Emscripten build seems to refuse
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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48bdcfe36f
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4c8e43e093
@ -12,12 +12,12 @@ source ../emsdk/emsdk_env.sh
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if [ ! -f "pixelGameEngine_wasm.o" ]
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if [ ! -f "pixelGameEngine_wasm.o" ]
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then
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then
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printf "Pixel Game Engine compile object missing. Compiling for the first time..."
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printf "Pixel Game Engine compile object missing. Compiling for the first time..."
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em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAXIMUM_MEMORY=4GB -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 -c pixelGameEngine.cpp -o pixelGameEngine_wasm.o
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em++ -std=c++20 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAXIMUM_MEMORY=4GB -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 -c pixelGameEngine.cpp -o pixelGameEngine_wasm.o
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fi
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fi
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if [ -d "assets" ]; then
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if [ -d "assets" ]; then
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em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAXIMUM_MEMORY=4GB -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine_wasm.o -o ${PROJECT_NAME}.html --preload-file ./assets
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em++ -std=c++20 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAXIMUM_MEMORY=4GB -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine_wasm.o -o ${PROJECT_NAME}.html --preload-file ./assets
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else
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else
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em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAXIMUM_MEMORY=4GB -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine_wasm.o -o ${PROJECT_NAME}.html
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em++ -std=c++20 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAXIMUM_MEMORY=4GB -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp" -not -path "./test/*" -not -name "pixelGameEngine.cpp") pixelGameEngine_wasm.o -o ${PROJECT_NAME}.html
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fi
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fi
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cp buildtemplate.html ${PROJECT_NAME}.html
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cp buildtemplate.html ${PROJECT_NAME}.html
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@ -386,16 +386,16 @@ void Monster::Set(_ATTRIBUTE a,std::variant<VARIANTS>val){
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//Error handling below!
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//Error handling below!
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//The idea is if we cannot retrieve the value, the program errors out.
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//The idea is if we cannot retrieve the value, the program errors out.
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switch(a.type){
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switch(a.type){
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case Attribute::TYPE::FLOAT:{
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case ATTRIBUTE_TYPE::FLOAT:{
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GetFloat(a);
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GetFloat(a);
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}break;
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}break;
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case Attribute::TYPE::INT:{
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case ATTRIBUTE_TYPE::INT:{
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GetInt(a);
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GetInt(a);
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}break;
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}break;
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case Attribute::TYPE::STRING:{
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case ATTRIBUTE_TYPE::STRING:{
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GetString(a);
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GetString(a);
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}break;
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}break;
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case Attribute::TYPE::BOOL:{
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case ATTRIBUTE_TYPE::BOOL:{
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GetBool(a);
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GetBool(a);
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}break;
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}break;
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}
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}
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4
Crawler/MonsterAttribute.cpp
Normal file
4
Crawler/MonsterAttribute.cpp
Normal file
@ -0,0 +1,4 @@
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#include "MonsterAttribute.h"
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_ATTRIBUTE Attribute::IFRAME_TIME_UPON_HIT{ATTRIBUTE_TYPE::FLOAT};
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_ATTRIBUTE Attribute::SHOOT_RING_TIMER{ATTRIBUTE_TYPE::FLOAT};
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@ -1,20 +1,21 @@
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#pragma once
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#define VARIANTS float,int,std::string,bool
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#define VARIANTS float,int,std::string,bool
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#define CREATE_ATTRIBUTE(variable,type) _ATTRIBUTE variable{Attribute::TYPE::type};
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namespace Attribute{
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enum class ATTRIBUTE_TYPE{
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enum class TYPE{
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FLOAT,
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FLOAT,
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INT,
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INT,
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STRING,
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STRING,
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BOOL,
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BOOL,
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};
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}
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struct _ATTRIBUTE{
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Attribute::TYPE type;
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};
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};
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namespace Attribute{
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struct _ATTRIBUTE{
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CREATE_ATTRIBUTE(IFRAME_TIME_UPON_HIT,FLOAT);
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ATTRIBUTE_TYPE type;
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CREATE_ATTRIBUTE(SHOOT_RING_TIMER,FLOAT);
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bool operator<(const _ATTRIBUTE&rhs)const{
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}
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return int(type)<int(rhs.type);
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}
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};
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struct Attribute{
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static _ATTRIBUTE IFRAME_TIME_UPON_HIT;
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static _ATTRIBUTE SHOOT_RING_TIMER;
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};
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@ -12,7 +12,7 @@ void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumbe
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case 0:{
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case 0:{
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m.size=ConfigInt("Phase1.Size")/100;
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m.size=ConfigInt("Phase1.Size")/100;
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m.diesNormally=false;
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m.diesNormally=false;
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m.Set(Attribute::IFRAME_TIME_UPON_HIT,0.f);
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m.Set(Attribute::IFRAME_TIME_UPON_HIT,0);
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m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit");
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m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit");
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m.phase=1;
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m.phase=1;
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}break;
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}break;
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@ -10,7 +10,7 @@ gfx_config = gfx/gfx.txt
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map_config = levels.txt
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map_config = levels.txt
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# Starting map when loading the game.
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# Starting map when loading the game.
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starting_map = CAMPAIGN_1_1
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starting_map = BOSS_1
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# Player Properties Loading Config
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# Player Properties Loading Config
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player_config = Player.txt
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player_config = Player.txt
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@ -1,4 +1,4 @@
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export AUTO_UPDATE=true
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export AUTO_UPDATE=false
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source utils/define.sh
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source utils/define.sh
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