Fix Issue #32 for emscripten/linux builds
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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@ -1701,20 +1701,6 @@ void AiL::InitializeLevel(std::string mapFile,MapName map){
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std::cout<<" Clearing Layer Data..."<<std::endl;
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MAP_DATA[map].LayerData.clear();
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}
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for(ConnectionPoint&cp:State_OverworldMap::connections){
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if(cp.levelDataExists)continue;
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if(VisualNovel::storyLevelData.count(cp.map)){ //Visual novel story data for story levels.
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cp.levelDataExists=true;
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}
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if(MAP_DATA.find(cp.map)!=MAP_DATA.end()){
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MAP_DATA[map].name=cp.name;
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for(std::string spawn:MAP_DATA[map].spawns){
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cp.spawns.push_back(spawn);
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}
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cp.levelDataExists=true;
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}
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}
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}
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void AiL::LoadLevel(MapName map){
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@ -2314,6 +2300,20 @@ void AiL::InitializeLevels(){
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InitializeLevel("map_path"_S+operator""_S(("Levels."+key).c_str(),("Levels."+key).size()),key);
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}
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for(ConnectionPoint&cp:State_OverworldMap::connections){
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if(cp.levelDataExists)continue;
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if(VisualNovel::storyLevelData.count(cp.map)){ //Visual novel story data for story levels.
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cp.levelDataExists=true;
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}
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if(MAP_DATA.find(cp.map)!=MAP_DATA.end()){
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MAP_DATA[cp.map].name=cp.name;
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for(std::string spawn:MAP_DATA[cp.map].spawns){
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cp.spawns.push_back(spawn);
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}
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cp.levelDataExists=true;
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}
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}
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for(auto&[key,size]:DATA["Backdrops"]){
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Renderable&backdrop=BACKDROP_DATA[key];
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backdrop.Load("backdrop_directory"_S+DATA["Backdrops"][key].GetString(),nullptr,false,false);
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@ -4,7 +4,7 @@ source utils/define.sh
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define PROJECT_NAME "Adventures in Lestoria"
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define CUSTOM_PARAMS "-Idiscord-files -I/usr/include/freetype2 -I/usr/include/libpng16 -std=c++20 -lGL -lX11 -lpthread -lpng -lstdc++fs -lfreetype -I/usr/include/lua5.3 ./discord_game_sdk.so"
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define EMSCRIPTEN_CUSTOM_PARAMS "-s MAXIMUM_MEMORY=4GB"
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define EMSCRIPTEN_CUSTOM_PARAMS "-sALLOW_MEMORY_GROWTH=1 -sMAX_WEBGL_VERSION=2 -sMIN_WEBGL_VERSION=2 -sUSE_LIBPNG=1 -sUSE_FREETYPE=1 -sLLD_REPORT_UNDEFINED -sFETCH=1 -sEXPORTED_RUNTIME_METHODS=stringToNewUTF8 --proxy-to-worker"
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define LANGUAGE "C++"
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source utils/main.sh
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emscripten_build.ps1
Normal file → Executable file
0
emscripten_build.ps1
Normal file → Executable file
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