generated from sigonasr2/CPlusPlusProjectTemplate
Setup background story script Part 1
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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@ -1,3 +1,3 @@
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build.sh:530634457ea9041267c05d4ced95eee1 -
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build.sh:530634457ea9041267c05d4ced95eee1 -
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commit.sh:d03a46e721060c22ccb146e19d27e70a -
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commit.sh:d03a46e721060c22ccb146e19d27e70a -
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web.sh:241ce74055952325f82f009b494df250 -
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web.sh:3dcc2fe7e036359eedd257a864e9a1e1 -
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@ -1,9 +1,9 @@
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#Compiles emscripten instance of this project for the web.
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#Compiles emscripten instance of this project for the web.
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#C++
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#C++
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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 MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp") -o ${PROJECT_NAME}.html -I pixelGameEngine.h --preload-file ./assets
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em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp") -o ${PROJECT_NAME}.html -I pixelGameEngine.h --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 MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp") -o ${PROJECT_NAME}.html -I pixelGameEngine.h
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em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_SDL_MIXER=2 -s USE_LIBPNG=1 $(find . -type f -name "*.cpp") -o ${PROJECT_NAME}.html -I pixelGameEngine.h
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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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@ -15,3 +15,4 @@ if [ "$1" == "headless" ]; then
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else
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else
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emrun --serve_after_close ${PROJECT_NAME}.html
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emrun --serve_after_close ${PROJECT_NAME}.html
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fi
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fi
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Binary file not shown.
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using namespace std;
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using namespace std;
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class Example : public olc::PixelGameEngine
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class SeasonsOfLoneliness : public olc::PixelGameEngine
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{
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{
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public:
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public:
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Example()
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SeasonsOfLoneliness()
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{
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{
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sAppName = "Example";
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sAppName = "Seasons of Loneliness";
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}
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}
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public:
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public:
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SetPixelMode(olc::Pixel::ALPHA);
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SetPixelMode(olc::Pixel::ALPHA);
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ConsoleCaptureStdOut(true);
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ConsoleCaptureStdOut(true);
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// Called once at the start, so create things here
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// Called once at the start, so create things here
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for (int x = 0; x < ScreenWidth(); x++)
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for (int y = 0; y < ScreenHeight(); y++)
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Draw(x, y, olc::Pixel(rand() % 255, rand() % 255, rand()% 255));
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for (int x=0;x<50;x++) {
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for (int y=0;y<50;y++) {
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Draw(x, y, olc::Pixel(255, 0, 0, 128));
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}
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}
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return true;
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return true;
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}
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}
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@ -38,7 +30,7 @@ public:
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int main()
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int main()
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{
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{
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Example demo;
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SeasonsOfLoneliness demo;
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if (demo.Construct(256, 240, 4, 4))
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if (demo.Construct(256, 240, 4, 4))
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demo.Start();
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demo.Start();
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83
ideas
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83
ideas
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RPG Storytelling
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Extraterrestial Weather
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Someone living on this planet. Sparse on resources, very volatile weather.
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"ERROR CODE -1: Transmission Failed. Lost Receiving Target Location.
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GPSNAV-17 - UNABLE TO LOCATE
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GPSNAV-18 - UNABLE TO LOCATE
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GPSNAV-22 - UNABLE TO LOCATE
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GPSNAV-26 - UNABLE TO LOCATE
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GPSNAV-31 - UNABLE TO LOCATE
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GPSNAV-33 - UNABLE TO LOCATE
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GPSNAV-35 - UNABLE TO LOCATE"
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Transmission from Rover. (Rover is in bad condition)
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Pan over to character's "dome"
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Small house with some plants and simulating a small earth rain cycle / weather.
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"RAIN CYCLE COMMENCING."
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RESOURCES COUNTER: 3 (Shaking violently red)
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We'll get to see the main character:
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"Phew, thank goodness these came just in time."
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<Player will then proceed to pick them up.>
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"RAIN CYCLE ENDING. NEXT RAIN CYCLE DUE IN 17 TERRESTIAL CYCLES."
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"I wonder how the air is today.."
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<Player will be directed to check oxygen monitor>
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Upon checking oxygen monitor, it will say Air Quality: 34%. (This now appears in the interface)
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"Hmm, an actual good day." <Pulls up calendar: List of predicted cycles>
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"The winds must have kicked in early. Better go out and work on R.O.V.E.R.."
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<While the winds are active it lets the small amount of oxygen within the system circulate on the surface of the planet.>
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(For the time being these numbers will remain static but will be later in the player's control)
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Player will go check on ROVER and see that another transmission has failed.
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"I almost have the receiving unit repaired, I just need another good vein of silicon and we can finish this."
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"Hmmm..."
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<Player looks out into the distance and sees a wall of dust>
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"So those dust columns only form around large hole deposits. This is usually where volcanic activity subsides, and usually dense rich in minerals!"
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"We'll head there."
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<Player can start moving towards that location>
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Tarantula/Centipede creatures will ambush the player.
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"Not a great time for buggers. But, I'll have to take them out."
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Combat:
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- Every turn you can perform a Weather action.
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- Weather actions are randomized, but known from the start. You will have to use them in a certain order to get the desired effect you want.
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"Hurricane" - Creates a rainstorm and causes targets to become Wet.
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"Snowstorm" - Causes wet enemies to freeze and does freezing damage over time
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"Hailstorm" - Causes chunks of hail to rain onto enemies. (AoE)
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After the first fight, the player acknowledges their control over weather.
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"That's right, I do have some control over the elements around here. Over time, I've managed to study what my ancestors were exposed to on this planet."
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"Careful reading and diligence has paid off and I am now able to conjure up at least small forms of these storms that my past generations were so consumed by."
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"They would write on and on about how the entire world was completely transformed by these powers, and that everyday their lives would be completely
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changed and influenced simply by controlling these systems."
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"In complete awe of the scope of these powers, I started reading and spending time learning how these powers worked. But in the process, I've been
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a little baffled."
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"I don't see most of these weather systems here anymore. And what happened to all the other people? The only thing I have left...Is R.O.V.E.R. That's why I am so fixated on repairing him. Once I do, surely he will have all the answers..."
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"Winds" - Winds interact with Seeds and Fire.
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"Petal Storm" - A petal storm causes Seeds to scatter and minor damage.
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""
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4
sig
4
sig
@ -2,8 +2,8 @@ export AUTO_UPDATE=true
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source utils/define.sh
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source utils/define.sh
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define PROJECT_NAME "C++ProjectTemplate"
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define PROJECT_NAME "Seasons_of_Loneliness"
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define CUSTOM_PARAMS "-std=c++17 -lX11 -lGL -lpthread -lpng -lstdc++fs -lasound"
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define CUSTOM_PARAMS "-std=c++17 -lX11 -lGL -lpthread -lpng -lstdc++fs -lpulse -lpulse-simple"
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define LANGUAGE "C++"
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define LANGUAGE "C++"
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source utils/main.sh
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source utils/main.sh
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