diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..9a71fed --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,38 @@ +cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+ +project(stribun) + +# Generate compile_commands.json +set(CMAKE_EXPORT_COMPILE_COMMANDS ON) + +# Dependencies +set(RAYLIB_VERSION 5.0) +find_package(raylib ${RAYLIB_VERSION} QUIET) # QUIET or REQUIRED +if (NOT raylib_FOUND) # If there's none, fetch and build raylib + include(FetchContent) + FetchContent_Declare( + raylib + DOWNLOAD_EXTRACT_TIMESTAMP OFF + URL https://github.com/raysan5/raylib/archive/refs/tags/${RAYLIB_VERSION}.tar.gz + ) + FetchContent_GetProperties(raylib) + if (NOT raylib_POPULATED) # Have we downloaded raylib yet? + set(FETCHCONTENT_QUIET NO) + FetchContent_Populate(raylib) + set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples + add_subdirectory(${raylib_SOURCE_DIR} ${raylib_BINARY_DIR}) + endif() +endif() + +# Our Project + +add_executable(${PROJECT_NAME} + src/stribun.c) +#set(raylib_VERBOSE 1) +target_link_libraries(${PROJECT_NAME} raylib) + +# Web Configurations +if (${PLATFORM} STREQUAL "Web") + # Tell Emscripten to build an example.html file. + set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") + set(CMAKE_EXE_LINKER_FLAGS "-s USE_GLFW=3 -sGL_ENABLE_GET_PROC_ADDRESS") +endif() diff --git a/README.md b/README.md index 4cb280c..93aad6a 100644 --- a/README.md +++ b/README.md @@ -3,6 +3,21 @@ A space shooter inspired by games like Enter The Gungeon, Furi and Nuclear Thron ![$(STRIBUN)](logo.png "$(STRIBUN)") +## Building from source +### Desktop +```sh +$ cmake -B build +$ cmake --build build +``` + +### Web +```sh +$ mkdir build-web +$ cd build-web +$ emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release +$ emmake make +``` + ### Controls - W/A/S/D or E/S/D/F - movement diff --git a/src/resources/aura-100.frag b/assets/aura-100.frag similarity index 100% rename from src/resources/aura-100.frag rename to assets/aura-100.frag diff --git a/src/resources/aura-330.frag b/assets/aura-330.frag similarity index 100% rename from src/resources/aura-330.frag rename to assets/aura-330.frag diff --git a/src/resources/ball.png b/assets/ball.png similarity index 100% rename from src/resources/ball.png rename to assets/ball.png diff --git a/src/resources/beep.wav b/assets/beep.wav similarity index 100% rename from src/resources/beep.wav rename to assets/beep.wav diff --git a/src/resources/boom.wav b/assets/boom.wav similarity index 100% rename from src/resources/boom.wav rename to assets/boom.wav diff --git a/src/resources/border-100.frag b/assets/border-100.frag similarity index 100% rename from src/resources/border-100.frag rename to assets/border-100.frag diff --git a/src/resources/border-330.frag b/assets/border-330.frag similarity index 100% rename from src/resources/border-330.frag rename to assets/border-330.frag diff --git a/src/resources/border.wav b/assets/border.wav similarity index 100% rename from src/resources/border.wav rename to assets/border.wav diff --git a/src/resources/dash-reset-glow-100.frag b/assets/dash-reset-glow-100.frag similarity index 100% rename from src/resources/dash-reset-glow-100.frag rename to assets/dash-reset-glow-100.frag diff --git a/src/resources/dash-reset-glow-330.frag b/assets/dash-reset-glow-330.frag similarity index 100% rename from src/resources/dash-reset-glow-330.frag rename to assets/dash-reset-glow-330.frag diff --git a/src/resources/dash-trail-100.frag b/assets/dash-trail-100.frag similarity index 100% rename from src/resources/dash-trail-100.frag rename to assets/dash-trail-100.frag diff --git a/src/resources/dash-trail-330.frag b/assets/dash-trail-330.frag similarity index 100% rename from src/resources/dash-trail-330.frag rename to assets/dash-trail-330.frag diff --git a/src/resources/dash.wav b/assets/dash.wav similarity index 100% rename from src/resources/dash.wav rename to assets/dash.wav diff --git a/src/resources/dead.wav b/assets/dead.wav similarity index 100% rename from src/resources/dead.wav rename to assets/dead.wav diff --git a/src/resources/explosion.wav b/assets/explosion.wav similarity index 100% rename from src/resources/explosion.wav rename to assets/explosion.wav diff --git a/src/resources/heal.wav b/assets/heal.wav similarity index 100% rename from src/resources/heal.wav rename to assets/heal.wav diff --git a/src/resources/health-bar-100.frag b/assets/health-bar-100.frag similarity index 100% rename from src/resources/health-bar-100.frag rename to assets/health-bar-100.frag diff --git a/src/resources/health-bar-330.frag b/assets/health-bar-330.frag similarity index 100% rename from src/resources/health-bar-330.frag rename to assets/health-bar-330.frag diff --git a/src/resources/health-overlay-100.frag b/assets/health-overlay-100.frag similarity index 100% rename from src/resources/health-overlay-100.frag rename to assets/health-overlay-100.frag diff --git a/src/resources/health-overlay-330.frag b/assets/health-overlay-330.frag similarity index 100% rename from src/resources/health-overlay-330.frag rename to assets/health-overlay-330.frag diff --git a/src/resources/hit.wav b/assets/hit.wav similarity index 100% rename from src/resources/hit.wav rename to assets/hit.wav diff --git a/src/resources/laser-100.frag b/assets/laser-100.frag similarity index 100% rename from src/resources/laser-100.frag rename to assets/laser-100.frag diff --git a/src/resources/laser-330.frag b/assets/laser-330.frag similarity index 100% rename from src/resources/laser-330.frag rename to assets/laser-330.frag diff --git a/src/resources/laser-charging.wav b/assets/laser-charging.wav similarity index 100% rename from src/resources/laser-charging.wav rename to assets/laser-charging.wav diff --git a/src/resources/laser.wav b/assets/laser.wav similarity index 100% rename from src/resources/laser.wav rename to assets/laser.wav diff --git a/src/resources/lighting-100.frag b/assets/lighting-100.frag similarity index 100% rename from src/resources/lighting-100.frag rename to assets/lighting-100.frag diff --git a/src/resources/lighting-100.vert b/assets/lighting-100.vert similarity index 100% rename from src/resources/lighting-100.vert rename to assets/lighting-100.vert diff --git a/src/resources/lighting-330.frag b/assets/lighting-330.frag similarity index 100% rename from src/resources/lighting-330.frag rename to assets/lighting-330.frag diff --git a/src/resources/lighting-330.vert b/assets/lighting-330.vert similarity index 100% rename from src/resources/lighting-330.vert rename to assets/lighting-330.vert diff --git a/src/resources/pixelation-100.frag b/assets/pixelation-100.frag similarity index 100% rename from src/resources/pixelation-100.frag rename to assets/pixelation-100.frag diff --git a/src/resources/pixelation-330.frag b/assets/pixelation-330.frag similarity index 100% rename from src/resources/pixelation-330.frag rename to assets/pixelation-330.frag diff --git a/src/resources/reddream.xm b/assets/reddream.xm similarity index 100% rename from src/resources/reddream.xm rename to assets/reddream.xm diff --git a/src/resources/rocket.wav b/assets/rocket.wav similarity index 100% rename from src/resources/rocket.wav rename to assets/rocket.wav diff --git a/src/resources/shot01.wav b/assets/shot01.wav similarity index 100% rename from src/resources/shot01.wav rename to assets/shot01.wav diff --git a/src/resources/shot02.wav b/assets/shot02.wav similarity index 100% rename from src/resources/shot02.wav rename to assets/shot02.wav diff --git a/src/resources/shot03.wav b/assets/shot03.wav similarity index 100% rename from src/resources/shot03.wav rename to assets/shot03.wav diff --git a/src/resources/sprites.png b/assets/sprites.png similarity index 100% rename from src/resources/sprites.png rename to assets/sprites.png diff --git a/src/resources/stars-100.frag b/assets/stars-100.frag similarity index 100% rename from src/resources/stars-100.frag rename to assets/stars-100.frag diff --git a/src/resources/stars-330.frag b/assets/stars-330.frag similarity index 100% rename from src/resources/stars-330.frag rename to assets/stars-330.frag diff --git a/src/Info.plist b/src/Info.plist deleted file mode 100644 index a576c77..0000000 --- a/src/Info.plist +++ /dev/null @@ -1,30 +0,0 @@ - - - - - CFBundleDevelopmentRegion - en - CFBundleExecutable - gamejam_template - CFBundleIconFile - raylib.icns - CFBundleIdentifier - com.raylibtech.gamejam_template - CFBundleInfoDictionaryVersion - 6.0 - CFBundleName - gamejam_template - CFBundlePackageType - APPL - CFBundleVersion - 1.0 - CFBundleShortVersionString - 1.0.0 - LSMinimumSystemVersion - 10.12 - NSHumanReadableCopyright - Copyright (c) 2023 raylib technologies (@raylibtech) - CFBundleSignature - ???? - - diff --git a/src/Makefile b/src/Makefile deleted file mode 100644 index 799e747..0000000 --- a/src/Makefile +++ /dev/null @@ -1,343 +0,0 @@ -#************************************************************************************************** -# -# raylib makefile for Desktop platforms, Raspberry Pi and Web Assembly -# -# Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) -# -# This software is provided "as-is", without any express or implied warranty. In no event -# will the authors be held liable for any damages arising from the use of this software. -# -# Permission is granted to anyone to use this software for any purpose, including commercial -# applications, and to alter it and redistribute it freely, subject to the following restrictions: -# -# 1. The origin of this software must not be misrepresented; you must not claim that you -# wrote the original software. If you use this software in a product, an acknowledgment -# in the product documentation would be appreciated but is not required. -# -# 2. Altered source versions must be plainly marked as such, and must not be misrepresented -# as being the original software. -# -# 3. This notice may not be removed or altered from any source distribution. -# -#************************************************************************************************** - -.PHONY: all clean - -# Define required environment variables -#------------------------------------------------------------------------------------------------ -# Define target platform: PLATFORM_DESKTOP, PLATFORM_WEB, PLATFORM_DRM -PLATFORM ?= PLATFORM_DESKTOP - -# Define project variables -PROJECT_NAME ?= stribun -PROJECT_VERSION ?= 1.0 -PROJECT_BUILD_PATH ?= . - -RAYLIB_PATH ?= ../../raylib -RAYLIB_INCLUDE_PATH ?= $(RAYLIB_PATH)/src -RAYLIB_LIB_PATH ?= $(RAYLIB_PATH)/src - -# Build mode for project: DEBUG or RELEASE -BUILD_MODE ?= DEBUG - -# PLATFORM_WEB: Default properties -BUILD_WEB_ASYNCIFY ?= FALSE -BUILD_WEB_SHELL ?= minshell.html -BUILD_WEB_HEAP_SIZE ?= 128MB -BUILD_WEB_RESOURCES ?= TRUE -BUILD_WEB_RESOURCES_PATH ?= resources - -# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected -ifeq ($(PLATFORM),PLATFORM_DESKTOP) - # No uname.exe on MinGW!, but OS=Windows_NT on Windows! - # ifeq ($(UNAME),Msys) -> Windows - ifeq ($(OS),Windows_NT) - PLATFORM_OS = WINDOWS - else - UNAMEOS = $(shell uname) - ifeq ($(UNAMEOS),Linux) - PLATFORM_OS = LINUX - endif - ifeq ($(UNAMEOS),FreeBSD) - PLATFORM_OS = BSD - endif - ifeq ($(UNAMEOS),OpenBSD) - PLATFORM_OS = BSD - endif - ifeq ($(UNAMEOS),NetBSD) - PLATFORM_OS = BSD - endif - ifeq ($(UNAMEOS),DragonFly) - PLATFORM_OS = BSD - endif - ifeq ($(UNAMEOS),Darwin) - PLATFORM_OS = OSX - endif - endif -endif -ifeq ($(PLATFORM),PLATFORM_DRM) - UNAMEOS = $(shell uname) - ifeq ($(UNAMEOS),Linux) - PLATFORM_OS = LINUX - endif -endif - -ifeq ($(PLATFORM),PLATFORM_WEB) - # Emscripten required variables - EMSDK_PATH ?= C:/emsdk - EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten - CLANG_PATH = $(EMSDK_PATH)/upstream/bin - PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit - NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin - export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH) -endif - -# Define default C compiler: CC -#------------------------------------------------------------------------------------------------ -CC = gcc - -ifeq ($(PLATFORM),PLATFORM_DESKTOP) - ifeq ($(PLATFORM_OS),OSX) - # OSX default compiler - CC = clang - endif - ifeq ($(PLATFORM_OS),BSD) - # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler - CC = clang - endif -endif -ifeq ($(PLATFORM),PLATFORM_WEB) - # HTML5 emscripten compiler - # WARNING: To compile to HTML5, code must be redesigned - # to use emscripten.h and emscripten_set_main_loop() - CC = emcc -endif -ifeq ($(PLATFORM),PLATFORM_DRM) - ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) - # Define RPI cross-compiler - #CC = armv6j-hardfloat-linux-gnueabi-gcc - CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc - endif -endif - - -# Define default make program: MAKE -#------------------------------------------------------------------------------------------------ -MAKE ?= make - -ifeq ($(PLATFORM),PLATFORM_DESKTOP) - ifeq ($(PLATFORM_OS),WINDOWS) - MAKE = mingw32-make - endif -endif - -# Define compiler flags: CFLAGS -#------------------------------------------------------------------------------------------------ -# -O1 defines optimization level -# -g include debug information on compilation -# -s strip unnecessary data from build -# -Wall turns on most, but not all, compiler warnings -# -std=c99 defines C language mode (standard C from 1999 revision) -# -std=gnu99 defines C language mode (GNU C from 1999 revision) -# -Wno-missing-braces ignore invalid warning (GCC bug 53119) -# -Wno-unused-value ignore unused return values of some functions (i.e. fread()) -# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec -CFLAGS = -Werror -Wall -Wextra -std=c11 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result - -ifeq ($(BUILD_MODE),DEBUG) - CFLAGS += -g -D_DEBUG -else - ifeq ($(PLATFORM),PLATFORM_WEB) - ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) - CFLAGS += -O3 - else - CFLAGS += -Os - endif - else - ifeq ($(PLATFORM_OS),OSX) - CFLAGS += -O2 - else - CFLAGS += -s -O2 - endif - endif -endif -ifeq ($(PLATFORM),PLATFORM_DRM) - CFLAGS += -std=gnu99 -DEGL_NO_X11 -endif - -# Define include paths for required headers: INCLUDE_PATHS -#------------------------------------------------------------------------------------------------ -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external - -# Define additional directories containing required header files -ifeq ($(PLATFORM),PLATFORM_DRM) - # DRM required libraries - INCLUDE_PATHS += -I/usr/include/libdrm -endif -ifeq ($(PLATFORM),PLATFORM_DESKTOP) - ifeq ($(PLATFORM_OS),BSD) - # Consider -L$(RAYLIB_H_INSTALL_PATH) - INCLUDE_PATHS += -I/usr/local/include - endif -endif - -# Define library paths containing required libs: LDFLAGS -#------------------------------------------------------------------------------------------------ -LDFLAGS = -L. -L$(RAYLIB_LIB_PATH) - -ifeq ($(PLATFORM),PLATFORM_DESKTOP) - ifeq ($(PLATFORM_OS),WINDOWS) - # resource file contains windows executable icon and properties - LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data - # -Wl,--subsystem,windows hides the console window - ifeq ($(BUILD_MODE), RELEASE) - LDFLAGS += -Wl,--subsystem,windows - endif - endif - ifeq ($(PLATFORM_OS),BSD) - # Consider -L$(RAYLIB_INSTALL_PATH) - LDFLAGS += -Lsrc -L/usr/local/lib - endif - ifeq ($(PLATFORM_OS),LINUX) - # Reset everything. - # Precedence: immediately local, installed version, raysan5 provided libs - #LDFLAGS += -L$(RAYLIB_RELEASE_PATH) - endif -endif -ifeq ($(PLATFORM),PLATFORM_WEB) - # -Os # size optimization - # -O2 # optimization level 2, if used, also set --memory-init-file 0 - # -s USE_GLFW=3 # Use glfw3 library (context/input management) - # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! - # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) - # -s USE_PTHREADS=1 # multithreading support - # -s WASM=0 # disable Web Assembly, emitted by default - # -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS - # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data - # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) - # --profiling # include information for code profiling - # --memory-init-file 0 # to avoid an external memory initialization code file (.mem) - # --preload-file resources # specify a resources folder for data compilation - # --source-map-base # allow debugging in browser with source map - LDFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -s FORCE_FILESYSTEM=1 - - # Build using asyncify - ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) - LDFLAGS += -s ASYNCIFY - endif - - # Add resources building if required - ifeq ($(BUILD_WEB_RESOURCES),TRUE) - LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH) - endif - - # Add debug mode flags if required - ifeq ($(BUILD_MODE),DEBUG) - LDFLAGS += -s ASSERTIONS=1 --profiling - endif - - # Define a custom shell .html and output extension - LDFLAGS += --shell-file $(BUILD_WEB_SHELL) - EXT = .html -endif - -# Define libraries required on linking: LDLIBS -# NOTE: To link libraries (lib.so or lib.a), use -l -#------------------------------------------------------------------------------------------------ -ifeq ($(PLATFORM),PLATFORM_DESKTOP) - ifeq ($(PLATFORM_OS),WINDOWS) - # Libraries for Windows desktop compilation - # NOTE: WinMM library required to set high-res timer resolution - LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm -lcomdlg32 -lole32 - # Required for physac examples - LDLIBS += -static -lpthread - endif - ifeq ($(PLATFORM_OS),LINUX) - # Libraries for Debian GNU/Linux desktop compiling - # NOTE: Required packages: libegl1-mesa-dev - LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt - - # On Wayland windowing system, additional libraries requires - ifeq ($(USE_WAYLAND_DISPLAY),TRUE) - LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon - else - # On X11 requires also below libraries - LDLIBS += -lX11 - # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them - #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor - endif - # Explicit link to libc - ifeq ($(RAYLIB_LIBTYPE),SHARED) - LDLIBS += -lc - endif - endif - ifeq ($(PLATFORM_OS),OSX) - # Libraries for OSX 10.9 desktop compiling - # NOTE: Required packages: libopenal-dev libegl1-mesa-dev - LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo - endif - ifeq ($(PLATFORM_OS),BSD) - # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling - # NOTE: Required packages: mesa-libs - LDLIBS = -lraylib -lGL -lpthread -lm - - # On XWindow requires also below libraries - LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor - endif -endif -ifeq ($(PLATFORM),PLATFORM_WEB) - # Libraries for web (HTML5) compiling - LDLIBS = $(RAYLIB_LIB_PATH)/libraylib.a -endif -ifeq ($(PLATFORM),PLATFORM_DRM) - # Libraries for DRM compiling - # NOTE: Required packages: libasound2-dev (ALSA) - LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -endif - - -# Define source code files required -#------------------------------------------------------------------------------------------------ -PROJECT_SOURCE_FILES ?= stribun.c - -# Define all object files from source files -OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES)) - -# Define processes to execute -#------------------------------------------------------------------------------------------------ -# Default target entry -# NOTE: We call this Makefile target or Makefile.Android target -all: - $(MAKE) $(PROJECT_NAME) - -# Project target defined by PROJECT_NAME -$(PROJECT_NAME): $(OBJS) - $(CC) -o $(PROJECT_BUILD_PATH)/$(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - -# Compile source files -# NOTE: This pattern will compile every module defined on $(OBJS) -%.o: %.c - $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) - -# Clean everything -clean: -ifeq ($(PLATFORM),PLATFORM_DESKTOP) - ifeq ($(PLATFORM_OS),WINDOWS) - del *.o *.exe /s - endif - ifeq ($(PLATFORM_OS),LINUX) - find . -type f -executable -delete - rm -fv *.o - endif - ifeq ($(PLATFORM_OS),OSX) - rm -f *.o external/*.o $(PROJECT_NAME) - endif -endif -ifeq ($(PLATFORM),PLATFORM_DRM) - find . -type f -executable -delete - rm -fv *.o -endif -ifeq ($(PLATFORM),PLATFORM_WEB) - del *.o *.html *.js -endif - @echo Cleaning done diff --git a/src/Makefile.Android b/src/Makefile.Android deleted file mode 100644 index 370be9d..0000000 --- a/src/Makefile.Android +++ /dev/null @@ -1,321 +0,0 @@ -#************************************************************************************************** -# -# raylib makefile for Android project (APK building) -# -# Copyright (c) 2017-2023 Ramon Santamaria (@raysan5) -# -# This software is provided "as-is", without any express or implied warranty. In no event -# will the authors be held liable for any damages arising from the use of this software. -# -# Permission is granted to anyone to use this software for any purpose, including commercial -# applications, and to alter it and redistribute it freely, subject to the following restrictions: -# -# 1. The origin of this software must not be misrepresented; you must not claim that you -# wrote the original software. If you use this software in a product, an acknowledgment -# in the product documentation would be appreciated but is not required. -# -# 2. Altered source versions must be plainly marked as such, and must not be misrepresented -# as being the original software. -# -# 3. This notice may not be removed or altered from any source distribution. -# -#************************************************************************************************** - -SHELL=cmd - -# Define required raylib variables -PLATFORM ?= PLATFORM_ANDROID -RAYLIB_PATH ?= C:\GitHub\raylib - -# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version -# Starting in 2019 using ARM64 is mandatory for published apps, -# Starting on August 2020, minimum required target API is Android 10 (API level 29) -ANDROID_ARCH ?= ARM64 -ANDROID_API_VERSION = 29 - -ifeq ($(ANDROID_ARCH),ARM) - ANDROID_ARCH_NAME = armeabi-v7a -endif -ifeq ($(ANDROID_ARCH),ARM64) - ANDROID_ARCH_NAME = arm64-v8a -endif -ifeq ($(ANDROID_ARCH),x86) - ANDROID_ARCH_NAME = i686 -endif -ifeq ($(ANDROID_ARCH),x86_64) - ANDROID_ARCH_NAME = x86_64 -endif - -# Required path variables -# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13) -JAVA_HOME ?= C:/open-jdk -ANDROID_HOME ?= C:/android-sdk -ANDROID_NDK ?= C:/android-ndk -ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64 -ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3 -ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools - -# Android project configuration variables -PROJECT_NAME ?= raylib_game -PROJECT_LIBRARY_NAME ?= main -PROJECT_BUILD_ID ?= android -PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME) -PROJECT_RESOURCES_PATH ?= resources -PROJECT_SOURCE_FILES ?= simple_game.c -NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue - -# Some source files are placed in directories, when compiling to some -# output directory other than source, that directory must pre-exist. -# Here we get a list of required folders that need to be created on -# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors. -PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES))) - -# Android app configuration variables -APP_LABEL_NAME ?= rGame -APP_COMPANY_NAME ?= raylib -APP_PRODUCT_NAME ?= rgame -APP_VERSION_CODE ?= 1 -APP_VERSION_NAME ?= 1.0 -APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png -APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png -APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png -APP_SCREEN_ORIENTATION ?= landscape -APP_KEYSTORE_PASS ?= raylib - -# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) -RAYLIB_LIBTYPE ?= STATIC - -# Library path for libraylib.a/libraylib.so -RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src - -# Shared libs must be added to APK if required -# NOTE: Generated NativeLoader.java automatically load those libraries -ifeq ($(RAYLIB_LIBTYPE),SHARED) - PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so -endif - -# Compiler and archiver -ifeq ($(ANDROID_ARCH),ARM) - CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang - AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar -endif -ifeq ($(ANDROID_ARCH),ARM64) - CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang - AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar -endif -ifeq ($(ANDROID_ARCH),x86) - CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang - AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar -endif -ifeq ($(ANDROID_ARCH),x86_64) - CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang - AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar -endif - -# Compiler flags for arquitecture -ifeq ($(ANDROID_ARCH),ARM) - CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 -endif -ifeq ($(ANDROID_ARCH),ARM64) - CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769 -endif -# Compilation functions attributes options -CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC -# Compiler options for the linker -CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes -# Preprocessor macro definitions -CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) - -# Paths containing required header files -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH) - -# Linker options -LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a -LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -# Force linking of library module to define symbol -LDFLAGS += -u ANativeActivity_onCreate -# Library paths containing required libs -LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib - -# Define any libraries to link into executable -# if you want to link libraries (libname.so or libname.a), use the -lname -LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl - -# Generate target objects list from PROJECT_SOURCE_FILES -OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES)) - -# Android APK building process... some steps required... -# NOTE: typing 'make' will invoke the default target entry called 'all', -all: create_temp_project_dirs \ - copy_project_required_libs \ - copy_project_resources \ - generate_loader_script \ - generate_android_manifest \ - generate_apk_keystore \ - config_project_package \ - compile_project_code \ - compile_project_class \ - compile_project_class_dex \ - create_project_apk_package \ - sign_project_apk_package \ - zipalign_project_apk_package - -# Create required temp directories for APK building -create_temp_project_dirs: - if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) - if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj - if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src - if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com - if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) - if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) - if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib - if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) - if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin - if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res - if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi - if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi - if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi - if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values - if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets - if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) - if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens - $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) - -define create_dir - if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1) -endef - -# Copy required shared libs for integration into APK -# NOTE: If using shared libs they are loaded by generated NativeLoader.java -copy_project_required_libs: -ifeq ($(RAYLIB_LIBTYPE),SHARED) - copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so -endif -ifeq ($(RAYLIB_LIBTYPE),STATIC) - copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a -endif - -# Copy project required resources: strings.xml, icon.png, assets -# NOTE: Required strings.xml is generated and game resources are copied to assets folder -# TODO: Review xcopy usage, it can not be found in some systems! -copy_project_resources: - copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y - copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y - copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y - @echo ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml - @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml - if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F - -# Generate NativeLoader.java to load required shared libraries -# NOTE: Probably not the bet way to generate this file... but it works. -generate_loader_script: - @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java - @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java - @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java - @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -ifeq ($(RAYLIB_LIBTYPE),SHARED) - @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -endif - @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java - @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java - @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java - -# Generate AndroidManifest.xml with all the required options -# NOTE: Probably not the bet way to generate this file... but it works. -generate_android_manifest: - @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - -# Generate storekey for APK signing: $(PROJECT_NAME).keystore -# NOTE: Configure here your Distinguished Names (-dname) if required! -generate_apk_keystore: - if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA - -# Config project package and resource using AndroidManifest.xml and res/values/strings.xml -# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java -config_project_package: - $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar - -# Compile native_app_glue code as static library: obj/libnative_app_glue.a -compile_native_app_glue: - $(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS) - $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o - -# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so -compile_project_code: $(OBJS) - $(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) - -# Compile all .c files required into object (.o) files -# NOTE: Those files will be linked into a shared library -$(PROJECT_BUILD_PATH)/obj/%.o:%.c - $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot - -# Compile project .java code into .class (Java bytecode) -compile_project_class: - $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java - -# Compile .class files into Dalvik executable bytecode (.dex) -# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT) -compile_project_class_dex: - $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj - -# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk -# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so -# NOTE: Use -A resources to define additional directory in which to find raw asset files -create_project_apk_package: - $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin - cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS) - -# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk -sign_project_apk_package: - $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key - -# Create zip-aligned APK package: $(PROJECT_NAME).apk -zipalign_project_apk_package: - $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk - -# Install $(PROJECT_NAME).apk to default emulator/device -# NOTE: Use -e (emulator) or -d (device) parameters if required -install: - $(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk - -# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64) -check_device_abi: - $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi - -# Monitorize output log coming from device, only raylib tag -logcat: - $(ANDROID_PLATFORM_TOOLS)/adb logcat -c - $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S - -# Install and monitorize $(PROJECT_NAME).apk to default emulator/device -deploy: - $(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk - $(ANDROID_PLATFORM_TOOLS)/adb logcat -c - $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S - -#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W - -# Clean everything -clean: - del $(PROJECT_BUILD_PATH)\* /f /s /q - rmdir $(PROJECT_BUILD_PATH) /s /q - @echo Cleaning done diff --git a/src/raylib.icns b/src/raylib.icns deleted file mode 100644 index 5adad08..0000000 Binary files a/src/raylib.icns and /dev/null differ diff --git a/src/raylib.ico b/src/raylib.ico deleted file mode 100644 index 0cedcc5..0000000 Binary files a/src/raylib.ico and /dev/null differ diff --git a/src/raylib_game.rc b/src/raylib_game.rc deleted file mode 100644 index 5e0caa8..0000000 --- a/src/raylib_game.rc +++ /dev/null @@ -1,27 +0,0 @@ -GLFW_ICON ICON "raylib.ico" - -1 VERSIONINFO -FILEVERSION 1,0,0,0 -PRODUCTVERSION 1,0,0,0 -BEGIN - BLOCK "StringFileInfo" - BEGIN - //BLOCK "080904E4" // English UK - BLOCK "040904E4" // English US - BEGIN - VALUE "CompanyName", "raylib technologies" - VALUE "FileDescription", "raylib gamejam template" - VALUE "FileVersion", "1.0" - VALUE "InternalName", "raylib-game" - VALUE "LegalCopyright", "(c) 2023 raylib technologies (@raylibtech)" - //VALUE "OriginalFilename", "raylib_app.exe" - VALUE "ProductName", "raylib-game" - VALUE "ProductVersion", "1.0" - END - END - BLOCK "VarFileInfo" - BEGIN - //VALUE "Translation", 0x809, 1252 // English UK - VALUE "Translation", 0x409, 1252 // English US - END -END diff --git a/src/resources/ball.obj b/src/resources/ball.obj deleted file mode 100644 index a03d4ca..0000000 --- a/src/resources/ball.obj +++ /dev/null @@ -1,1417 +0,0 @@ -# Blender 3.6.1 -# www.blender.org -mtllib ball.mtl -o Icosphere -v -0.687159 0.251152 0.681715 -v 0.723607 -0.447220 0.525725 -v -0.322183 0.000377 0.991576 -v -0.894426 -0.447216 0.000000 -v -0.276388 -0.447220 -0.850649 -v 0.723607 -0.447220 -0.525725 -v 0.276388 0.447220 0.850649 -v -0.723607 0.447220 0.525725 -v 0.894426 0.447216 0.000000 -v 0.000000 1.000000 0.000000 -v -0.232822 -0.657519 0.716563 -v -0.162456 -0.850654 0.499995 -v -0.077607 -0.967950 0.238853 -v 0.203181 -0.967950 0.147618 -v 0.425323 -0.850654 0.309011 -v 0.609547 -0.657519 0.442856 -v 0.531941 -0.502302 0.681712 -v 0.262869 -0.525738 0.809012 -v -0.029639 -0.502302 0.864184 -v 0.812729 -0.502301 -0.295238 -v 0.850648 -0.525736 0.000000 -v 0.812729 -0.502301 0.295238 -v 0.276388 0.447220 0.850649 -v 0.425323 -0.850654 -0.309011 -v 0.609547 -0.657519 -0.442856 -v -0.753442 -0.657515 0.000000 -v -0.525730 -0.850652 0.000000 -v -0.251147 -0.967949 0.000000 -v -0.483971 -0.502302 0.716565 -v -0.688189 -0.525736 0.499997 -v -0.831051 -0.502299 0.238853 -v -0.232822 -0.657519 -0.716563 -v -0.162456 -0.850654 -0.499995 -v 0.436007 0.251152 0.864188 -v -0.831051 -0.502299 -0.238853 -v -0.688189 -0.525736 -0.499997 -v -0.483971 -0.502302 -0.716565 -v -0.029639 -0.502302 -0.864184 -v 0.262869 -0.525738 -0.809012 -v 0.531941 -0.502302 -0.681712 -v 0.453671 0.260872 -0.898721 -v 0.951058 -0.000000 0.309013 -v 0.860698 -0.251151 0.442858 -v 0.860698 -0.251151 -0.442858 -v 0.951058 0.000000 -0.309013 -v 0.956626 0.251149 -0.147618 -v -0.142989 0.285140 0.992479 -v -0.463340 0.282489 0.889613 -v 0.032816 0.518204 0.903585 -v 0.687159 -0.251152 0.681715 -v 0.587786 0.000000 0.809017 -v 0.436007 0.251152 0.864188 -v -0.860698 0.251151 0.442858 -v -0.951058 -0.000000 0.309013 -v -0.956626 -0.251149 0.147618 -v -0.034134 -0.520806 0.902299 -v 0.448809 0.261105 0.903588 -v -0.243757 -0.681245 0.750221 -v -0.587786 -0.000000 -0.809017 -v -0.436007 -0.251152 -0.864188 -v 0.687159 -0.251152 -0.681715 -v -0.155215 -0.251152 -0.955422 -v 0.000000 0.000000 -1.000000 -v 0.242665 0.681691 -0.746859 -v 0.030433 0.522448 -0.898717 -v 0.483971 0.502302 0.716565 -v 0.029639 0.502302 0.864184 -v -0.262869 0.525738 0.809012 -v -0.531941 0.502302 0.681712 -v -0.812729 0.502301 0.295238 -v 0.370940 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b/src/stribun.c index a021d36..cc67135 100644 --- a/src/stribun.c +++ b/src/stribun.c @@ -3336,8 +3336,8 @@ void initBossBallResources(void) { bossBallCamera.fovy = 45.0f; bossBallCamera.projection = CAMERA_PERSPECTIVE; - bossBallLightingShader = LoadShader(TextFormat("resources/lighting-%d.vert", GLSL_VERSION), - TextFormat("resources/lighting-%d.frag", GLSL_VERSION)); + bossBallLightingShader = LoadShader(TextFormat("assets/lighting-%d.vert", GLSL_VERSION), + TextFormat("assets/lighting-%d.frag", GLSL_VERSION)); bossBallLightingShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(bossBallLightingShader, "viewPos"); @@ -3353,14 +3353,14 @@ void initBossBallResources(void) { WHITE, bossBallLightingShader); - bossBallTexture = LoadTexture("resources/ball.png"); + bossBallTexture = LoadTexture("assets/ball.png"); - bossBallModel = LoadModel("resources/ball.obj"); + bossBallModel = LoadModel("assets/ball.obj"); SetMaterialTexture(&bossBallModel.materials[0], MATERIAL_MAP_ALBEDO, bossBallTexture); bossBallModel.materials[0].shader = bossBallLightingShader; - bossBallMusic = LoadMusicStream("resources/reddream.xm"); + bossBallMusic = LoadMusicStream("assets/reddream.xm"); SetMusicVolume(bossBallMusic, 0.5f); } @@ -3490,7 +3490,7 @@ void initBossBall(void) { }; if (types[index] == BOSS_BALL_WEAPON_LASER) { - bossBall.weapons[i].soundEffect = LoadMusicStream("resources/laser.wav"); + bossBall.weapons[i].soundEffect = LoadMusicStream("assets/laser.wav"); SetMusicVolume(bossBall.weapons[i].soundEffect, 1.5f); } @@ -3546,10 +3546,10 @@ void initBossMarine(void) { }; void initMusic(void) { - mainMenuMusic = LoadMusicStream("resources/drozerix_-_stardust_jam.mod"); + mainMenuMusic = LoadMusicStream("assets/drozerix_-_stardust_jam.mod"); SetMusicVolume(mainMenuMusic, 0.6); - bossMarineMusic = LoadMusicStream("resources/once_is_not_enough.mod"); + bossMarineMusic = LoadMusicStream("assets/once_is_not_enough.mod"); SetMusicVolume(bossMarineMusic, 0.5); } @@ -3623,40 +3623,40 @@ void initAsteroids(void) { } void initSoundEffects(void) { - dashSoundEffect = LoadSound("resources/dash.wav"); + dashSoundEffect = LoadSound("assets/dash.wav"); SetSoundVolume(dashSoundEffect, 0.3); - playerShot = LoadSound("resources/shot01.wav"); + playerShot = LoadSound("assets/shot01.wav"); SetSoundVolume(playerShot, 0.5); - beep = LoadSound("resources/beep.wav"); - hit = LoadSound("resources/hit.wav"); + beep = LoadSound("assets/beep.wav"); + hit = LoadSound("assets/hit.wav"); SetSoundVolume(hit, 0.7); - playerHealSound = LoadSound("resources/heal.wav"); + playerHealSound = LoadSound("assets/heal.wav"); /* SetSoundVolume(playerHealSound, 0.5); */ - buttonFocusEffect = LoadSound("resources/hit.wav"); + buttonFocusEffect = LoadSound("assets/hit.wav"); SetSoundVolume(buttonFocusEffect, 0.1); - borderActivation = LoadSound("resources/border.wav"); + borderActivation = LoadSound("assets/border.wav"); SetSoundVolume(borderActivation, 0.3); - bossMarineShotgunSound = LoadSound("resources/shot02.wav"); - bossMarineGunshotSound = LoadSound("resources/shot03.wav"); + bossMarineShotgunSound = LoadSound("assets/shot02.wav"); + bossMarineGunshotSound = LoadSound("assets/shot03.wav"); - bossBallTurretSound = LoadSound("resources/shot03.wav"); + bossBallTurretSound = LoadSound("assets/shot03.wav"); - playerDeathSound = LoadSound("resources/dead.wav"); + playerDeathSound = LoadSound("assets/dead.wav"); - bossBallLaserChargingSound = LoadSound("resources/laser-charging.wav"); + bossBallLaserChargingSound = LoadSound("assets/laser-charging.wav"); SetSoundVolume(bossBallLaserChargingSound, 0.5); - bossBallRocketSound = LoadSound("resources/rocket.wav"); + bossBallRocketSound = LoadSound("assets/rocket.wav"); - bossBallDeath = LoadSound("resources/explosion.wav"); + bossBallDeath = LoadSound("assets/explosion.wav"); - asteroidDestructionSound = LoadSound("resources/boom.wav"); + asteroidDestructionSound = LoadSound("assets/boom.wav"); } void initShaders(void) { @@ -3676,7 +3676,7 @@ void initShaders(void) { Vector4 arenaBorderColor0 = ColorNormalize(DARKBLUE); Vector4 arenaBorderColor1 = ColorNormalize(BLUE); - arenaBorderShader = LoadShader(NULL, TextFormat("resources/border-%d.frag", GLSL_VERSION)); + arenaBorderShader = LoadShader(NULL, TextFormat("assets/border-%d.frag", GLSL_VERSION)); arenaBorderTime = GetShaderLocation(arenaBorderShader, "time"); SetShaderValue(arenaBorderShader, GetShaderLocation(arenaBorderShader, "borderColor0"), @@ -3696,7 +3696,7 @@ void initShaders(void) { { Vector4 dashResetGlowColor = ColorNormalize(ColorAlpha(SKYBLUE, 0.1f)); - dashResetShader = LoadShader(NULL, TextFormat("resources/dash-reset-glow-%d.frag", GLSL_VERSION)); + dashResetShader = LoadShader(NULL, TextFormat("assets/dash-reset-glow-%d.frag", GLSL_VERSION)); dashResetShaderAlpha = GetShaderLocation(dashResetShader, "alpha"); dashResetShaderColor = GetShaderLocation(dashResetShader, "glowColor"); @@ -3704,7 +3704,7 @@ void initShaders(void) { } { - stars = LoadShader(NULL, TextFormat("resources/stars-%d.frag", GLSL_VERSION)); + stars = LoadShader(NULL, TextFormat("assets/stars-%d.frag", GLSL_VERSION)); starsTime = GetShaderLocation(stars, "time"); SetShaderValue(stars, @@ -3716,7 +3716,7 @@ void initShaders(void) { } { - playerHealthBarShader = LoadShader(NULL, TextFormat("resources/health-bar-%d.frag", GLSL_VERSION)); + playerHealthBarShader = LoadShader(NULL, TextFormat("assets/health-bar-%d.frag", GLSL_VERSION)); Vector4 good = ColorNormalize((Color) {129, 73, 151, 255}); Vector4 bad = ColorNormalize(BLACK); @@ -3741,7 +3741,7 @@ void initShaders(void) { } { - playerHealthOverlayShader = LoadShader(NULL, TextFormat("resources/health-overlay-%d.frag", GLSL_VERSION)); + playerHealthOverlayShader = LoadShader(NULL, TextFormat("assets/health-overlay-%d.frag", GLSL_VERSION)); /* Vector4 good = ColorNormalize((Color) {164, 36, 40, 255}); */ Vector4 good = ColorNormalize((Color) {129, 73, 151, 255}); @@ -3759,20 +3759,20 @@ void initShaders(void) { playerHealthOverlayHealth = GetShaderLocation(playerHealthOverlayShader, "health"); - Image mask = LoadImage("resources/sprites.png"); + Image mask = LoadImage("assets/sprites.png"); ImageCrop(&mask, playerHealthOverlayMaskRect); playerHealthMaskTexture = LoadTextureFromImage(mask); UnloadImage(mask); } { - dashTrailShader = LoadShader(NULL, TextFormat("resources/dash-trail-%d.frag", GLSL_VERSION)); + dashTrailShader = LoadShader(NULL, TextFormat("assets/dash-trail-%d.frag", GLSL_VERSION)); dashTrailShaderColor = GetShaderLocation(dashTrailShader, "trailColor"); dashTrailShaderAlpha = GetShaderLocation(dashTrailShader, "alpha"); } { - pixelationShader = LoadShader(NULL, TextFormat("resources/pixelation-%d.frag", GLSL_VERSION)); + pixelationShader = LoadShader(NULL, TextFormat("assets/pixelation-%d.frag", GLSL_VERSION)); SetShaderValue(pixelationShader, GetShaderLocation(pixelationShader, "resolution"), &level, @@ -3782,7 +3782,7 @@ void initShaders(void) { } { - laserShader = LoadShader(NULL, TextFormat("resources/laser-%d.frag", GLSL_VERSION)); + laserShader = LoadShader(NULL, TextFormat("assets/laser-%d.frag", GLSL_VERSION)); SetShaderValue(laserShader, GetShaderLocation(laserShader, "resolution"), (float[2]){LASER_WIDTH, LASER_HEIGHT}, @@ -3792,7 +3792,7 @@ void initShaders(void) { } { - playerAuraShader = LoadShader(NULL, TextFormat("resources/aura-%d.frag", GLSL_VERSION)); + playerAuraShader = LoadShader(NULL, TextFormat("assets/aura-%d.frag", GLSL_VERSION)); playerAuraTime = GetShaderLocation(playerAuraShader, "time"); } } @@ -3804,7 +3804,7 @@ void adjustBossBallTargetScreen(void) { } void initTextures(void) { - sprites = LoadTexture("resources/sprites.png"); + sprites = LoadTexture("assets/sprites.png"); target = LoadRenderTexture(LEVEL_WIDTH, LEVEL_HEIGHT);