Codename Hamster - For olcCodeJam 2024
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
sigonasr2 fefbbceef4 Fix acceleration / movement code issues, added race finished state, added checkpoints, added victory animation. 3 months ago
.github/ISSUE_TEMPLATE Initial commit 4 months ago
assets Fix acceleration / movement code issues, added race finished state, added checkpoints, added victory animation. 3 months ago
bin/assets Add border image + setup asset loading and animation loading for images. 4 months ago
src Fix acceleration / movement code issues, added race finished state, added checkpoints, added victory animation. 3 months ago
.gitignore Fix bug with terrain collisions not being read properly. Added movement resolution and collisions. Made boundary solid. Make blank tiles be solid. Add water void. 3 months ago
CMakeLists.txt remove asset dependencies 3 months ago
LICENSE Initial commit 4 months ago
LORE.txt Fix player state getting modified to bump while preparing for flying state. Transition smoothly from hamster control to landing state for hamster jet. 3 months ago
README.md Initial commit 4 months ago
WEB.txt Fix player state getting modified to bump while preparing for flying state. Transition smoothly from hamster control to landing state for hamster jet. 3 months ago
concept.png Setup main game frame, initial assets and files. 4 months ago
emscripten_shell.html rename output html file to index.html to ease deployment 3 months ago

README.md

PGE Template Project v2.25

This is a template project for use with the olcPixelGameEngine. It serves as a jumping off point for you to build your masterpiece application.

Features

CMake script for cross-platform building. Tested environments include:

  • Linux - with UNIX Makefiles, GNU GCC and LLVM Clang
  • MacOS - with UNIX Makefiles, XCode and LLVM Clang
  • Windows - with Visual Studio, NMake Makefiles, and MinGW Makefiles
  • Emscripten - with UNIX Makefiles, NMake Makefiles, and MinGW Makefiles

Preparing your Environment

The instructions to prepare your environment have been broken up for convenience. Simply follow the instructions that are pertinent to your situation.

Linux

Requirements

  • C/C++ Toolchain for your Linux distro
  • CMake
  • Git
  • libpng
  • Mesa OpenGL Development Libraries

Ubuntu and Ubuntu based distros

Update your package manager by issuing the following command:

sudo apt update

Install toolchain and required software by issuing the following command:

sudo apt install build-essential cmake git libpng-dev libglu1-mesa-dev

Arch, Manjaro, and Arch based distros

sudo pacman -Sy base-devel cmake git libpng mesa

MacOS

Requirements

Install XCode from the App Store.

Open the Terminal App from Finder. go to Applications -> Utilities

Follow the instructions at the Homebrew Website to install the Homebrew package manager.

Once Homebrew is installed, issue the following command to install cmake,libpng, and git:

brew install libpng 
brew install cmake
brew install git

Windows

Requirements

  • Chocolatey
  • CMake
  • Toolchain (MinGW or Visual Studio / NMake)

The following will be required whether you use MinGW or Visual Studio.You will need to open Powershell, as Administrator.

Visit the Chocolatey website for instructions on how to install Chocolatey.

Once you've got Chocolatey installed, we can install CMake:

choco install cmake

Say yes to all of the scripts Chocolatey wants you to run!

After the installation has completed, find the Cmake bin directory, it is typically C:\Program Files\CMake\bin and add it to your path!

Confirm CMake is installed and in your path by issuing the following command in a Command Prompt:

cmake --version

If you recieve an command not found error double check that you have actually added CMake to your path.

MinGW

Install MinGW via choco install mingw from Powershell as Administrator

Visual Studio / NMake

Download and install Visual Studio: Community Edition.

Ensure that you have installed the Desktop C++ option!

Usage

IF YOU HAVE MADE IT HERE AND YOU HAVE NOT SET UP YOUR DEVELOPMENT ENVIRONMENT, GO BACK UP AND READ THE INSTRUCTIONS AGAIN!

Linux / MacOS (with default toolchains)

Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:

cmake . -B linux-build -G "Unix Makefiles"

CMake will generate UNIX Makefiles you can use to build the project, like so:

cmake --build linux-build

The compiled binary will be located in linux-build/bin directory.

NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!

MacOS (with XCode)

Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:

cmake . -B xcode-build -G "xcode"

CMake will generate an XCode project in xcode-build. You can use it like any other XCode project.

Linux / MacOS (Emscripten)

These instructions assume you have Emscripten installed, activated, and have the environment set up for an active Terminal.

Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:

emcmake cmake . -B emscripten-build

Emscripten's emcmake utility will invoke CMake with all the magic required to make it work with Emscripten. Generating UNIX Makefiles you can use to build the project, like so:

cmake --build emscripten-build

The compiled HTML, Javascript, WebAssembly, and Data will be in the emscripten-build/bin directory.

If you lack some sort of live server extension to your IDE, you can view it using the emrun utility, like so:

emrun path/to/build/bin/PROJECTNAME.html

This command should launch the project in your default web browser.

Windows (MinGW)

Open the Command Prompt prompt and navigate to the directory which you downloaded the project. Issue the following command:

cmake . -B mingw-build -G "MinGW Makefiles"

CMake will generate MinGW Makefiles you can use to build the project, like so:

cmake --build mingw-build

The compiled binary will be located in the mingw-build/bin directory.

NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!

Windows (NMake)

Open the x64 Native Tools Command Prompt for VS 2022 prompt and navigate to the directory which you downloaded the project. Issue the following command:

cmake . -B nmake-build -G "NMake Makefiles"

CMake will generate NMake Makefiles you can use to build the project, like so:

cmake --build nmake-build 

The compiled binary will be located in nmake-build/bin directory.

NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!

Windows (Visual Studio)

Open the Command Prompt prompt and navigate to the directory which you downloaded the project. Issue the following command:

cmake . -B vs-build

CMake will generate a Visual Studio solution and project in vs-build. You can use it like any other Visual Studio Project.