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sigonasr2 116dcaee47 Committed to larger collision boxes to handle fence issues 2 years ago
C++/scripts Shop sell features implemented 2 years ago
assets Committed to larger collision boxes to handle fence issues 2 years ago
test Dynamic Map transitions now completed 2 years ago
utils Initial commit 2 years ago
C++ProjectTemplate Committed to larger collision boxes to handle fence issues 2 years ago
C++ProjectTemplate.data Perplexing tile multiplier code caused random bug 2 years ago
C++ProjectTemplate.html Web build is caught up 2 years ago
C++ProjectTemplate.js Perplexing tile multiplier code caused random bug 2 years ago
C++ProjectTemplate.wasm Perplexing tile multiplier code caused random bug 2 years ago
README.md Initial commit 2 years ago
SeasonI.code-workspace Setup rolling counter stuff 2 years ago
SeasonI.h Make sure we are retrieving tile data safely from the array by doing boundary checks 2 years ago
animation.h Setup subanimation system 2 years ago
battle.h Saving of game data prototype 2 years ago
battleproperty.h More tests added 2 years ago
buildtemplate.html Initial commit 2 years ago
cutscene.h Cutscene display text sizing corrected 2 years ago
defines.h Loading files menu transitions to game after loading 2 years ago
effect.h Enemy spoils drop 2 years ago
encounters.h Fixed a segfault with the ally selection system. Implemented battle properties into battle turns 2 years ago
entity.cpp Saving of game data prototype 2 years ago
entity.h Fix centering of camera and a bug that occurs when unequipping items from the equip menu while the inventory cursor is hovering over the last inventory item slot 2 years ago
flags.h Intro cutscene layout flags 2 years ago
ideas An item that is selected for equipping during battle gets equipped and used 2 years ago
item.h Saving of game data prototype 2 years ago
layers.h Add new map layer for supporting ground tiles 2 years ago
main.cpp Committed to larger collision boxes to handle fence issues 2 years ago
map.h Add new map layer for supporting ground tiles 2 years ago
object.cpp Saving/loading files works fine and handling objects 2 years ago
object.h Fix collision bug and setup editor with proper camera pan to starting position. 2 years ago
particle.h Enemy spoils drop 2 years ago
pixelGameEngine.h Display a message while targeting indicating what the targeting's for 2 years ago
references.h Syntax for dialog options in message boxes 2 years ago
save0 Committed to larger collision boxes to handle fence issues 2 years ago
sig Implement status menu display 2 years ago
soundwaveEngine.h Include basic terrain map to start off. 2 years ago
splash.h Include basic terrain map to start off. 2 years ago
states.h Cutscene display text sizing corrected 2 years ago
tiles.h Corrected bug with loading players via game loading for less than 4 player countrs 2 years ago
trigger.cpp Implement map teleport triggers on map 2 years ago
trigger.h Dynamic Map transitions now completed 2 years ago

README.md

This repository contains general build scripts and pipelines for all languages that I incorporate in my projects. The goal is to provide an easy retrieval and update system for the project. Each script will be a shell script containing the following template:

    #Short description about what I do
    #Language[Folder]
    # #The script's code goes in here.
    # rm -Rf out/*
    # javac -Xlint:unchecked -cp ${PROJECT_DIR}/.. -d ${OUT_DIR} ${PROJECT_DIR}/*.java
    # printf "\n\n\nRunning Program...\n\n"
    # cd $OUT_DIR
    # java ${MAIN_CLASS} "$@"
    # ../scripts/clean.sh
    

Each language will be in the following structure:

    -<Language>
    --<scripts>
    ---[script files.sh]

The sig script will display by default any scripts in the scripts folder, therefore when creating a project, copy over the scripts folder of the desired language into your project then the sig script handles the rest appropriately. If your project requires multiple languages and build setups, then you can use the sig2 command, which has an additional parameter to specify the language when running it. When setting up a multi-language setup, you'll just copy the entire folder to include the programming language itself. So a multi-language project structure may look something like this:

    -C
    --scripts
    ---build.sh
    ---clean.sh
    ---make.sh
    -Java
    --scripts
    ---build.sh
    ---clean.sh
    ---jar.sh