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 0.933215 0.273448
-v -0.531941 0.502302 -0.681712
-v -0.262869 0.525738 -0.809012
-v 0.688189 0.525736 -0.499997
-v 0.831051 0.502299 -0.238853
-v 0.162456 0.850654 0.499995
-v 0.232822 0.657519 0.716563
-v 0.753442 0.657515 0.000000
-v 0.525730 0.850652 0.000000
-v 0.251147 0.967949 0.000000
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diff --git a/src/resources/drozerix_-_stardust_jam.mod b/src/resources/drozerix_-_stardust_jam.mod
deleted file mode 100644
index a76c5b2..0000000
Binary files a/src/resources/drozerix_-_stardust_jam.mod and /dev/null differ
diff --git a/src/resources/once_is_not_enough.mod b/src/resources/once_is_not_enough.mod
deleted file mode 100644
index 4630514..0000000
Binary files a/src/resources/once_is_not_enough.mod and /dev/null differ
diff --git a/src/stribun.c 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);