mirror of
https://github.com/Relintai/broken_seals_2d.git
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191 lines
6.4 KiB
Markdown
191 lines
6.4 KiB
Markdown
# Broken Seals 2D
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A 2D version of [Broken Seals](https://github.com/Relintai/broken_seals).
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Same idea, similar design, but with a 2d renderer. (Of course with changes to make it work/fun in 2d.)
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Still needs a lot of work on the visual style though.
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## Editing the game
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In order for you to open the game in the editor you will need a custom built version, with a few engine modules built in.
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You can check the releases tab to grab one, but since the project still changes a lot on the c++ side,
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if you get it there, also get the relevant game project.
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At the moment I don't have nightlies, I do plan on setting up something that could create them (github actions maybe?) eventually.
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If you want to use master, you will need to build the project yourself for now, but don't worry, Godot is surpisingly easy and
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hassle free to compile! [See here.](#compiling)
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After you have the engine with the required modules, you can go ahead, and just open the project inside the `game` folder.
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Usually after the initial import it will need a restart, however everything should work after that.
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## The required engine modules
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These are the required engine modules, they are listed here for completeness`s sake, the project's setup script will install these for you automatically! See the [Compiling](#compiling) section.
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https://github.com/Relintai/world_generator.git \
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https://github.com/Relintai/entity_spell_system.git \
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https://github.com/Relintai/ui_extensions.git \
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https://github.com/Relintai/texture_packer.git \
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https://github.com/Relintai/godot_fastnoise.git \
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https://github.com/Relintai/thread_pool.git
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## Compiling
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First make sure, that you have everything installed to be able to compile the engine. See: See the [official docs for compiling Godot](https://docs.godotengine.org/en/latest/development/compiling/index.html) for more info.
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Now let's clone this repository:
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``` git clone https://github.com/Relintai/broken_seals_2d ```
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cd into the new folder:
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``` cd broken_seals ```
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Now let's run the project's setup script, by calling scons without arguments.
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``` scons ```
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This will clone and setup the engine, and all of the required modules into a new `engine` folder inside the project, using http.
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(If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```)
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Once it is done you can compile the engine, either by going into the engine folder and following the
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[official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html), or by using [build words](#build-words) without changing directories.
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Once the build finishes you can find the editor executable inside the `./engine/bin/` folder, but you can also run it using the provided `editor.sh`,
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or `editor.bat` (These will create a copy, so you can compile while the editor is running).
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### Build words
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The project's setup script contains support for "build words". These can be used from the root of this project.
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For example to build the editor for windows with 4 threads you can use:
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``` scons bew -j4 ```
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The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
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The rest of the arguments will be passed directly to godot's scons script.
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#### Editor
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Append `e` to build with `tools=yes` a.k.a. the editor.
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``` scons bew -j4 ```
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if you omit `e`, the system will build the export template for you. For example:
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``` scons bw -j4 ```
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This will be the `release_debug` windows export template.
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#### Platform abbreviations
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`l`: linux \
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`w`: windows \
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`a`: android \
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`j`: Javascript \
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`i`: iphone (Not yet finished, use `build_ios.sh`, and `build_ios_release.sh`) \
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Mac OSX: Not yet finished, use `build_osx.sh`
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#### Target abbreviations
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By default the system builds in release_debug.
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Append `d` for debug, or `r` for release.
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``` scons bewd -j4 ```
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build editor windows debug
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``` scons bwr -j4 ```
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build windows release (this will build the windows release export template)
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#### Shared modules
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Note: This only works on linux!
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append `s` to the build string.
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Optionally you can also make the build system only build a target module, by appending one of these:
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`E`: Entity Spell System \
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`T`: Texture Packer \
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`V`: Voxelman \
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`W`: World Generator \
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`P`: Procedural Animations
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Example:
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``` scons belsE -j4 ```
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build editor linux shared (Entity Spell System) with 4 threads
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Note: to easily run the editor you can use the `editor.sh` or `editor.bat` in the root of the project.
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#### Other
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Append `v` to pass the `vsproj=yes` parameter to the build script. This will generate Visual Studio project files.
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#### Postfixes
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There are a few postfixes for the build words. These are more complex options. You have to append them to your build word with an underscore.
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You can use as many as you want.
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For example:
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``` scons bel_slim_latomic -j4 ```
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##### slim
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With this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules.
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``` scons bel_slim -j4 ```
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##### latomic
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If you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix.
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It will add the ` -latomic ` command line switch to the linker flags.
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I ran into this issue while building on a raspberry pi 4 with the x11 platform. It might be related to the recent reworks to threading.
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``` scons bel_latomic -j4 ```
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#### Scons cache, and sdk locations
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In order to use scons cache and to tell the build system where some of the required sdks are located you usually
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have to use environment variables. Most of the time you might just want to add them globally,
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howewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have
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multiple sdk versions installed).
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In order to solve this a build config file was added.
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If you want to use the config simply rename the provided `build.config.example` to `build.config`, and customize
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the settings inside.
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## Pulling upstream changes
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First pull the changes by calling
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``` git pull orgin master ```
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Then just run `scons`, to will update the modules.
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## Upgrading the modules
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Note: this is how to update the HEADS file. Normally you don't need to do this.
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If you want to update the modules, and the engine to the latest, you can use (`action=update`):
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``` scons a=u ```
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You can also update different targets: `all`, `engine`, `modules`, `all_addons`, `addons`, `third_party_addons`
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For example to update the engine to the latest: ``` scons a=u target=engine ``` |