Browse Source

Update README

merge-requests/2/head
Miloslav Číž 3 years ago
parent
commit
2c070332aa
  1. 22
      README.md
  2. BIN
      assets/levelD.gif
  3. BIN
      assets/levelE.gif
  4. BIN
      assets/levelZ.gif
  5. 1
      game.html
  6. 2
      index.html
  7. 0
      media/logo_big.png
  8. 2038
      raycastlib_old.h
  9. 7
      settings.h

22
README.md

@ -125,6 +125,28 @@ Yes. This isn't made for any profit, but if you decide you want to share some fo @@ -125,6 +125,28 @@ Yes. This isn't made for any profit, but if you decide you want to share some fo
## code guide
The repository structure is following:
```
assets/ asset sources (textures, sprites, maps, sounds, ...)
*.py scripts for converting assets to C structs/arrays
media/ media presenting the game (screenshots, logo, ...)
constants.h game constants that aren't considered settings
images.h images (textures, sprites) from assets folder converted to C
levels.h levels from assets folder converted to C
palette.h game 256 color palette
platform_*.png fronted implementation for various platforms
raycastlib.h raycasting library
settings.h game settings that users can change (FPS, resolution, ...)
sounds.h sounds from assets folder converted to C
texts.h game texts
main.c main game logic, this file is passed to the compiler
make.sh compiling script constaining compiler settings
HTMLshell.html HTML shell for emscripten (browser) version
index.html game website
README.md this readme
```
TODO
source files

BIN
assets/levelD.gif

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 KiB

BIN
assets/levelE.gif

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

BIN
assets/levelZ.gif

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.7 KiB

After

Width:  |  Height:  |  Size: 4.7 KiB

1
game.html

@ -0,0 +1 @@ @@ -0,0 +1 @@
<!doctypehtml><html><head><meta charset=utf-8><title>game</title></head><body><canvas class=emscripten id=canvas oncontextmenu=event.preventDefault() tabindex=-1></canvas><script>var Module={print:function(n){console.log(n)},printErr:function(n){console.error(n)},canvas:document.getElementById("canvas")}</script><script async src=game.js></script></body></html>

2
index.html

@ -159,7 +159,7 @@ @@ -159,7 +159,7 @@
<span class="subtitle">the suckless, anticapitalist, public domain game, for everyone</span>
<img src="assets/logo_big.png">
<img src="media/logo_big.png">
<span class="wow">THIS IS SPECIAL</span>

0
assets/logo_big.png → media/logo_big.png

Before

Width:  |  Height:  |  Size: 1.7 KiB

After

Width:  |  Height:  |  Size: 1.7 KiB

2038
raycastlib_old.h

File diff suppressed because it is too large Load Diff

7
settings.h

@ -21,9 +21,10 @@ @@ -21,9 +21,10 @@
Target FPS (frames per second). This sets the game logic FPS and will try to
render at the same rate. If such fast rendering can't be achieved, frames will
be droped, but the game logic will still be forced to run at this speed, so
the game may actually become slowed down if FPS is set too high. Too high FPS
can also negatively affect game speeds which are computed as integers and
rounding errors can occur soon, so don't set this to extreme values.
the game may actually become slowed down if FPS is set too high. Too high or
too low FPS can also negatively affect game speeds which are computed as
integers and rounding errors can occur soon, so don't set this to extreme
values (try to keep from 20 to 100).
*/
#define SFG_FPS 60

Loading…
Cancel
Save