Update compilation instruction
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README.md
19
README.md
@ -14,10 +14,23 @@ The game can do following:
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## Compiling
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Before compiling, you need to install both build suite (GCC/MSVC) with CMake and SDL2 libs.
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Before compiling, you need to install both build suite (GCC/MSVC) with CMake and SDL2 libs:
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TODO...
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```shell
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apt update
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apt install build-essential cmake libsdl2-dev libsdl2-image-dev
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```
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Clone the repo with submodules updated and launch cmake to prepare compile:
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```shell
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cd AST
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mkdir build && cd build
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cp -R ../data .
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cmake ..
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make
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```
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## Running
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Simply run the program with "data" folder or use the launch script.
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Simply run the program with `data` folder (required) and `logs` folder (optional) or use the launch script.
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@ -3,12 +3,6 @@
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#include <string.h>
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#include "arenaEngine.h"
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#ifdef _WIN32
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#define DATA_PATH(p) "data\\p"
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#else
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#define DATA_PATH(p) "data/p"
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#endif
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/*
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* Arena generate functions
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*/
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@ -23,37 +17,39 @@ TILE *createTileList(void) {
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tile_5 = calloc(1,sizeof(TILE));
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tile_0->type_id = 0;
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tile_0->texture = IMG_Load(DATA_PATH("tile_grass.png"));
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tile_0->texture = IMG_Load("data/tile_grass.png");
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tile_0->canBeMined = 0;
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tile_0->isGround = 1;
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tile_0->nextTile = tile_1;
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if (!tile_0->texture) addLogWarn("GRASS tex failed!");
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tile_1->type_id = 1;
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tile_1->texture = IMG_Load(DATA_PATH("tile_rock.png"));
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tile_1->texture = IMG_Load("data/tile_rock.png");
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tile_1->canBeMined = 0;
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tile_1->isGround = 1;
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tile_1->nextTile = tile_2;
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tile_2->type_id = 2;
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tile_2->texture = IMG_Load(DATA_PATH("tile_tree.png"));
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tile_2->texture = IMG_Load("data/tile_tree.png");
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tile_2->canBeMined = 0;
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tile_2->isGround = 0;
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tile_2->nextTile = tile_3;
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tile_3->type_id = 3;
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tile_3->texture = IMG_Load(DATA_PATH("tile_water.png"));
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tile_3->texture = IMG_Load("data/tile_water.png");
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tile_3->canBeMined = 0;
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tile_3->isGround = 0;
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tile_3->nextTile = tile_4;
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tile_4->type_id = 4;
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tile_4->texture = IMG_Load(DATA_PATH("tile_gold.png"));
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tile_4->texture = IMG_Load("data/tile_gold.png");
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tile_4->canBeMined = 1;
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tile_4->isGround = 1;
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tile_4->nextTile = tile_5;
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tile_5->type_id = 5;
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tile_5->texture = IMG_Load(DATA_PATH("tile_spawn.png"));
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tile_5->texture = IMG_Load("data/tile_spawn.png");
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tile_5->canBeMined = 0;
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tile_5->isGround = 1;
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tile_5->nextTile = NULL;
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@ -73,10 +69,10 @@ PLAYER *createPlayerList(void) {
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p0->Id = 0;
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p0->PositionX = 0;
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p0->PositionY = 0;
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p0->texture[DOWN] = IMG_Load(DATA_PATH("sprite_player_0.png"));
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p0->texture[UP] = IMG_Load(DATA_PATH("sprite_player_1.png"));
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p0->texture[LEFT] = IMG_Load(DATA_PATH("sprite_player_2.png"));
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p0->texture[RIGHT] = IMG_Load(DATA_PATH("sprite_player_3.png"));
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p0->texture[DOWN] = IMG_Load("data/sprite_player_0.png");
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p0->texture[UP] = IMG_Load("data/sprite_player_1.png");
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p0->texture[LEFT] = IMG_Load("data/sprite_player_2.png");
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p0->texture[RIGHT] = IMG_Load("data/sprite_player_3.png");
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p0->suiv = p1;
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printf("Entrer le nom du joueur\n");
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scanf("%s",p0->Name);
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@ -110,10 +106,10 @@ PLAYER *createPlayerList(void) {
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p1->Id = 1;
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p1->PositionX = A_WIDTH-1;
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p1->PositionY = A_HEIGHT-1;
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p1->texture[DOWN] = IMG_Load(DATA_PATH("sprite_ia_0.png"));
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p1->texture[UP] = IMG_Load(DATA_PATH("sprite_ia_1.png"));
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p1->texture[LEFT] = IMG_Load(DATA_PATH("sprite_ia_2.png"));
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p1->texture[RIGHT] = IMG_Load(DATA_PATH("sprite_ia_3.png"));
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p1->texture[DOWN] = IMG_Load("data/sprite_ia_0.png");
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p1->texture[UP] = IMG_Load("data/sprite_ia_1.png");
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p1->texture[LEFT] = IMG_Load("data/sprite_ia_2.png");
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p1->texture[RIGHT] = IMG_Load("data/sprite_ia_3.png");
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p1->suiv = p2;
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strcpy(p1->Name,"SKY-NUT");
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p1->Race = random_lim(3)+1;
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@ -52,6 +52,7 @@ int main(int argc, char *argv[]) {
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addLogInfo("Successfully created arena.");
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addLogInfo("Display arena GUI...");
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//IMG_Init(IMG_INIT_JPG & IMG_INIT_PNG);
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displayArena(arena, gameWindows, tile_ressources, A_HEIGHT, A_WIDTH, TILE_SIZE);
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while (updateArena(gameWindows,arena,tile_ressources,player_ressources)!=0) {}
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