mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-21 08:25:05 -05:00
Update README
This commit is contained in:
parent
7cc02e4417
commit
2c070332aa
22
README.md
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
|
||||
|
||||
## 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
Normal file
BIN
assets/levelD.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.0 KiB |
BIN
assets/levelE.gif
Normal file
BIN
assets/levelE.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.4 KiB |
Binary file not shown.
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |
1
game.html
Normal file
1
game.html
Normal file
@ -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>
|
@ -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>
|
||||
|
||||
|
Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 1.7 KiB |
2038
raycastlib_old.h
Normal file
2038
raycastlib_old.h
Normal file
File diff suppressed because it is too large
Load Diff
@ -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…
Reference in New Issue
Block a user