2D Run-and-gun shooter inspired by One Man's Doomsday, Counter-Strike, and Metal Slug.
No puede seleccionar más de 25 temas Los temas deben comenzar con una letra o número, pueden incluir guiones ('-') y pueden tener hasta 35 caracteres de largo.
 
 
 
 
 
 
TheoryOfNekomata dfe9a7e6b7 Update build instructions hace 1 año
__mocks__ Fix input test hace 1 año
assets Add GUID config handling, refine gamepad hace 1 año
assets_src Update weapon data hace 1 año
docs Update weapon data hace 1 año
src/packages Migrate portmidi hace 1 año
subprojects Add subprojects for Meson hace 1 año
tools Fix test client hace 1 año
.editorconfig Organize test fixtures hace 2 años
.gitignore Add build scripts for Windows hace 1 año
.gitmodules Add subprojects for Meson hace 1 año
00-build-cache-debug-x64 Update build instructions hace 1 año
00-build-cache-debug-x64.bat Update build instructions hace 1 año
01-build-game Add build scripts for macOS hace 1 año
01-build-game.bat Add build scripts for Windows hace 1 año
02-build-server Add build scripts for macOS hace 1 año
02-build-server.bat Add build scripts for Windows hace 1 año
CMakeLists.txt Update character sprites hace 1 año
README.md Update build instructions hace 1 año
TODO.md Update console output hace 1 año

README.md

izanagi

A run-and-gun shooter inspired by Metal Slug and Counter-Strike.

Setup

For Windows, it is recommended to use Chocolatey for retrieving the required tools. Use Homebrew for macOS instead.

For *NIX, use whatever dependency manager you prefer.

The following are required for building on all platforms:

  • CMake
  • Ninja
  • Clang

Windows

  1. Install the Windows SDK.

  2. Ensure your environment variables are set up.

    Important: Set your CC environment variable to the full path of clang-cl.exe

    Important: Set your CMAKE_MT environment variable to the full path of mt.exe, which can be found on your Windows SDK installation folder (usually C:/Program Files (x86)/Windows Kits/10/bin/10.0.19041.0/x86/mt.exe)

  3. Clone this repo recursively.

  4. Build the dependencies under subprojects. Follow the instructions on building for Visual C.

    Important: For libwebsockets, follow the instructions on building LWS.

  5. Generate the CMake cache.

    cmake \
      -DCMAKE_SIZEOF_VOID_P=8 \
      "-DCMAKE_MT=%CMAKE_MT%" \
      "-DCMAKE_BUILD_TYPE=%BUILD_TYPE%" \
      -DCMAKE_MAKE_PROGRAM=ninja \
      -DCMAKE_C_COMPILER=clang-cl \
      -DCMAKE_C_FLAGS=-m64 \
      -G Ninja \
      -S . \
      -B "./build/%BUILD_TYPE%"
    

    Important: Create the directories under /build per each BUILD_TYPE you are generating.

  6. Build the specific executables you want to build, which are defined in CMakeLists.txt.

macOS/*NIX

  1. Ensure additional tools are present in the system:

    • autoconf
    • make
    • libtool (*NIX only)
  2. Clone this repo recursively.

  3. Build the dependencies under subprojects. Follow the instructions on building for *NIX (macOS should have similar instructions for *NIX).

  4. Generate the CMake cache.

    cmake \
      -DCMAKE_SIZEOF_VOID_P=8 \
      -DCMAKE_BUILD_TYPE=$BUILD_TYPE \
      -DCMAKE_MAKE_PROGRAM=ninja \
      -DCMAKE_C_COMPILER=cc \
      -DCMAKE_C_FLAGS=-m64 \
      -G Ninja \
      -S . \
      -B ./build/$BUILD_TYPE
    

    Important: Create the directories under /build per each BUILD_TYPE you are generating.

  5. Build the specific executables you want to build, which are defined in CMakeLists.txt.