GAMELIB_DIR := ..
GAMELIB_MAKEPARAMS := -f Makefile.emscripten.mk target=release
LIBS :=
STATICLIBS := $(GAMELIB_DIR)$(SLASH)build-emscripten$(SLASH)libgame.a
CFLAGS := -s FULL_ES2=1 -s ASM_JS=1 -O1 -Wno-implicit-function-declaration -DEMSCRIPTEN -I$(GAMELIB_DIR)$(SLASH)src
PLATFORM := emscripten
EXEEXT := .html
LDFLAGS := --preload-file data -s TOTAL_MEMORY=134217728 -lidbfs.js
RES_GAME := game$(EXEEXT)
BUILDDIR := build-$(PLATFORM)
ifeq ($(target),release)
CFLAGS := $(CFLAGS) -O2
BUILDDIR := build-emscripten-release
GAMELIB_MAKEPARAMS := -f Makefile.emscripten.mk target=release
endif
include Makefile.common.mk

View File

Before

Width:  |  Height:  |  Size: 18 KiB

After

Width:  |  Height:  |  Size: 18 KiB

View File

Before

Width:  |  Height:  |  Size: 4.2 KiB

After

Width:  |  Height:  |  Size: 4.2 KiB

View File

@@ -1,71 +1,71 @@
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
################## ##
###############
#############
#############
##############
########## ###
######### ###
######## ##
######## ##
######## ## |||||
########
#########
##########
###########
############
#############
######## ## #
######### ###
######## ## #
#############
#############
########
##########
########
###########
########
########
############
########
#############
########
########
######## #
######## #
########
########
########
######## P
########
########
########
########
########
########
########
########
#########
########
########
#########
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################
################## ##
###############
#############
#############
##############
########## ###
######### ###
######## ##
######## ##
######## ## |||||
########
#########
##########
###########
############
#############
######## ## #
######### ###
######## ## #
#############
#############
########
##########
########
###########
########
########
############
########
#############
########
########
######## #
######## #
########
########
########
######## P
########
########
########
########
########
########
########
########
#########
########
########
#########
######################
######################
######################
######################
######################
######################
######################
######################
######################
######################

View File

Before

Width:  |  Height:  |  Size: 652 B

After

Width:  |  Height:  |  Size: 652 B

View File

Before

Width:  |  Height:  |  Size: 1.1 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

View File

@@ -0,0 +1,11 @@
call c:\emsdk\emsdk_env.bat
make -f Makefile.emscripten.mk target=release full-clean
make -f Makefile.emscripten.mk target=release
mkdir DIST\web
copy web\* DIST\web\
copy build-emscripten-release\game.* DIST\web\
pause

View File

@@ -1,184 +1,184 @@
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "GameLib.h"
extern int gamelib_debug;
#include "GameEnts.h"
DrawImg img_player;
DrawImg img_platform;
DrawImg img_block;
Entity ent_Player;
Entity ent_Platform;
Entity ent_Block;
int EntityApplyGravity(Entity e) {
float grav = 10.0f;
float vTerminal = 50.0f;
vec2 vGrav;
// Only apply gravity to some entity types
if (!(e->type == Ent_Player || 0)) {
return (1);
}
// Apply gravity
vec2_set(vGrav, 0.0f, grav);
Entity_AddVelLimit(e, vGrav, vTerminal);
return (1);
}
void player_proc(Entity e, int ft) {
float acel = 8.0f;
float maxVel = 30.0f;
float jumpVel = 50.0f;
float airMovementFactor = 0.1f;
// Process elasticity
float entityScale[2];
Entity_GetScale(e, entityScale);
entityScale[0] += (1.0f - entityScale[0]) / 2.0f;
entityScale[1] += (1.0f - entityScale[1]) / 2.0f;
Entity_SetScale(e, entityScale);
if (e->A > 0) {
if (Input_GetKey(InputKey_Jump) == InputKey_Pressed ||
Input_GetKey(InputKey_Up) == InputKey_Pressed) {
// Apply jump
if (e->vel[1] > (-jumpVel)) {
e->vel[1] = -jumpVel;
}
Entity_CalcBBox(e);
Entity_SetScale(e, (float[2]){0.6f, 1.4f});
// FIXME: play sound
}
if (Input_GetKey(InputKey_Left)) {
vec2 left;
// Apply left movement
vec2_set(left, -acel, 0.0f);
Entity_AddVelLimit(e, left, maxVel);
}
if (Input_GetKey(InputKey_Right)) {
vec2 right;
// Apply right movement
vec2_set(right, acel, 0.0f);
Entity_AddVelLimit(e, right, maxVel);
}
} else {
if (Input_GetKey(InputKey_Left)) {
vec2 left;
// Apply left movement
vec2_set(left, -(acel * airMovementFactor), 0.0f);
Entity_AddVelLimit(e, left, maxVel * airMovementFactor);
}
if (Input_GetKey(InputKey_Right)) {
vec2 right;
// Apply right movement
vec2_set(right, acel * airMovementFactor, 0.0f);
Entity_AddVelLimit(e, right, maxVel * airMovementFactor);
}
}
if (Input_GetKey(InputKey_Action1) == InputKey_Pressed ||
Input_GetKey(InputKey_Action2) == InputKey_Pressed) {
Entity_SetScale(e, (float[2]){1.0f, 1.0f});
}
e->A = 0;
}
void player_postproc(Entity e, int ft){
// Scroll View
GameLib_MoveToPos(e->pos, 0.6f);
//GameLib_MoveToPos(e->pos, 1.0f);
}
int player_collision(Entity ent, Entity ent2, float t, vec2 n){
if(n[1] < 0 && fabs(n[1]) > fabs(n[0])){
ent->A = 1;
}
if (fabs(n[0]) > fabs(n[1])) {
float intensity = (fabs(ent->vel[0]) - 10.0f) / 40.0f;
if (intensity > 0) {
Entity_SetScale(ent, (float[2]){1.0f - (0.3f * intensity), 1.0f + (0.3f * intensity)});
}
} else {
float intensity = (fabs(ent->vel[1]) - 10.0f) / 40.0f;
if (intensity > 0) {
Entity_SetScale(ent, (float[2]){1.0f + (0.3f * intensity), 1.0f - (0.3f * intensity)});
}
}
return -1;
}
void GameEnts_Init() {
/////////////////////////////
// Load and initialize media.
//
img_player = Draw_LoadImage("data/player.png");
img_platform = Draw_LoadImage("data/platform.png");
img_block = Draw_LoadImage("data/block.png");
/////////////////////////
// Initialize entity types.
//
ent_Player = Entity_New();
ent_Player->type = Ent_Player;
// ent_Player->flags=EntityFlag_Light;
// Entity_SetLight(ent_Player,.2,.2,.2,200);
ent_Player->flags = EntityFlag_Collision | EntityFlag_Overlap;
ent_Player->zorder = 0;
AnimPlay_SetImg(&ent_Player->anim, img_player);
ent_Player->proc = player_proc;
ent_Player->postproc = player_postproc;
ent_Player->collision = player_collision;
ent_Player->mass = 1.0f;
ent_Player->radius = 12;
ent_Player->width = 24;
ent_Player->height = 24;
ent_Player->fric_static = 0.0f;
ent_Player->fric_dynamic = 0.2f;
ent_Platform = Entity_New();
ent_Platform->type = Ent_Platform;
ent_Platform->flags = EntityFlag_PlatformCollision;
ent_Platform->zorder = -1;
AnimPlay_SetImg(&ent_Platform->anim, img_platform);
ent_Platform->mass = 0.0f;
ent_Platform->radius = 12;
ent_Platform->width = 64;
ent_Platform->height = 16;
ent_Platform->fric_static = 0.0f;
ent_Platform->fric_dynamic = 0.2f;
ent_Block = Entity_New();
ent_Block->type = Ent_Block;
ent_Block->flags = EntityFlag_BlockCollision;
ent_Block->zorder = -1;
AnimPlay_SetImg(&ent_Block->anim, img_block);
ent_Block->mass = 0.0f;
ent_Block->radius = 32;
ent_Block->width = 64;
ent_Block->height = 64;
ent_Block->fric_static = 0.0f;
ent_Block->fric_dynamic = 0.2f;
}
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "GameLib.h"
extern int gamelib_debug;
#include "GameEnts.h"
DrawImg img_player;
DrawImg img_platform;
DrawImg img_block;
Entity ent_Player;
Entity ent_Platform;
Entity ent_Block;
int EntityApplyGravity(Entity e) {
float grav = 10.0f;
float vTerminal = 50.0f;
vec2 vGrav;
// Only apply gravity to some entity types
if (!(e->type == Ent_Player || 0)) {
return (1);
}
// Apply gravity
vec2_set(vGrav, 0.0f, grav);
Entity_AddVelLimit(e, vGrav, vTerminal);
return (1);
}
void player_proc(Entity e, int ft) {
float acel = 8.0f;
float maxVel = 30.0f;
float jumpVel = 50.0f;
float airMovementFactor = 0.1f;
// Process elasticity
float entityScale[2];
Entity_GetScale(e, entityScale);
entityScale[0] += (1.0f - entityScale[0]) / 2.0f;
entityScale[1] += (1.0f - entityScale[1]) / 2.0f;
Entity_SetScale(e, entityScale);
if (e->A > 0) {
if (Input_GetKey(InputKey_Jump) == InputKey_Pressed ||
Input_GetKey(InputKey_Up) == InputKey_Pressed) {
// Apply jump
if (e->vel[1] > (-jumpVel)) {
e->vel[1] = -jumpVel;
}
Entity_CalcBBox(e);
Entity_SetScale(e, (float[2]){0.6f, 1.4f});
// FIXME: play sound
}
if (Input_GetKey(InputKey_Left)) {
vec2 left;
// Apply left movement
vec2_set(left, -acel, 0.0f);
Entity_AddVelLimit(e, left, maxVel);
}
if (Input_GetKey(InputKey_Right)) {
vec2 right;
// Apply right movement
vec2_set(right, acel, 0.0f);
Entity_AddVelLimit(e, right, maxVel);
}
} else {
if (Input_GetKey(InputKey_Left)) {
vec2 left;
// Apply left movement
vec2_set(left, -(acel * airMovementFactor), 0.0f);
Entity_AddVelLimit(e, left, maxVel * airMovementFactor);
}
if (Input_GetKey(InputKey_Right)) {
vec2 right;
// Apply right movement
vec2_set(right, acel * airMovementFactor, 0.0f);
Entity_AddVelLimit(e, right, maxVel * airMovementFactor);
}
}
if (Input_GetKey(InputKey_Action1) == InputKey_Pressed ||
Input_GetKey(InputKey_Action2) == InputKey_Pressed) {
Entity_SetScale(e, (float[2]){1.0f, 1.0f});
}
e->A = 0;
}
void player_postproc(Entity e, int ft){
// Scroll View
GameLib_MoveToPos(e->pos, 0.6f);
//GameLib_MoveToPos(e->pos, 1.0f);
}
int player_collision(Entity ent, Entity ent2, float t, vec2 n){
if(n[1] < 0 && fabs(n[1]) > fabs(n[0])){
ent->A = 1;
}
if (fabs(n[0]) > fabs(n[1])) {
float intensity = (fabs(ent->vel[0]) - 10.0f) / 40.0f;
if (intensity > 0) {
Entity_SetScale(ent, (float[2]){1.0f - (0.3f * intensity), 1.0f + (0.3f * intensity)});
}
} else {
float intensity = (fabs(ent->vel[1]) - 10.0f) / 40.0f;
if (intensity > 0) {
Entity_SetScale(ent, (float[2]){1.0f + (0.3f * intensity), 1.0f - (0.3f * intensity)});
}
}
return -1;
}
void GameEnts_Init() {
/////////////////////////////
// Load and initialize media.
//
img_player = Draw_LoadImage("data/player.png");
img_platform = Draw_LoadImage("data/platform.png");
img_block = Draw_LoadImage("data/block.png");
/////////////////////////
// Initialize entity types.
//
ent_Player = Entity_New();
ent_Player->type = Ent_Player;
// ent_Player->flags=EntityFlag_Light;
// Entity_SetLight(ent_Player,.2,.2,.2,200);
ent_Player->flags = EntityFlag_Collision | EntityFlag_Overlap;
ent_Player->zorder = 0;
AnimPlay_SetImg(&ent_Player->anim, img_player);
ent_Player->proc = player_proc;
ent_Player->postproc = player_postproc;
ent_Player->collision = player_collision;
ent_Player->mass = 1.0f;
ent_Player->radius = 12;
ent_Player->width = 24;
ent_Player->height = 24;
ent_Player->fric_static = 0.0f;
ent_Player->fric_dynamic = 0.2f;
ent_Platform = Entity_New();
ent_Platform->type = Ent_Platform;
ent_Platform->flags = EntityFlag_PlatformCollision;
ent_Platform->zorder = -1;
AnimPlay_SetImg(&ent_Platform->anim, img_platform);
ent_Platform->mass = 0.0f;
ent_Platform->radius = 12;
ent_Platform->width = 64;
ent_Platform->height = 16;
ent_Platform->fric_static = 0.0f;
ent_Platform->fric_dynamic = 0.2f;
ent_Block = Entity_New();
ent_Block->type = Ent_Block;
ent_Block->flags = EntityFlag_BlockCollision;
ent_Block->zorder = -1;
AnimPlay_SetImg(&ent_Block->anim, img_block);
ent_Block->mass = 0.0f;
ent_Block->radius = 32;
ent_Block->width = 64;
ent_Block->height = 64;
ent_Block->fric_static = 0.0f;
ent_Block->fric_dynamic = 0.2f;
}

View File

@@ -1,19 +1,19 @@
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#ifndef _GAMEENTS_H_
#define _GAMEENTS_H_
#define Ent_Player 1
#define Ent_Platform 2
#define Ent_Block 3
extern Entity ent_Player;
extern Entity ent_Platform;
extern Entity ent_Block;
int EntityApplyGravity(Entity e);
void GameEnts_Init();
#endif
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#ifndef _GAMEENTS_H_
#define _GAMEENTS_H_
#define Ent_Player 1
#define Ent_Platform 2
#define Ent_Block 3
extern Entity ent_Player;
extern Entity ent_Platform;
extern Entity ent_Block;
int EntityApplyGravity(Entity e);
void GameEnts_Init();
#endif

View File

@@ -1,115 +1,115 @@
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "GameLib.h"
#include "GameEnts.h"
#include "GameMap.h"
int ReadLine(FILE *f, char *line, int max) {
int c;
int i = 0;
while (i < (max - 1)) {
c = fgetc(f);
if (c == EOF) {
line[i] = 0;
return (-1);
}
if (c == '\r') {
continue;
}
if (c == '\n') {
line[i] = 0;
return (i);
}
line[i] = c;
i++;
}
line[i] = 0;
return (i);
}
Entity GameMapAux_CreateEnt(Entity ent, int i, int j, int res) {
Entity e;
vec2 pos;
e = Entity_Copy(ent);
vec2_set(pos, (res / 2) + i * res, (res / 2) + j * res);
vec2_plus(e->pos, e->pos, pos);
Entity_CalcBBox(e);
GameLib_AddEntity(e);
return (e);
}
#define MaxLineLen 1024
int GameMap_LoadLevel(char *filename, int res) {
FILE *file;
char line[MaxLineLen];
int len, i, j;
int width, height;
char *map;
// Open the file
file = fopen(filename, "rb");
if (!file) {
return (0);
}
// Read the file to determine sizes
width = 0;
height = 0;
do {
len = ReadLine(file, line, MaxLineLen);
if (len > -1) {
if (len > height) {
height = len;
}
width++;
}
} while (len > -1);
fseek(file, 0, SEEK_SET);
// Build the map
map = malloc(sizeof(char) * width * height);
memset(map, 0, width * height);
#define MAP(x, y) map[(x) + ((y)*width)]
j = 0;
do {
len = ReadLine(file, line, MaxLineLen);
for (i = 0; i < len; i++) {
MAP(j, (height - 1) - i) = line[i];
}
j++;
} while (len > -1);
// Close the file
fclose(file);
// Parse the map
for (j = 0; j < height; j++) {
for (i = 0; i < width; i++) {
if (MAP(i, j) == 'P') {
// Player
GameMapAux_CreateEnt(ent_Player, i, j, res);
}
if (MAP(i, j) == '#') {
// Block
GameMapAux_CreateEnt(ent_Block, i, j, res);
}
if (MAP(i, j) == '|') {
// Platform
GameMapAux_CreateEnt(ent_Platform, i, j, res);
}
}
}
// Cleanup
free(map);
#undef MAP
return (1);
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "GameLib.h"
#include "GameEnts.h"
#include "GameMap.h"
int ReadLine(FILE *f, char *line, int max) {
int c;
int i = 0;
while (i < (max - 1)) {
c = fgetc(f);
if (c == EOF) {
line[i] = 0;
return (-1);
}
if (c == '\r') {
continue;
}
if (c == '\n') {
line[i] = 0;
return (i);
}
line[i] = c;
i++;
}
line[i] = 0;
return (i);
}
Entity GameMapAux_CreateEnt(Entity ent, int i, int j, int res) {
Entity e;
vec2 pos;
e = Entity_Copy(ent);
vec2_set(pos, (res / 2) + i * res, (res / 2) + j * res);
vec2_plus(e->pos, e->pos, pos);
Entity_CalcBBox(e);
GameLib_AddEntity(e);
return (e);
}
#define MaxLineLen 1024
int GameMap_LoadLevel(char *filename, int res) {
FILE *file;
char line[MaxLineLen];
int len, i, j;
int width, height;
char *map;
// Open the file
file = fopen(filename, "rb");
if (!file) {
return (0);
}
// Read the file to determine sizes
width = 0;
height = 0;
do {
len = ReadLine(file, line, MaxLineLen);
if (len > -1) {
if (len > height) {
height = len;
}
width++;
}
} while (len > -1);
fseek(file, 0, SEEK_SET);
// Build the map
map = malloc(sizeof(char) * width * height);
memset(map, 0, width * height);
#define MAP(x, y) map[(x) + ((y)*width)]
j = 0;
do {
len = ReadLine(file, line, MaxLineLen);
for (i = 0; i < len; i++) {
MAP(j, (height - 1) - i) = line[i];
}
j++;
} while (len > -1);
// Close the file
fclose(file);
// Parse the map
for (j = 0; j < height; j++) {
for (i = 0; i < width; i++) {
if (MAP(i, j) == 'P') {
// Player
GameMapAux_CreateEnt(ent_Player, i, j, res);
}
if (MAP(i, j) == '#') {
// Block
GameMapAux_CreateEnt(ent_Block, i, j, res);
}
if (MAP(i, j) == '|') {
// Platform
GameMapAux_CreateEnt(ent_Platform, i, j, res);
}
}
}
// Cleanup
free(map);
#undef MAP
return (1);
}

View File

@@ -1,7 +1,7 @@
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#ifndef _GAMEMAP_H_
#define _GAMEMAP_H_
int GameMap_LoadLevel(char *filename, int res);
#endif
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#ifndef _GAMEMAP_H_
#define _GAMEMAP_H_
int GameMap_LoadLevel(char *filename, int res);
#endif

View File

@@ -1,68 +1,68 @@
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include "GameLib.h"
extern int gamelib_debug;
#include "GameEnts.h"
#include "GameMap.h"
DrawFnt font;
DrawImg imgBackground;
void MainGame_Text(int x, int y, char *text) {
Draw_SetColor(0.0f, 0.0f, 0.0f, 0.5f);
Draw_DrawText(font, text, x + 1, y + 1);
Draw_SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Draw_DrawText(font, text, x, y);
}
void ProcGame() {}
void PostProcGame() {
// Apply gravity to every entity
GameLib_ForEachEnt(EntityApplyGravity);
}
void PreDrawGame(float f) {}
void DrawGame(float f) { MainGame_Text(8, 8, "Hello world!"); }
int main(int argc, char *argv[]) {
if (argc > 1) {
if (!strcmp(argv[1], "debug")) {
gamelib_debug = 1;
printf("Debug Mode Activated!\n");
}
}
GameLib_Init(640, 480, "Game", 20, 60);
/////////////////////////////
// Load and initialize media.
//
font = Draw_DefaultFont(255, 255, 255, 255);
imgBackground = Draw_LoadImage("data/background.png");
Draw_SetOffset(imgBackground, 0, 0);
GameEnts_Init();
/////////////////////////
// Initialize world.
//
GameLib_DelEnts();
GameMap_LoadLevel("data/level_01.txt", 64);
/////////////////////////
// Run the world.
//
GameLib_CleanParallaxBackgrounds();
GameLib_AddParallaxBackground(imgBackground, (int[2]){512, 512},
(int[2]){0, 0}, (float[2]){0.5f, 0.0f});
GameLib_Loop(ProcGame, PostProcGame, PreDrawGame, DrawGame);
return (0);
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include "GameLib.h"
extern int gamelib_debug;
#include "GameEnts.h"
#include "GameMap.h"
DrawFnt font;
DrawImg imgBackground;
void MainGame_Text(int x, int y, char *text) {
Draw_SetColor(0.0f, 0.0f, 0.0f, 0.5f);
Draw_DrawText(font, text, x + 1, y + 1);
Draw_SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Draw_DrawText(font, text, x, y);
}
void ProcGame() {}
void PostProcGame() {
// Apply gravity to every entity
GameLib_ForEachEnt(EntityApplyGravity);
}
void PreDrawGame(float f) {}
void DrawGame(float f) { MainGame_Text(8, 8, "Hello world!"); }
int main(int argc, char *argv[]) {
if (argc > 1) {
if (!strcmp(argv[1], "debug")) {
gamelib_debug = 1;
printf("Debug Mode Activated!\n");
}
}
GameLib_Init(640, 480, "Game", 20, 60);
/////////////////////////////
// Load and initialize media.
//
font = Draw_DefaultFont(255, 255, 255, 255);
imgBackground = Draw_LoadImage("data/background.png");
Draw_SetOffset(imgBackground, 0, 0);
GameEnts_Init();
/////////////////////////
// Initialize world.
//
GameLib_DelEnts();
GameMap_LoadLevel("data/level_01.txt", 64);
/////////////////////////
// Run the world.
//
GameLib_CleanParallaxBackgrounds();
GameLib_AddParallaxBackground(imgBackground, (int[2]){512, 512},
(int[2]){0, 0}, (float[2]){0.5f, 0.0f});
GameLib_Loop(ProcGame, PostProcGame, PreDrawGame, DrawGame);
return (0);
}

View File

@@ -81,20 +81,26 @@
});
}],
postRun: [],
canvas: document.getElementById('canvas'),
progressContainer: document.getElementById('progress-container'),
progressCode: document.getElementById('progress-code'),
progressData: document.getElementById('progress-data'),
print: function(text) {
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if(console && console.log){
console.log(text);
}
},
printErr: function(text) {
this.print(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
this.print(text);
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
if(m){
this.progressData.value = parseInt(m[2]);
@@ -121,7 +127,12 @@
xhr.onload = function(event) {
var packageData = xhr.response;
// Launch loaded code
eval.call(null,packageData);
try{
eval.call(null,packageData);
}catch(e){
alert("Error "+parent+" "+e);
parent.postMessage("Error","");
}
};
xhr.onerror = function(event) {
alert(event);
@@ -131,6 +142,5 @@
};
Module.LaunchCode();
</script>
<!-- <script async type="text/javascript" src="game.js"></script> -->
</body>
</html>

View File

@@ -1,5 +1,7 @@
IsMinGW := $(findstring MINGW,$(shell uname -s))
VERBOSE_BUILD := false
IsMinGW := $(findstring MINGW,$(shell uname -s)) $(findstring MSYS,$(shell uname -s))
IsDarwin := $(findstring Darwin,$(shell uname -s))
ifneq (,$(IsMinGW))
TARGET_ARCH := mingw
@@ -12,11 +14,54 @@ endif
endif
ifeq ($(TARGET_ARCH),mingw)
include Makefile.win32
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
SLASH := /
LIBS := -L/mingw/lib -lopengl32 -lSDL -lm
CFLAGS := -g -mwindows -D_GNU_SOURCE=1 -DWIN32
LDFLAGS := -g -mwindows -D_GNU_SOURCE=1
RES_GAMELIB := libgame.a
BUILDDIR := build-$(shell gcc -v 2>&1 | grep "Target:" | cut --delimiter=' ' --fields=2)
endif
ifeq ($(TARGET_ARCH),linux)
include Makefile.linux
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
SLASH := /
LIBS := -lSDL -lpthread -L/usr/X11R6/lib -L/usr/lib -lm -lGL -lX11
CFLAGS := -Wall -g -I/usr/include/ -I/usr/include/SDL/ -I/usr/X11R6/include/
LDFLAGS :=
RES_GAMELIB := libgame.a
RES_GAME := game
BUILDDIR := build-$(shell gcc -v 2>&1 | grep "Target:" | cut --delimiter=' ' --fields=2)
endif
ifeq ($(TARGET_ARCH),macosx)
include Makefile.macosx
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
VERBOSE_BUILD := false
SLASH := /
LIBS := -framework Cocoa -lm -framework OpenGL -framework SDL macosx/SDLMain.m
CFLAGS := -Wall -g -DMACOSX -ObjC -Dmain=SDL_main -I/usr/include/ -I/usr/include/SDL/ -I/usr/X11R6/include/
LDFLAGS :=
RES_GAMELIB := libgame.a
BUILDDIR := build-$(shell gcc -v 2>&1 | grep "Target:" | cut -d ' ' -f 2)
endif
include Makefile.common.mk

View File

@@ -1,172 +0,0 @@
########################
# Utility Declarations #
########################
ifeq ($(VERBOSE_BUILD),true)
DO_CC=$(CC) $(CFLAGS) -o $@ -c $<
DO_CXX=$(CXX) $(CFLAGS) -o $@ -c $<
else
DO_CC=@$(ECHO) "CC: $@" ;\
$(CC) $(CFLAGS) -o $@ -c $<
DO_CXX=@$(ECHO) "CXX: $@" ;\
$(CXX) $(CFLAGS) -o $@ -c $<
endif
########################
# GameLib Declarations #
########################
CFLAGS += -IGameLib
GAMELIB_HEADS := \
GameLib$(SLASH)Time.h \
GameLib$(SLASH)Util.h \
GameLib$(SLASH)QuadArray2D.h \
GameLib$(SLASH)Draw.h \
GameLib$(SLASH)Input.h \
GameLib$(SLASH)Audio.h \
GameLib$(SLASH)Anim.h \
GameLib$(SLASH)Entity.h \
GameLib$(SLASH)GameLib.h
GAMELIBS_OBJS := \
<<<<<<< HEAD
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Time.o \
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Util.o \
$(BUILDDIR)$(SLASH)GameLib$(SLASH)QuadArray2D.o \
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Draw.o \
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Input.o \
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Audio.o \
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Anim.o \
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Entity.o \
$(BUILDDIR)$(SLASH)GameLib$(SLASH)GameLib.o
RES_GAMELIB_OUT := $(BUILDDIR)$(SLASH)$(RES_GAMELIB)
=======
$(BUILDDIR)/GameLib.o/Time.o \
$(BUILDDIR)/GameLib.o/Util.o \
$(BUILDDIR)/GameLib.o/QuadArray2D.o \
$(BUILDDIR)/GameLib.o/Draw.o \
$(BUILDDIR)/GameLib.o/Input.o \
$(BUILDDIR)/GameLib.o/Audio.o \
$(BUILDDIR)/GameLib.o/Anim.o \
$(BUILDDIR)/GameLib.o/Entity.o \
$(BUILDDIR)/GameLib.o/GameLib.o
RES_GAMELIB_OUT := $(BUILDDIR)/$(RES_GAMELIB)
>>>>>>> c38b321 (Add support for MacOSX)
#####################
# Game Declarations #
#####################
GAME_HEADS := $(GAMELIB_HEADS) Game$(SLASH)GameEnts.h Game$(SLASH)GameMap.h
GAME_OBJS := \
<<<<<<< HEAD
$(BUILDDIR)$(SLASH)Game$(SLASH)GameEnts.o \
$(BUILDDIR)$(SLASH)Game$(SLASH)GameMap.o \
$(BUILDDIR)$(SLASH)Game$(SLASH)main.o
RES_GAME_OUT := $(BUILDDIR)$(SLASH)$(RES_GAME)
=======
$(BUILDDIR)/Game.o/GameEnts.o \
$(BUILDDIR)/Game.o/GameMap.o \
$(BUILDDIR)/Game.o/main.o
RES_GAME_OUT := $(BUILDDIR)/$(RES_GAME)
>>>>>>> c38b321 (Add support for MacOSX)
#################
# General Rules #
#################
all: $(BUILDDIR) $(RES_GAME_OUT)
$(BUILDDIR):
$(MKDIR) $(BUILDDIR)
<<<<<<< HEAD
$(MKDIR) $(BUILDDIR)$(SLASH)GameLib
$(MKDIR) $(BUILDDIR)$(SLASH)Game
=======
$(MKDIR) $(BUILDDIR)/GameLib.o
$(MKDIR) $(BUILDDIR)/Game.o
>>>>>>> c38b321 (Add support for MacOSX)
clean:
$(RM) $(GAMELIBS_OBJS) $(RES_GAMELIB_OUT) $(GAME_OBJS) $(RES_GAME_OUT)
run: $(BUILDDIR) $(RES_GAME_OUT)
$(LAUNCHER) .$(SLASH)$(RES_GAME_OUT) debug
rebuild: clean all
#################
# GameLib Rules #
#################
<<<<<<< HEAD
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Time.o: GameLib$(SLASH)Time.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Util.o: GameLib$(SLASH)Util.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib$(SLASH)QuadArray2D.o: GameLib$(SLASH)QuadArray2D.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Draw.o: GameLib$(SLASH)Draw.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Input.o: GameLib$(SLASH)Input.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Audio.o: GameLib$(SLASH)Audio.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Entity.o: GameLib$(SLASH)Entity.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib$(SLASH)Anim.o: GameLib$(SLASH)Anim.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib$(SLASH)GameLib.o: GameLib$(SLASH)GameLib.c $(HEADS)
=======
$(BUILDDIR)/GameLib.o/Time.o: GameLib/Time.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/GameLib.o/Util.o: GameLib/Util.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/GameLib.o/QuadArray2D.o: GameLib/QuadArray2D.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/GameLib.o/Draw.o: GameLib/Draw.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/GameLib.o/Input.o: GameLib/Input.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/GameLib.o/Audio.o: GameLib/Audio.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/GameLib.o/Entity.o: GameLib/Entity.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/GameLib.o/Anim.o: GameLib/Anim.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/GameLib.o/GameLib.o: GameLib/GameLib.c $(HEADS)
>>>>>>> c38b321 (Add support for MacOSX)
$(DO_CC)
##############
# Game Rules #
##############
<<<<<<< HEAD
$(BUILDDIR)$(SLASH)Game$(SLASH)GameEnts.o: Game$(SLASH)GameEnts.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)Game$(SLASH)GameMap.o: Game$(SLASH)GameMap.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)Game$(SLASH)main.o: Game$(SLASH)main.c $(HEADS)
=======
$(BUILDDIR)/Game.o/GameEnts.o: Game/GameEnts.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/Game.o/GameMap.o: Game/GameMap.c $(HEADS)
$(DO_CC)
$(BUILDDIR)/Game.o/main.o: Game/main.c $(HEADS)
>>>>>>> c38b321 (Add support for MacOSX)
$(DO_CC)
################
# Result Rules #
################
$(RES_GAMELIB_OUT): $(GAMELIBS_OBJS)
@$(ECHO) "STATICLIB: $@"
@$(AR) rcs $(RES_GAMELIB_OUT) $(GAMELIBS_OBJS)
$(RES_GAME_OUT): $(RES_GAMELIB_OUT) $(GAME_OBJS)
@$(ECHO) "LINK: $@"
@$(CC) $(GAME_OBJS) $(RES_GAMELIB_OUT) -o $(RES_GAME_OUT) $(CFLAGS) $(LIBS) $(LDFLAGS)

89
Makefile.common.mk Normal file
View File

@@ -0,0 +1,89 @@
########################
# Utility Declarations #
########################
ifeq ($(VERBOSE_BUILD),true)
DO_CC=$(CC) $(CFLAGS) -o $@ -c $<
DO_CXX=$(CXX) $(CFLAGS) -o $@ -c $<
else
DO_CC=@$(ECHO) "CC: $@" ;\
$(CC) $(CFLAGS) -o $@ -c $<
DO_CXX=@$(ECHO) "CXX: $@" ;\
$(CXX) $(CFLAGS) -o $@ -c $<
endif
########################
# GameLib Declarations #
########################
CFLAGS += -Isrc
GAMELIB_HEADS := \
src$(SLASH)Time.h \
src$(SLASH)Util.h \
src$(SLASH)QuadArray2D.h \
src$(SLASH)Draw.h \
src$(SLASH)Input.h \
src$(SLASH)Audio.h \
src$(SLASH)Anim.h \
src$(SLASH)Entity.h \
src$(SLASH)GameLib.h
GAMELIBS_OBJS := \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Time.o \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Util.o \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)QuadArray2D.o \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Draw.o \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Input.o \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Audio.o \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Anim.o \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Entity.o \
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)GameLib.o
RES_GAMELIB_OUT := $(BUILDDIR)$(SLASH)$(RES_GAMELIB)
#################
# General Rules #
#################
all: $(BUILDDIR) $(RES_GAMELIB_OUT)
$(BUILDDIR):
$(MKDIR) $(BUILDDIR)
$(MKDIR) $(BUILDDIR)$(SLASH)GameLib.o
clean:
$(RM) $(GAMELIBS_OBJS) $(RES_GAMELIB_OUT)
lib: $(BUILDDIR) $(RES_GAMELIB_OUT)
rebuild: clean all
#################
# GameLib Rules #
#################
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Time.o: src$(SLASH)Time.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Util.o: src$(SLASH)Util.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)QuadArray2D.o: src$(SLASH)QuadArray2D.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Draw.o: src$(SLASH)Draw.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Input.o: src$(SLASH)Input.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Audio.o: src$(SLASH)Audio.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Entity.o: src$(SLASH)Entity.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)Anim.o: src$(SLASH)Anim.c $(HEADS)
$(DO_CC)
$(BUILDDIR)$(SLASH)GameLib.o$(SLASH)GameLib.o: src$(SLASH)GameLib.c $(HEADS)
$(DO_CC)
################
# Result Rules #
################
$(RES_GAMELIB_OUT): $(GAMELIBS_OBJS)
@$(ECHO) "STATICLIB: $@"
@$(AR) rcs $(RES_GAMELIB_OUT) $(GAMELIBS_OBJS)

View File

@@ -1,26 +1,25 @@
CC := emcc
AR := emar
LAUNCHER := emrun --port 8080
RM := del
MKDIR := mkdir
ECHO := echo
SLASH := \\
VERBOSE_BUILD := true
LIBS :=
CFLAGS := -s FULL_ES2=1 -s ASM_JS=1 -O1 -Wno-implicit-function-declaration -DEMSCRIPTEN
LDFLAGS := --preload-file data -s TOTAL_MEMORY=134217728
RES_GAMELIB := libgame.a
RES_GAME := game.html
BUILDDIR := build-emscripten
ifeq ($(target),release)
CFLAGS := -s FULL_ES2=1 -s ASM_JS=1 -O1 --llvm-lto 1 -Wno-implicit-function-declaration -DEMSCRIPTEN
BUILDDIR := build-emscripten-release
LDFLAGS := --preload-file data -s TOTAL_MEMORY=134217728 --emrun
endif
include Makefile.common
CC := emcc
AR := emar
LAUNCHER := emrun --port 8080
RM := del
MKDIR := mkdir
ECHO := echo
VERBOSE_BUILD := true
SLASH := \\
LIBS :=
CFLAGS := -s FULL_ES2=1 -s ASM_JS=1 -O1 -Wno-implicit-function-declaration -DEMSCRIPTEN
LDFLAGS := --preload-file data -s TOTAL_MEMORY=134217728 -lidbfs.js
RES_GAMELIB := libgame.a
BUILDDIR := build-emscripten
ifeq ($(target),release)
CFLAGS := $(CFLAGS) -O2
BUILDDIR := build-emscripten-release
LDFLAGS := --preload-file data -s TOTAL_MEMORY=134217728 --emrun
endif
include Makefile.common.mk

View File

@@ -1,17 +0,0 @@
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
SLASH := /
LIBS := -lSDL -lpthread -L/usr/X11R6/lib -L/usr/lib -lm -lGL -lX11
CFLAGS := -Wall -g -I/usr/include/ -I/usr/include/SDL/ -I/usr/X11R6/include/
LDFLAGS :=
RES_GAMELIB := libgame.a
RES_GAME := game
BUILDDIR := build-$(shell gcc -v 2>&1 | grep "Target:" | cut --delimiter=' ' --fields=2)
include Makefile.common

View File

@@ -1,16 +0,0 @@
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
LIBS := -framework Cocoa -lm -framework OpenGL -framework SDL macosx/SDLMain.m
CFLAGS := -Wall -g -DMACOSX -ObjC -Dmain=SDL_main -I/usr/include/ -I/usr/include/SDL/ -I/usr/X11R6/include/
LDFLAGS :=
RES_GAMELIB := libgame.a
RES_GAME := game
BUILDDIR := build-$(shell gcc -v 2>&1 | grep "Target:" | cut -d ' ' -f 2)
include Makefile.common

View File

@@ -1,20 +0,0 @@
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
SLASH := /
LIBS := -L/mingw/lib -lopengl32 -lSDL -lm
#CFLAGS := -I/mingw/include -g -mwindows -D_GNU_SOURCE=1
CFLAGS := -g -mwindows -D_GNU_SOURCE=1 -DWIN32
LDFLAGS := -g -mwindows -D_GNU_SOURCE=1
RES_GAMELIB := libgame.a
RES_GAME := game.exe
BUILDDIR := build-$(shell gcc -v 2>&1 | grep "Target:" | cut --delimiter=' ' --fields=2)
include Makefile.common

View File

@@ -1,20 +0,0 @@
CC := gcc
AR := ar
LAUNCHER :=
RM := rm -rf
MKDIR := mkdir
ECHO := echo
SLASH := /
LIBS := -L/mingw/lib -lopengl32 -lSDL -lm
#CFLAGS := -I/mingw/include -g -mwindows -D_GNU_SOURCE=1
CFLAGS := -g -mwindows -D_GNU_SOURCE=1 -DWIN32
LDFLAGS := -g -mwindows -D_GNU_SOURCE=1
RES_GAMELIB := libgame.a
RES_GAME := game.exe
BUILDDIR := build-$(shell gcc -v 2>&1 | grep "Target:" | cut --delimiter=' ' --fields=2)
include Makefile.common

View File

@@ -1,12 +0,0 @@
#!/bin/sh
#make -f Makefile.emscripten target=release clean
#make -f Makefile.emscripten target=release
make -f Makefile.emscripten clean
make -f Makefile.emscripten
mkdir -p DIST/web
cp -Rv web/* DIST/web/
#cp -v build-emscripten-release/game.* DIST/web/
cp -v build-emscripten/game.* DIST/web/

28
dist.sh
View File

@@ -1,28 +0,0 @@
#!/bin/sh
DIRNAME="TestGame"
DATE=$(date +%Y%m%d)
ZIPNAME="$DIRNAME.$DATE.zip"
make -f Makefile.linux
make -f Makefile.mingw
mkdir $DIRNAME
cd $DIRNAME
cp -v ../readme.txt ./
cp -v ../build-mingw/game.exe ./game-windows.exe
cp -v ../build-linux/game ./game-linux.bin
cp -v ../SDL.dll ./
cp -v ../libSDL-1.2.so.0 ./
mkdir data
cp -v ../data/*.bmp data/
cp -v ../data/*.wav data/
cp -v ../data/level_*.txt data/
cd ..
rm $ZIPNAME
zip -r $ZIPNAME $DIRNAME
rm -rf $DIRNAME

View File

@@ -1,26 +0,0 @@
#!/bin/sh
DIRNAME="TestGame"
DATE=$(date +%Y%m%d)
ZIPNAME="$DIRNAME.$DATE.zip"
make -f Makefile.win32 clean
make -f Makefile.win32
mkdir $DIRNAME
cd $DIRNAME
cp -v ../readme.txt ./
cp -v ../build-mingw/game.exe ./game.exe
cp -v ../SDL.dll ./
mkdir data
cp -v ../data/*.bmp data/
cp -v ../data/*.wav data/
cp -v ../data/level_*.txt data/
cd ..
rm $ZIPNAME
zip -r $ZIPNAME $DIRNAME
rm -rf $DIRNAME

View File

@@ -24,7 +24,7 @@ case "$uname" in
*MINGW* | *MSYS*)
# Configuracion de Win32/Mingw
libs="-L/mingw/lib -lopengl32 -lSDL"
cflags="-g -mwindows -D_GNU_SOURCE=1"
cflags="-g -mwindows -D_GNU_SOURCE=1 -DWIN32"
builddir="build-$gcctarget"
platform="$gcctarget"
exeextension=".exe"
@@ -37,6 +37,14 @@ case "$uname" in
platform="emscripten"
exeextension=".html"
;;
*Darwin*)
# Configuracion de MacOSX
libs="-framework Cocoa -lm -framework OpenGL -framework SDL"
cflags="-Wall -g -DMACOSX -ObjC -Dmain=SDL_main -I/usr/include/ -I/usr/include/SDL/ -I/usr/X11R6/include/"
builddir="build-$gcctarget"
platform="$gcctarget"
exeextension=""
;;
*)
# Configuracion de Linux
libs="-lSDL -lpthread -L/usr/X11R6/lib -L/usr/lib -lm -lGL -lX11"
@@ -50,7 +58,7 @@ esac
while test $# -gt 0; do
case $1 in
--cflags)
echo "$cflags -I$prefix/GameLib"
echo "$cflags -I$prefix/src"
;;
--libs)
echo "$libs"

View File

@@ -1,122 +0,0 @@
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Game</title>
</head>
<style>
html, body {
height: 100%;
margin: 0;
padding: 0;
font-family: Verdana,Arial,Helvetica,sans-serif;
background-color:#000000;
color: #777777;
font-size: 10pt;
}
h1{
text-align: left;
margin-top: 0;
margin-bottom: 1em;
font-size: 16pt;
font-weight: bold;
}
.header{
margin:0 auto;
width:600px;
padding-top:10px;
text-align:center;
}
.progress-container{
border: 1px solid #808080;
border-radius: 5px;
padding: 5px;
box-shadow: 0px 0px 5px #808080;
width: 600px;
display: block;
margin: 0 auto;
}
.progress-container progress{
width:100%;
}
</style>
<body>
<div id="progress-container" class="progress-container">
<h1>Loading...</h1>
<span>Code:</span></br>
<progress id="progress-code" max="1" value="0"></progress></br>
</br>
<span>Data:</span></br>
<progress id="progress-data" max="1" value="0"></progress></br>
</div>
<div style="width:0;height:0;position:absolute;display:block;overflow:hidden;">
<input type="button" id="btnFocus" value="focus" />
</div>
<canvas class="game-screen" id="canvas" style="display:none;"
oncontextmenu="event.preventDefault()" onclick="document.getElementById('btnFocus').focus();"></canvas>
<script type='text/javascript'>
var Module = {
preRun: [function (){
FS.mkdir('/saves');
FS.mount(IDBFS, {}, '/saves');
addRunDependency("SaveDir");
FS.syncfs(true, function (err) {
removeRunDependency("SaveDir");
});
}],
postRun: [],
canvas: document.getElementById('canvas'),
progressContainer: document.getElementById('progress-container'),
progressCode: document.getElementById('progress-code'),
progressData: document.getElementById('progress-data'),
print: function(text) {
if(console && console.log){
console.log(text);
}
},
printErr: function(text) {
this.print(text);
},
setStatus: function(text) {
this.print(text);
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
if(m){
this.progressData.value = parseInt(m[2]);
this.progressData.max = parseInt(m[4]);
}
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
if(!left){
// All loaded
this.progressContainer.style.display="none";
this.canvas.style.display="block";
}
},
LaunchCode: function (){
var xhr = new XMLHttpRequest();
xhr.open('GET', "game.js", true);
xhr.responseType = 'text';
xhr.onprogress = function(event) {
this.progressCode.value = event.loaded;
this.progressCode.max = event.total;
}.bind(this);
xhr.onload = function(event) {
var packageData = xhr.response;
// Launch loaded code
eval.call(null,packageData);
};
xhr.onerror = function(event) {
alert(event);
};
xhr.send(null);
}
};
Module.LaunchCode();
</script>
<!-- <script async type="text/javascript" src="game.js"></script> -->
</body>
</html>