merge caudio works complete, update readme
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[submodule "ext/cAudio"]
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path = ext/cAudio
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url = https://git.socialnerds.org/otto/caudio.git
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url = https://git.socialnerds.org/gfxdev/caudio.git
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README.md
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README.md
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# flasim
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FlaSim is a mini game I did as a birthday party gag. It lets you manually control an anti-aircraft cannon with your joystick. Five jets are then randomly spawned (one after the other) as targets to be engaged by the player. There is a [blog post](https://polylux.eu/blog/4/) about the implementation aspects of the game.
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FlaSim is a mini game I did as a birthday party gag. It lets you control an anti-aircraft cannon with your joystick. Five jets are then randomly spawned (one after the other) as targets to be engaged by the player. There is a [blog post](https://polylux.eu/blog/4/) about the implementation aspects of the game.
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## Controls
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You'll need a joystick to play the game. The game starts out with no enemies so you can get used to steering the cannons. Joystick button 1 fires, button 2 reloads the guns (15 seconds penalty). Pressing F9 activates the game mode which spawns a plane every 45 secs (so scan your horizon!), F10 quits game mode (same as when 'aircraft remain' is zero), F12 quits the game.
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You'll need a joystick to play the game. The game starts out with no enemies so you can get used to steering the cannons. Joystick button 1 fires, button 2 reloads the guns (15 seconds penalty). Pressing `F9` activates the game mode which spawns a plane every 45 secs (so scan your horizon!), `F10` quits game mode (same as when 'aircraft remain' is zero), `F12` quits the game.
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Successfully engaging a plane rewards you with 1000 points plus bonus for the distance (the further out the more points). Relevant info is shown in the top-left corner.
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## About the game
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@ -14,15 +14,25 @@ About the visual content shown in the game: I did some parts myself (cannon mode
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## Building flasim
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Currently only *Linux* works, should have a Windows buildability *in a couple of days* (yea, sure).
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The game uses the CMake build system. Make sure you have GCC, Irrlicht and OpenAL available on your system.
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The game is confirmed to be building on Windows and Linux. Start out with cloning and fetching the submodules.
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1. Fetch the submodules.
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1. Very recent versions of CMake have issues with the dated config in *cAudio*. If it complains about *flasim* not being defined inside *cAudio* open `ext/cAudio/CMakeLists.txt` and head to line 29 and 30. Replace `${CMAKE_PROJECT_NAME}` by the word `cAudio`.
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1. CMake & build *flasim*
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## Linux
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1. Make sure to have `cmake`, `gcc`, `irrlicht` and `openal` installed and ready. If your distro differentiates, pull the dev options for the latter two.
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1. `cmake` flasim and build.
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1. Done.
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Questions? Reach me at otto@socialnerds.org
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## Windows
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1. Have `cmake` installed.
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1. Next we need the *irrlicht* dependency. Either build it yourself or clone the ready compiled [irrlicht-bin](https://git.socialnerds.org/otto/irrlicht-bin) repo somewhere close to *flasim*
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1. For windows, the cmake config needs some extra locations. One is to tell *flasim* where to find *irrlicht*, one where to look for the *OpenAL* binary deps which are included in cAudio. A typical call to `cmake` would look like this (assuming *irrlicht* is just outside the *flasim* folder): `cmake -DIRRLICHT_INC_DIR=../irrlicht-bin/inc -DIRRLICHT_LIB_DIR=../irrlicht-bin/lib -DCAUDIO_DEPENDENCIES_DIR=ext/cAudio/Dependencies64 (...)` for a x64 build.
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1. Build flasim using your favorite IDE or `nmake`
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1. Once successfully through, manually copy over `Irrlicht.dll` from `irrlicht-bin` to `flasim/bin` and you're ready to launch.
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1. Find out how many more steps were necessary compared to Linux.
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1. Done.
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Questions? Reach me at otto socialnerds.org
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Subproject commit a5db74568fb88e776b8937964bb16a1822242268
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Subproject commit 7a7993d722e102b6f48ee3510364e46b47fc2995
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