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No commits in common. "main" and "witcher001" have entirely different histories.
main
...
witcher001
3
.gitattributes
vendored
3
.gitattributes
vendored
@ -5,6 +5,3 @@
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.ogg filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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||||
*.bin filter=lfs diff=lfs merge=lfs -text
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||||
*.dll filter=lfs diff=lfs merge=lfs -text
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||||
*.so filter=lfs diff=lfs merge=lfs -text
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||||
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||||
7
.gitignore
vendored
7
.gitignore
vendored
@ -408,9 +408,4 @@ public
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web_resources/
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pc_resources/
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resources_hd/
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web_resources_x2/
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android_resources/
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||||
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.artifacts/
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*.zip
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web_resources_x2/
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43
Readme.md
43
Readme.md
@ -184,45 +184,4 @@ make -j$(nproc) -C build #Компилируем
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Для постройки без звука
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rm -rf build #Очищаем build папку
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cmake -B build -DAUDIO=1 #Пересоздаём конфигурацию CMake
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||||
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# Cmake Build NSIS and Portable for Windows:
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```
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cmake --build . --config Release
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cpack -C Release
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```
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Если есть такая ошибка:
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CPack Error: Cannot find NSIS compiler makensis: likely it is not installed, or not in your PATH
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||||
CPack Error: Could not read NSIS registry value. This is usually caused by NSIS not being installed. Please install NSIS from http://nsis.sourceforge.net
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||||
CPack Error: Cannot initialize the generator NSIS
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||||
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||||
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||||
То нужно установить nsis отсюда: https://nsis.sourceforge.io/Download
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# Steam windows
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```
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cmake -DSTEAMSDK=ON ..
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cmake --build . --config Release
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```
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# Steam Linux
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```
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docker run -it --rm -v "${PWD}:/work2" -w /work2 registry.gitlab.steamos.cloud/steamrt/sniper/sdk:latest bash
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apt-get update
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apt-get install libboost-dev libeigen3-dev liblua5.4-dev libzip-dev libglu1-mesa-dev
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cmake -DSTEAMSDK=ON -DCMAKE_BUILD_TYPE=Release ..
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cmake --build . -j 4
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```
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cmake -B build -DAUDIO=1 #Пересоздаём конфигурацию CMake
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@ -1,128 +0,0 @@
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#!/usr/bin/env python3
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"""
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optimize_web_resources.py - Resize PNG images for the web build.
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Copies <src> to <dst>/resources/, then downscales all PNG files:
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- resources/w/ui/img/** -> 1/8 original size
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- all other PNGs -> 1/4 original size
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Files listed in EXCEPTIONS are copied unchanged.
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Usage (manual):
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python optimize_web_resources.py [--src resources] [--dst web_resources]
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Usage (CMake):
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${Python3_EXECUTABLE} optimize_web_resources.py --src <abs_src> --dst <abs_dst>
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"""
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import argparse
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import os
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import shutil
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try:
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from PIL import Image
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except ImportError:
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raise SystemExit("Pillow is required: pip install Pillow")
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# Paths relative to the resources directory — these files are never resized.
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EXCEPTIONS = {
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"loading.png",
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"loading_land003_en.png",
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"loading_land003_ru.png",
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"black.png",
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"transparent.png",
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"w/blue.png",
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"w/red.png",
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"w/spark.png",
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"w/star.png",
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"w/star_red.png",
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"w/white.png",
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"w/ui/img/main/aboutPage003android.png",
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"w/ui_en/img/main/aboutPage003android.png",
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"w/exterior/texAtlas002.png",
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}
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# Path prefixes (relative to resources root, forward-slash) that get 8x reduction.
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HIGH_REDUCTION_PREFIXES = (
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"w/ui/img",
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)
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LOW_REDUCTION_POSTFIXES = (
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"texAtlas002.png",
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"Building_work014.png",
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"Building_Floors_tex004.png",
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"Building_Walls_tex006.png",
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"asphalt003small.png",
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"Ext_Building004.png",
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"Plane3_tex002.png",
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"darklands_building002.png",
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"Staircase001.png",
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"Staircase_Obj002.png"
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)
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def _resize_factor(rel: str) -> int:
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norm = rel.replace("\\", "/")
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for prefix in HIGH_REDUCTION_PREFIXES:
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if norm.startswith(prefix):
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return 8
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for prefix in LOW_REDUCTION_POSTFIXES:
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if norm.endswith(prefix):
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return 2
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return 4
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def _next_pot(n: int) -> int:
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if n < 1:
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return 1
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p = 1
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while p < n:
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p <<= 1
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return p
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def optimize(src_dir: str, dst_parent: str) -> None:
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src_dir = os.path.abspath(src_dir)
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dst_resources = os.path.join(os.path.abspath(dst_parent), "resources")
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print(f"Copying {src_dir} -> {dst_resources}")
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if os.path.exists(dst_resources):
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shutil.rmtree(dst_resources)
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shutil.copytree(src_dir, dst_resources)
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total = 0
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for root, _dirs, files in os.walk(dst_resources):
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for filename in files:
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if not filename.lower().endswith(".png"):
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continue
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full_path = os.path.join(root, filename)
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rel = os.path.relpath(full_path, dst_resources).replace("\\", "/")
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if rel in EXCEPTIONS:
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print(f" skip (exception): {rel}")
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continue
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factor = _resize_factor(rel)
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with Image.open(full_path) as img:
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orig_w, orig_h = img.size
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new_w = _next_pot(max(1, orig_w // factor))
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new_h = _next_pot(max(1, orig_h // factor))
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resized = img.resize((new_w, new_h), Image.LANCZOS)
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resized.save(full_path)
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print(f" {rel}: {orig_w}x{orig_h} -> {new_w}x{new_h} (/{factor} + POT)")
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total += 1
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print(f"Done. Resized {total} PNG file(s).")
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if __name__ == "__main__":
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parser = argparse.ArgumentParser(description="Optimize PNG images for web build")
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parser.add_argument("--src", default="resources",
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help="Source resources directory (default: resources)")
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parser.add_argument("--dst", default="android_resources",
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help="Destination parent directory; will contain a 'resources' subdir "
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"(default: android_resources)")
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args = parser.parse_args()
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optimize(args.src, args.dst)
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@ -27,18 +27,7 @@ except ImportError:
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# Paths relative to the resources directory — these files are never resized.
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EXCEPTIONS = {
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"loading.png",
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"loading_land003_en.png",
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"loading_land003_ru.png",
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"black.png",
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||||
"transparent.png",
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"w/blue.png",
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"w/red.png",
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"w/spark.png",
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"w/star.png",
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"w/star_red.png",
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"w/white.png",
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"w/ui/img/main/aboutPage003android.png",
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"w/ui_en/img/main/aboutPage003android.png"
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||||
}
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||||
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||||
# Path prefixes (relative to resources root, forward-slash) that get 8x reduction.
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@ -46,28 +35,13 @@ HIGH_REDUCTION_PREFIXES = (
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"w/ui/img",
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)
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LOW_REDUCTION_POSTFIXES = (
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"texAtlas002.png",
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"Building_work014.png",
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"Building_Floors_tex004.png",
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"Building_Walls_tex006.png",
|
||||
"asphalt003small.png",
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"Ext_Building004.png",
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"Plane3_tex002.png",
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"darklands_building002.png",
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"Staircase001.png",
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"Staircase_Obj002.png"
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)
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def _resize_factor(rel: str) -> int:
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norm = rel.replace("\\", "/")
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for prefix in HIGH_REDUCTION_PREFIXES:
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if norm.startswith(prefix):
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return 8
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for prefix in LOW_REDUCTION_POSTFIXES:
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if norm.endswith(prefix):
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return 2
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return 8
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return 4
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def _next_pot(n: int) -> int:
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2
proj-android/.gitignore
vendored
2
proj-android/.gitignore
vendored
@ -61,5 +61,5 @@ app/jni/libpng
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app/jni/SDL
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app/jni/zlib
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app/src/main/assets
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app/src/main/assets/resources
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||||
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@ -1 +1 @@
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||||
### Android version
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||||
### Перед запуском в папке ```app/jni/```(рядом с src) нужно создать три папки с исходниками библиотек ```libpng```, ```SDL```, ```zlib```
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||||
@ -1,4 +1,4 @@
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||||
def buildAsLibrary = project.hasProperty('BUILD_AS_LIBRARY')
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def buildAsLibrary = project.hasProperty('BUILD_AS_LIBRARY');
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def buildAsApplication = !buildAsLibrary
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if (buildAsApplication) {
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apply plugin: 'com.android.application'
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@ -9,33 +9,30 @@ else {
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||||
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android {
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if (buildAsApplication) {
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namespace "fishrungames.shadowoverbishkek"
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namespace "org.libsdl.app"
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}
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||||
compileSdkVersion 37
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||||
compileSdkVersion 34
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||||
defaultConfig {
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||||
minSdkVersion 21
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||||
targetSdkVersion 37
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||||
versionCode 4
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||||
versionName "1.0.7"
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||||
minSdkVersion 19
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||||
targetSdkVersion 34
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||||
versionCode 1
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||||
versionName "1.0"
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||||
externalNativeBuild {
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||||
/*ndkBuild {
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||||
arguments "APP_PLATFORM=android-19"
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abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
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||||
}*/
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||||
cmake {
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||||
arguments /*"-DANDROID_APP_PLATFORM=android-19",*/ "-DANDROID_STL=c++_static"
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cppFlags "-std=c++17 -frtti -fexceptions"
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||||
abiFilters 'arm64-v8a', 'x86_64'
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||||
arguments "-DANDROID_APP_PLATFORM=android-19", "-DANDROID_STL=c++_static"
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||||
cppFlags "-std=c++11 -frtti -fexceptions"
|
||||
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
|
||||
}
|
||||
}
|
||||
}
|
||||
buildTypes {
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||||
release {
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||||
// Enables code optimizations.
|
||||
minifyEnabled = true
|
||||
// Enables resource shrinking.
|
||||
shrinkResources = true
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||||
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
|
||||
minifyEnabled false
|
||||
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
|
||||
}
|
||||
}
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||||
applicationVariants.all { variant ->
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||||
@ -65,7 +62,7 @@ android {
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||||
libraryVariants.all { variant ->
|
||||
variant.outputs.all { output ->
|
||||
if (output.outputFileName != null && output.outputFileName.endsWith(".aar")) {
|
||||
output.outputFileName = "fishrungames.shadowoverbishkek.aar"
|
||||
output.outputFileName = "org.libsdl.app.aar"
|
||||
}
|
||||
}
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||||
}
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||||
@ -73,6 +70,5 @@ android {
|
||||
}
|
||||
|
||||
dependencies {
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||||
implementation 'androidx.core:core-splashscreen:1.0.1'
|
||||
implementation fileTree(include: ['*.jar'], dir: 'libs')
|
||||
}
|
||||
|
||||
@ -21,7 +21,7 @@ set(TP_ROOT "${THIRDPARTY_DIR}")
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||||
# ==============================================================================
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||||
|
||||
# --- ZLIB ---
|
||||
#add_subdirectory("${TP_ROOT}/zlib-1.3.2" zlib-build)
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||||
add_subdirectory("${TP_ROOT}/zlib-1.3.1" zlib-build)
|
||||
|
||||
# --- LIBPNG ---
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||||
set(PNG_STATIC ON CACHE BOOL "Build static library" FORCE)
|
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@ -39,10 +39,6 @@ add_subdirectory("${TP_ROOT}/libpng-1.6.51" libpng-build)
|
||||
# --- SDL2 ---
|
||||
# Android-версия SDL требует специфичных настроек, но add_subdirectory обычно подхватывает их сама
|
||||
add_subdirectory("${TP_ROOT}/SDL-release-2.32.10" sdl-build)
|
||||
add_subdirectory("${TP_ROOT}/SDL_mixer-release-2.8.0" sdl-mixer-build)
|
||||
|
||||
|
||||
add_subdirectory("${TP_ROOT}/SDL_ttf-release-2.24.0" sdl-ttf-build)
|
||||
|
||||
# --- LIBZIP ---
|
||||
# Отключаем поиск системных крипто-библиотек, так как в NDK их может не быть в стандартных путях
|
||||
|
||||
@ -33,145 +33,62 @@ endforeach()
|
||||
# Создаем кастомную цель, которая будет запускать процесс копирования
|
||||
add_custom_target(sync_resources ALL DEPENDS ${RES_OUTPUTS})
|
||||
|
||||
set(LUA_SRC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/lua-5.4.8")
|
||||
file(GLOB LUA_SOURCES "${LUA_SRC_DIR}/*.c")
|
||||
list(REMOVE_ITEM LUA_SOURCES
|
||||
"${LUA_SRC_DIR}/lua.c"
|
||||
"${LUA_SRC_DIR}/luac.c"
|
||||
"${LUA_SRC_DIR}/onelua.c"
|
||||
)
|
||||
add_library(lua_static STATIC ${LUA_SOURCES})
|
||||
target_include_directories(lua_static PUBLIC "${LUA_SRC_DIR}")
|
||||
|
||||
|
||||
|
||||
add_library(main SHARED
|
||||
SDL_android_main.c
|
||||
../../../../src/main.cpp
|
||||
../../../../src/Game.cpp
|
||||
../../../../src/Game.h
|
||||
../../../../src/Character.cpp
|
||||
../../../../src/Character.h
|
||||
../../../../src/CharacterState.cpp
|
||||
../../../../src/CharacterState.h
|
||||
SDL_android_main.c
|
||||
../../../../src/BoneAnimatedModel.cpp
|
||||
../../../../src/Environment.cpp
|
||||
../../../../src/Environment.h
|
||||
../../../../src/Localization.cpp
|
||||
../../../../src/Localization.h
|
||||
../../../../src/render/Renderer.cpp
|
||||
../../../../src/render/Renderer.h
|
||||
../../../../src/render/ShaderManager.cpp
|
||||
../../../../src/render/ShaderManager.h
|
||||
../../../../src/render/TextureManager.cpp
|
||||
../../../../src/render/TextureManager.h
|
||||
../../../../src/TextModel.cpp
|
||||
../../../../src/TextModel.h
|
||||
../../../../src/AudioPlayerAsync.cpp
|
||||
../../../../src/AudioPlayerAsync.h
|
||||
../../../../src/BoneAnimatedModelNew.cpp
|
||||
../../../../src/BoneAnimatedModelNew.h
|
||||
../../../../src/render/OpenGlExtensions.cpp
|
||||
../../../../src/render/OpenGlExtensions.h
|
||||
../../../../src/utils/Utils.cpp
|
||||
../../../../src/utils/Utils.h
|
||||
../../../../src/Game.cpp
|
||||
../../../../src/main.cpp
|
||||
../../../../src/Projectile.cpp
|
||||
../../../../src/SparkEmitter.cpp
|
||||
../../../../src/SparkEmitter.h
|
||||
../../../../src/TeleportZone.h
|
||||
../../../../src/TeleportZone.cpp
|
||||
../../../../src/utils/TaskManager.cpp
|
||||
../../../../src/utils/TaskManager.h
|
||||
../../../../src/render/FrameBuffer.cpp
|
||||
../../../../src/render/FrameBuffer.h
|
||||
../../../../src/render/ShadowMap.cpp
|
||||
../../../../src/render/ShadowMap.h
|
||||
../../../../src/TextModel.cpp
|
||||
../../../../src/UiManager.cpp
|
||||
../../../../src/UiManager.h
|
||||
../../../../src/render/TextRenderer.h
|
||||
../../../../src/render/TextRenderer.cpp
|
||||
../../../../src/MenuManager.h
|
||||
../../../../src/MenuManager.cpp
|
||||
../../../../src/Location.h
|
||||
../../../../src/Location.cpp
|
||||
../../../../src/LocationState.h
|
||||
../../../../src/LocationState.cpp
|
||||
../../../../src/LocationEditor.h
|
||||
../../../../src/LocationEditor.cpp
|
||||
../../../../src/NpcCar.h
|
||||
../../../../src/NpcCar.cpp
|
||||
../../../../src/GameConstants.h
|
||||
../../../../src/GameConstants.cpp
|
||||
../../../../src/GameState.h
|
||||
../../../../src/GameState.cpp
|
||||
../../../../src/ScriptEngine.h
|
||||
../../../../src/ScriptEngine.cpp
|
||||
../../../../src/navigation/PathFinder.h
|
||||
../../../../src/utils/Perlin.cpp
|
||||
../../../../src/utils/TaskManager.cpp
|
||||
../../../../src/utils/Utils.cpp
|
||||
../../../../src/navigation/PathFinder.cpp
|
||||
../../../../src/items/GameObjectLoader.h
|
||||
../../../../src/items/GameObjectLoader.cpp
|
||||
../../../../src/items/Item.h
|
||||
../../../../src/items/Item.cpp
|
||||
../../../../src/items/ItemRegistry.h
|
||||
../../../../src/items/ItemRegistry.cpp
|
||||
../../../../src/items/InteractiveObject.h
|
||||
../../../../src/items/InteractiveObject.cpp
|
||||
../../../../src/items/InteractiveObjectState.h
|
||||
../../../../src/dialogue/DialogueTypes.h
|
||||
../../../../src/dialogue/DialogueDatabase.h
|
||||
../../../../src/dialogue/DialogueDatabase.cpp
|
||||
../../../../src/dialogue/DialogueRuntime.h
|
||||
../../../../src/dialogue/DialogueRuntime.cpp
|
||||
../../../../src/dialogue/DialogueOverlay.h
|
||||
../../../../src/dialogue/DialogueOverlay.cpp
|
||||
../../../../src/dialogue/DialogueSystem.h
|
||||
../../../../src/dialogue/DialogueSystem.cpp
|
||||
../../../../src/dialogue/TranslationDatabase.h
|
||||
../../../../src/dialogue/TranslationDatabase.cpp
|
||||
../../../../src/quest/QuestTypes.h
|
||||
../../../../src/quest/QuestJournal.h
|
||||
../../../../src/quest/QuestJournal.cpp
|
||||
../../../../src/cutscene/CutsceneTypes.h
|
||||
../../../../src/cutscene/CutsceneDatabase.h
|
||||
../../../../src/cutscene/CutsceneDatabase.cpp
|
||||
../../../../src/cutscene/CutsceneRuntime.h
|
||||
../../../../src/cutscene/CutsceneRuntime.cpp
|
||||
../../../../src/cutscene/CutsceneOverlay.h
|
||||
../../../../src/cutscene/CutsceneOverlay.cpp
|
||||
../../../../src/render/UiQuad.h
|
||||
)
|
||||
|
||||
|
||||
|
||||
|
||||
find_library(OPENGLES3_LIB GLESv3)
|
||||
|
||||
target_link_libraries(main
|
||||
${OPENGLES3_LIB}
|
||||
png_static
|
||||
z
|
||||
SDL2
|
||||
SDL2_ttf
|
||||
SDL2_mixer
|
||||
log
|
||||
android
|
||||
OpenSLES
|
||||
dl
|
||||
zip
|
||||
lua_static
|
||||
#freetype
|
||||
../../../../src/planet/PlanetData.cpp
|
||||
../../../../src/planet/PlanetObject.cpp
|
||||
../../../../src/planet/StoneObject.cpp
|
||||
../../../../src/render/FrameBuffer.cpp
|
||||
../../../../src/render/ShadowMap.cpp
|
||||
../../../../src/render/Renderer.cpp
|
||||
../../../../src/render/ShaderManager.cpp
|
||||
../../../../src/render/TextureManager.cpp
|
||||
../../../../src/render/OpenGlExtensions.cpp
|
||||
)
|
||||
|
||||
# Подключаем заголовки
|
||||
target_include_directories(main PRIVATE
|
||||
#${CMAKE_CURRENT_SOURCE_DIR}/../SDL/include
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/SDL_ttf-release-2.24.0/external/freetype/include
|
||||
|
||||
#${CMAKE_CURRENT_SOURCE_DIR}/../zlib
|
||||
#${CMAKE_CURRENT_SOURCE_DIR}/../libpng
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../SDL/include
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../zlib
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../libpng
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/eigen-5.0.0
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/boost_1_90_0
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../../../src
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/sol2-3.3.0/include
|
||||
#${CMAKE_CURRENT_SOURCE_DIR}/../libzip
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../libzip
|
||||
)
|
||||
|
||||
# ВАЖНО: Линкуемся с png_static (статика) или png_shared (динамика)
|
||||
# Так как мы установили PNG_STATIC=ON и PNG_SHARED=OFF,
|
||||
# должна создаться цель png_static
|
||||
target_link_libraries(main
|
||||
png_static # ← ЭТО ПРАВИЛЬНОЕ ИМЯ ЦЕЛИ!
|
||||
z
|
||||
SDL2
|
||||
)
|
||||
|
||||
|
||||
find_library(OPENGLES2_LIB GLESv2)
|
||||
|
||||
target_link_libraries(main
|
||||
${OPENGLES2_LIB} # OpenGL ES 2.0/3.0
|
||||
log
|
||||
android
|
||||
OpenSLES
|
||||
dl
|
||||
zip
|
||||
)
|
||||
|
||||
add_dependencies(main sync_resources)
|
||||
|
||||
6
proj-android/app/proguard-rules.pro
vendored
6
proj-android/app/proguard-rules.pro
vendored
@ -16,9 +16,6 @@
|
||||
# public *;
|
||||
#}
|
||||
|
||||
# SDL2 specific rules
|
||||
-keep class org.libsdl.app.** { *; }
|
||||
|
||||
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLInputConnection {
|
||||
void nativeCommitText(java.lang.String, int);
|
||||
void nativeGenerateScancodeForUnichar(char);
|
||||
@ -99,6 +96,3 @@
|
||||
void hapticRun(int, float, int);
|
||||
void hapticStop(int);
|
||||
}
|
||||
|
||||
# Keep our main activity
|
||||
-keep class fishrungames.shadowoverbishkek.ShadowOverBishkekActivity { *; }
|
||||
|
||||
@ -8,7 +8,7 @@
|
||||
android:installLocation="auto">
|
||||
|
||||
<!-- OpenGL ES 2.0 -->
|
||||
<uses-feature android:glEsVersion="0x00030000" />
|
||||
<uses-feature android:glEsVersion="0x00020000" />
|
||||
|
||||
<!-- Touchscreen support -->
|
||||
<uses-feature
|
||||
@ -52,7 +52,7 @@
|
||||
<!-- <uses-permission android:name="android.permission.RECORD_AUDIO" /> -->
|
||||
|
||||
<!-- Create a Java class extending SDLActivity and place it in a
|
||||
directory under shadowoverbishkek/main/java matching the package, e.g. shadowoverbishkek/main/java/com/gamemaker/game/MyGame.java
|
||||
directory under app/src/main/java matching the package, e.g. app/src/main/java/com/gamemaker/game/MyGame.java
|
||||
|
||||
then replace "SDLActivity" with the name of your class (e.g. "MyGame")
|
||||
in the XML below.
|
||||
@ -62,14 +62,14 @@
|
||||
<application android:label="@string/app_name"
|
||||
android:icon="@mipmap/ic_launcher"
|
||||
android:allowBackup="true"
|
||||
android:theme="@style/Theme.App.Starting"
|
||||
android:theme="@style/AppTheme"
|
||||
android:hardwareAccelerated="true" >
|
||||
|
||||
<!-- Example of setting SDL hints from AndroidManifest.xml:
|
||||
<meta-data android:name="SDL_ENV.SDL_ACCELEROMETER_AS_JOYSTICK" android:value="0"/>
|
||||
-->
|
||||
|
||||
<activity android:name=".ShadowOverBishkekActivity"
|
||||
|
||||
<activity android:name="SDLActivity"
|
||||
android:label="@string/app_name"
|
||||
android:alwaysRetainTaskState="true"
|
||||
android:launchMode="singleInstance"
|
||||
|
||||
@ -1,13 +0,0 @@
|
||||
package fishrungames.shadowoverbishkek;
|
||||
|
||||
import android.os.Bundle;
|
||||
import androidx.core.splashscreen.SplashScreen;
|
||||
import org.libsdl.app.SDLActivity;
|
||||
|
||||
public class ShadowOverBishkekActivity extends SDLActivity {
|
||||
@Override
|
||||
protected void onCreate(Bundle savedInstanceState) {
|
||||
SplashScreen.installSplashScreen(this);
|
||||
super.onCreate(savedInstanceState);
|
||||
}
|
||||
}
|
||||
BIN
proj-android/app/src/main/res/drawable/splash_icon.png
(Stored with Git LFS)
BIN
proj-android/app/src/main/res/drawable/splash_icon.png
(Stored with Git LFS)
Binary file not shown.
BIN
proj-android/app/src/main/res/mipmap-hdpi/ic_launcher.png
(Stored with Git LFS)
BIN
proj-android/app/src/main/res/mipmap-hdpi/ic_launcher.png
(Stored with Git LFS)
Binary file not shown.
BIN
proj-android/app/src/main/res/mipmap-mdpi/ic_launcher.png
(Stored with Git LFS)
BIN
proj-android/app/src/main/res/mipmap-mdpi/ic_launcher.png
(Stored with Git LFS)
Binary file not shown.
BIN
proj-android/app/src/main/res/mipmap-xhdpi/ic_launcher.png
(Stored with Git LFS)
BIN
proj-android/app/src/main/res/mipmap-xhdpi/ic_launcher.png
(Stored with Git LFS)
Binary file not shown.
BIN
proj-android/app/src/main/res/mipmap-xxhdpi/ic_launcher.png
(Stored with Git LFS)
BIN
proj-android/app/src/main/res/mipmap-xxhdpi/ic_launcher.png
(Stored with Git LFS)
Binary file not shown.
BIN
proj-android/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png
(Stored with Git LFS)
BIN
proj-android/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png
(Stored with Git LFS)
Binary file not shown.
@ -1,3 +0,0 @@
|
||||
<resources>
|
||||
<string name="app_name">Тень над Бишкеком</string>
|
||||
</resources>
|
||||
@ -1,3 +1,3 @@
|
||||
<resources>
|
||||
<string name="app_name">Shadow Over Bishkek</string>
|
||||
<string name="app_name">Game</string>
|
||||
</resources>
|
||||
|
||||
@ -4,13 +4,4 @@
|
||||
<style name="AppTheme" parent="android:Theme.NoTitleBar.Fullscreen">
|
||||
<!-- Customize your theme here. -->
|
||||
</style>
|
||||
<!-- Тема для Splash Screen -->
|
||||
<style name="Theme.App.Starting" parent="Theme.SplashScreen">
|
||||
<!-- Черный фон -->
|
||||
<item name="windowSplashScreenBackground">#000000</item>
|
||||
<!-- Ваша картинка 512x512 -->
|
||||
<item name="windowSplashScreenAnimatedIcon">@drawable/splash_icon</item>
|
||||
<!-- Ссылка на основную тему, которая применится после загрузки -->
|
||||
<item name="postSplashScreenTheme">@style/AppTheme</item>
|
||||
</style>
|
||||
</resources>
|
||||
|
||||
@ -6,7 +6,7 @@ buildscript {
|
||||
google()
|
||||
}
|
||||
dependencies {
|
||||
classpath 'com.android.tools.build:gradle:9.3.0'
|
||||
classpath 'com.android.tools.build:gradle:8.1.1'
|
||||
|
||||
// NOTE: Do not place your application dependencies here; they belong
|
||||
// in the individual module build.gradle files
|
||||
|
||||
@ -9,18 +9,7 @@
|
||||
|
||||
# Specifies the JVM arguments used for the daemon process.
|
||||
# The setting is particularly useful for tweaking memory settings.
|
||||
android.builtInKotlin=false
|
||||
android.defaults.buildfeatures.resvalues=true
|
||||
android.dependency.useConstraints=true
|
||||
android.enableAppCompileTimeRClass=false
|
||||
android.newDsl=false
|
||||
android.r8.optimizedResourceShrinking=false
|
||||
android.r8.strictFullModeForKeepRules=false
|
||||
android.sdk.defaultTargetSdkToCompileSdkIfUnset=false
|
||||
android.uniquePackageNames=false
|
||||
android.usesSdkInManifest.disallowed=false
|
||||
org.gradle.jvmargs=-Xmx4096m
|
||||
android.useAndroidX=true
|
||||
org.gradle.jvmargs=-Xmx1536m
|
||||
|
||||
# When configured, Gradle will run in incubating parallel mode.
|
||||
# This option should only be used with decoupled projects. More details, visit
|
||||
|
||||
@ -1,12 +0,0 @@
|
||||
#This file is generated by updateDaemonJvm
|
||||
toolchainUrl.FREE_BSD.AARCH64=https\://api.foojay.io/disco/v3.0/ids/ec7520a1e057cd116f9544c42142a16b/redirect
|
||||
toolchainUrl.FREE_BSD.X86_64=https\://api.foojay.io/disco/v3.0/ids/4c4f879899012ff0a8b2e2117df03b0e/redirect
|
||||
toolchainUrl.LINUX.AARCH64=https\://api.foojay.io/disco/v3.0/ids/ec7520a1e057cd116f9544c42142a16b/redirect
|
||||
toolchainUrl.LINUX.X86_64=https\://api.foojay.io/disco/v3.0/ids/4c4f879899012ff0a8b2e2117df03b0e/redirect
|
||||
toolchainUrl.MAC_OS.AARCH64=https\://api.foojay.io/disco/v3.0/ids/73bcfb608d1fde9fb62e462f834a3299/redirect
|
||||
toolchainUrl.MAC_OS.X86_64=https\://api.foojay.io/disco/v3.0/ids/846ee0d876d26a26f37aa1ce8de73224/redirect
|
||||
toolchainUrl.UNIX.AARCH64=https\://api.foojay.io/disco/v3.0/ids/ec7520a1e057cd116f9544c42142a16b/redirect
|
||||
toolchainUrl.UNIX.X86_64=https\://api.foojay.io/disco/v3.0/ids/4c4f879899012ff0a8b2e2117df03b0e/redirect
|
||||
toolchainUrl.WINDOWS.AARCH64=https\://api.foojay.io/disco/v3.0/ids/9482ddec596298c84656d31d16652665/redirect
|
||||
toolchainUrl.WINDOWS.X86_64=https\://api.foojay.io/disco/v3.0/ids/39701d92e1756bb2f141eb67cd4c660e/redirect
|
||||
toolchainVersion=21
|
||||
@ -1,6 +1,6 @@
|
||||
#Sat Jan 10 10:31:05 MSK 2026
|
||||
distributionBase=GRADLE_USER_HOME
|
||||
distributionPath=wrapper/dists
|
||||
distributionUrl=https\://services.gradle.org/distributions/gradle-9.5.0-bin.zip
|
||||
distributionUrl=https\://services.gradle.org/distributions/gradle-8.4-bin.zip
|
||||
zipStoreBase=GRADLE_USER_HOME
|
||||
zipStorePath=wrapper/dists
|
||||
|
||||
@ -290,7 +290,7 @@ endif()
|
||||
# ===========================================
|
||||
set(RUNTIME_RESOURCE_DIRS
|
||||
"resources"
|
||||
"music"
|
||||
"audio"
|
||||
)
|
||||
|
||||
foreach(resdir IN LISTS RUNTIME_RESOURCE_DIRS)
|
||||
|
||||
@ -8,19 +8,13 @@ if(NOT CMAKE_MAKE_PROGRAM AND WIN32)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
project(ShadowOverBishkekDemo LANGUAGES C CXX)
|
||||
project(bishkek-witcher LANGUAGES C CXX)
|
||||
|
||||
option(OPTIMIZE_WEB_RESOURCES "Resize PNG images for web build (requires Python3 + Pillow)" ON)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
if (CMAKE_BUILD_TYPE STREQUAL "Release")
|
||||
# Максимальная оптимизация кода и LTO (Link-Time Optimization)
|
||||
add_compile_options(-O3 -flto)
|
||||
add_link_options(-O3 -flto)
|
||||
endif()
|
||||
|
||||
# --- АВТО-ЗАГРУЗКА ЗАВИСИМОСТЕЙ ---
|
||||
include("${CMAKE_CURRENT_SOURCE_DIR}/../cmake/FetchDependencies.cmake")
|
||||
# Теперь гарантированно есть папка ../thirdparty со всеми исходниками
|
||||
@ -115,8 +109,6 @@ set(SOURCES
|
||||
../src/LocationState.cpp
|
||||
../src/LocationEditor.h
|
||||
../src/LocationEditor.cpp
|
||||
../src/NpcCar.h
|
||||
../src/NpcCar.cpp
|
||||
../src/GameConstants.h
|
||||
../src/GameConstants.cpp
|
||||
../src/GameState.h
|
||||
@ -158,10 +150,10 @@ set(SOURCES
|
||||
../src/render/UiQuad.h
|
||||
)
|
||||
|
||||
add_executable(ShadowOverBishkekDemo ${SOURCES})
|
||||
add_executable(bishkek-witcher ${SOURCES})
|
||||
|
||||
# Настройка путей к инклудам (используем скачанные исходники)
|
||||
target_include_directories(ShadowOverBishkekDemo PRIVATE
|
||||
target_include_directories(bishkek-witcher PRIVATE
|
||||
../src
|
||||
../thirdparty/eigen-5.0.0
|
||||
../thirdparty/boost_1_90_0
|
||||
@ -176,7 +168,7 @@ set(ENABLE_COMMONCRYPTO OFF CACHE BOOL "" FORCE)
|
||||
|
||||
add_subdirectory("../thirdparty/libzip-1.11.4" libzip-build)
|
||||
|
||||
target_link_libraries(ShadowOverBishkekDemo PRIVATE zip z lua_static websocket.js)
|
||||
target_link_libraries(bishkek-witcher PRIVATE zip z lua_static websocket.js)
|
||||
|
||||
# Эмскриптен-флаги
|
||||
set(EMSCRIPTEN_FLAGS
|
||||
@ -193,7 +185,7 @@ set(EMSCRIPTEN_FLAGS
|
||||
"-DNETWORK"
|
||||
)
|
||||
|
||||
target_compile_options(ShadowOverBishkekDemo PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
|
||||
target_compile_options(bishkek-witcher PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
|
||||
|
||||
# Only loading.png and the shaders used before resources.zip is ready are preloaded.
|
||||
# resources.zip is downloaded asynchronously at runtime and served as a separate file.
|
||||
@ -203,7 +195,6 @@ set(EMSCRIPTEN_LINK_FLAGS
|
||||
#"-sPTHREAD_POOL_SIZE=4"
|
||||
"-sALLOW_MEMORY_GROWTH=1"
|
||||
"-sFULL_ES3=1"
|
||||
"-lidbfs.js"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loading.png@resources/loading.png"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loadingProgressBar.png@resources/loadingProgressBar.png"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loadingProgressBarFrame.png@resources/loadingProgressBarFrame.png"
|
||||
@ -211,14 +202,15 @@ set(EMSCRIPTEN_LINK_FLAGS
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_uni_interior.lua@resources/start_uni_interior.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_uni_exterior.lua@resources/start_uni_exterior.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_dorm.lua@resources/start_dorm.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../audio@audio"
|
||||
)
|
||||
|
||||
# Применяем настройки линковки
|
||||
target_link_options(ShadowOverBishkekDemo PRIVATE ${EMSCRIPTEN_LINK_FLAGS})
|
||||
target_link_options(bishkek-witcher PRIVATE ${EMSCRIPTEN_LINK_FLAGS})
|
||||
|
||||
# Для совместимости со старыми версиями CMake, если target_link_options недостаточно
|
||||
string(REPLACE ";" " " EMSCRIPTEN_LINK_FLAGS_STR "${EMSCRIPTEN_LINK_FLAGS}")
|
||||
set_target_properties(ShadowOverBishkekDemo PROPERTIES
|
||||
set_target_properties(bishkek-witcher PROPERTIES
|
||||
LINK_FLAGS "${EMSCRIPTEN_LINK_FLAGS_STR}"
|
||||
SUFFIX ".html"
|
||||
)
|
||||
@ -262,40 +254,23 @@ else()
|
||||
)
|
||||
endif()
|
||||
|
||||
|
||||
# music resources
|
||||
set(MUSIC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../music")
|
||||
set(MUSIC_ZIP "${CMAKE_CURRENT_BINARY_DIR}/music.zip")
|
||||
get_filename_component(MUSIC_PARENT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/.." ABSOLUTE)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MUSIC_ZIP}"
|
||||
COMMAND ${CMAKE_COMMAND} -E tar "cf" "${MUSIC_ZIP}" --format=zip "music"
|
||||
WORKING_DIRECTORY "${MUSIC_PARENT_DIR}"
|
||||
DEPENDS "${MUSIC_PARENT_DIR}/music"
|
||||
)
|
||||
|
||||
|
||||
add_custom_target(pack_resources DEPENDS "${RESOURCES_ZIP}")
|
||||
add_dependencies(ShadowOverBishkekDemo pack_resources)
|
||||
|
||||
add_custom_target(pack_music DEPENDS "${MUSIC_ZIP}")
|
||||
add_dependencies(ShadowOverBishkekDemo pack_music)
|
||||
add_dependencies(bishkek-witcher pack_resources)
|
||||
|
||||
|
||||
# Определяем путь к директории установки (относительно папки билда)
|
||||
set(CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/public")
|
||||
|
||||
# 1. Устанавливаем основной HTML файл
|
||||
install(TARGETS ShadowOverBishkekDemo
|
||||
install(TARGETS bishkek-witcher
|
||||
RUNTIME DESTINATION .
|
||||
)
|
||||
|
||||
# 2. Устанавливаем сопутствующие файлы (JS, WASM и сгенерированный архив данных)
|
||||
install(FILES
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/ShadowOverBishkekDemo.js"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/ShadowOverBishkekDemo.wasm"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/ShadowOverBishkekDemo.data"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.js"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.wasm"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.data"
|
||||
DESTINATION .
|
||||
)
|
||||
|
||||
@ -303,15 +278,10 @@ install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/index.html"
|
||||
DESTINATION .
|
||||
)
|
||||
|
||||
install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/favicon.ico"
|
||||
DESTINATION .
|
||||
)
|
||||
|
||||
# resources.zip is served separately and downloaded asynchronously at runtime
|
||||
install(FILES "${RESOURCES_ZIP}" DESTINATION .)
|
||||
install(FILES "${MUSIC_ZIP}" DESTINATION .)
|
||||
|
||||
add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
|
||||
add_custom_command(TARGET bishkek-witcher POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} --install .
|
||||
WORKING_DIRECTORY "${CMAKE_BINARY_DIR}"
|
||||
COMMENT "Automatically deploying to public directory..."
|
||||
|
||||
@ -37,14 +37,3 @@ Run:
|
||||
```
|
||||
emrun --no_browser --port 8080 public
|
||||
```
|
||||
|
||||
# Release build
|
||||
|
||||
|
||||
```
|
||||
mkdir build_release
|
||||
cd build_release
|
||||
emcmake cmake -G Ninja -DCMAKE_BUILD_TYPE=Release ..
|
||||
cmake --build . --config Release
|
||||
cmake --install . --prefix ../dist
|
||||
```
|
||||
|
||||
5
proj-web/bishkek-witcher.html
Normal file
5
proj-web/bishkek-witcher.html
Normal file
File diff suppressed because one or more lines are too long
Binary file not shown.
|
Before Width: | Height: | Size: 31 KiB |
@ -39,7 +39,7 @@
|
||||
|
||||
function loadGameScript() {
|
||||
var s = document.createElement('script');
|
||||
s.src = 'ShadowOverBishkekDemo.js';
|
||||
s.src = 'bishkek-witcher.js';
|
||||
s.async = true;
|
||||
document.body.appendChild(s);
|
||||
}
|
||||
|
||||
2
proj-web/space-game001.html
Normal file
2
proj-web/space-game001.html
Normal file
@ -0,0 +1,2 @@
|
||||
<!doctypehtml><html lang=en-us><head><meta charset=utf-8><meta content="text/html; charset=utf-8"http-equiv=Content-Type><title>Emscripten-Generated Code</title><style>body{font-family:arial;margin:0;padding:none}.emscripten{padding-right:0;margin-left:auto;margin-right:auto;display:block}div.emscripten{text-align:center}div.emscripten_border{border:1px solid #000}canvas.emscripten{border:0 none;background-color:#000}#emscripten_logo{display:inline-block;margin:0;padding:6px;width:265px}.spinner{height:30px;width:30px;margin:0;margin-top:20px;margin-left:20px;display:inline-block;vertical-align:top;-webkit-animation:rotation .8s linear infinite;-moz-animation:rotation .8s linear infinite;-o-animation:rotation .8s linear infinite;animation:rotation .8s linear infinite;border-left:5px solid #ebebeb;border-right:5px solid #ebebeb;border-bottom:5px solid #ebebeb;border-top:5px solid #787878;border-radius:100%;background-color:#bdd72e}@-webkit-keyframes rotation{from{-webkit-transform:rotate(0)}to{-webkit-transform:rotate(360deg)}}@-moz-keyframes rotation{from{-moz-transform:rotate(0)}to{-moz-transform:rotate(360deg)}}@-o-keyframes rotation{from{-o-transform:rotate(0)}to{-o-transform:rotate(360deg)}}@keyframes rotation{from{transform:rotate(0)}to{transform:rotate(360deg)}}#status{display:inline-block;vertical-align:top;margin-top:30px;margin-left:20px;font-weight:700;color:#787878}#progress{height:20px;width:300px}#controls{display:inline-block;float:right;vertical-align:top;margin-top:30px;margin-right:20px}#output{width:100%;height:200px;margin:0 auto;margin-top:10px;border-left:0;border-right:0px;padding-left:0;padding-right:0;display:block;background-color:#000;color:#fff;font-family:'Lucida Console',Monaco,monospace;outline:0}</style></head><body><script src="https://cdn.jsdelivr.net/npm/eruda"></script>
|
||||
<script>eruda.init();</script><a href=http://emscripten.org><img id=emscripten_logo src=""></a><div class=spinner id=spinner></div><div class=emscripten id=status>Downloading...</div><span id=controls><span><input type=checkbox id=resize>Resize canvas</span> <span><input type=checkbox id=pointerLock checked>Lock/hide mouse pointer </span><span><input type=button onclick='Module.requestFullscreen(document.getElementById("pointerLock").checked,document.getElementById("resize").checked)'value=Fullscreen></span></span><div class=emscripten><progress hidden id=progress max=100 value=0></progress></div><div class=emscripten_border><canvas class=emscripten id=canvas oncontextmenu=event.preventDefault() tabindex=-1></canvas></div><textarea id=output rows=8></textarea><script>var statusElement=document.getElementById("status"),progressElement=document.getElementById("progress"),spinnerElement=document.getElementById("spinner"),canvasElement=document.getElementById("canvas"),outputElement=document.getElementById("output");outputElement&&(outputElement.value=""),canvasElement.addEventListener("webglcontextlost",(e=>{alert("WebGL context lost. You will need to reload the page."),e.preventDefault()}),!1);var Module={print(...e){if(console.log(...e),outputElement){var t=e.join(" ");outputElement.value+=t+"\n",outputElement.scrollTop=outputElement.scrollHeight}},canvas:canvasElement,setStatus(e){if(Module.setStatus.last||(Module.setStatus.last={time:Date.now(),text:""}),e!==Module.setStatus.last.text){var t=e.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/),n=Date.now();t&&n-Module.setStatus.last.time<30||(Module.setStatus.last.time=n,Module.setStatus.last.text=e,t?(e=t[1],progressElement.value=100*parseInt(t[2]),progressElement.max=100*parseInt(t[4]),progressElement.hidden=!1,spinnerElement.hidden=!1):(progressElement.value=null,progressElement.max=null,progressElement.hidden=!0,e||(spinnerElement.style.display="none")),statusElement.innerHTML=e)}},totalDependencies:0,monitorRunDependencies(e){this.totalDependencies=Math.max(this.totalDependencies,e),Module.setStatus(e?"Preparing... ("+(this.totalDependencies-e)+"/"+this.totalDependencies+")":"All downloads complete.")}};Module.setStatus("Downloading..."),window.onerror=e=>{Module.setStatus("Exception thrown, see JavaScript console"),spinnerElement.style.display="none",Module.setStatus=e=>{e&&console.error("[post-exception status] "+e)}}</script><script async src="space-game001.js" crossorigin="anonymous"></script></body></html>
|
||||
200
proj-web/space-game001plain.html
Normal file
200
proj-web/space-game001plain.html
Normal file
@ -0,0 +1,200 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover">
|
||||
<title>Sky Trek Tales</title>
|
||||
<style>
|
||||
body, html {
|
||||
margin: 0; padding: 0; width: 100%; height: 100%;
|
||||
overflow: hidden; background-color: #000;
|
||||
position: fixed;
|
||||
}
|
||||
#canvas {
|
||||
display: block;
|
||||
position: absolute;
|
||||
top: 0; left: 0;
|
||||
width: 100vw; height: 100vh;
|
||||
border: none;
|
||||
}
|
||||
|
||||
#fs-button {
|
||||
position: absolute;
|
||||
top: 10px; right: 10px;
|
||||
padding: 10px;
|
||||
z-index: 10;
|
||||
background: rgba(255,255,255,0.3);
|
||||
color: white; border: 1px solid white;
|
||||
cursor: pointer;
|
||||
font-family: sans-serif;
|
||||
border-radius: 5px;
|
||||
}
|
||||
#status { color: white; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); }
|
||||
|
||||
/* Nick modal */
|
||||
#nickOverlay {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
background: rgba(0,0,0,0.85);
|
||||
z-index: 9999;
|
||||
}
|
||||
#nickBox {
|
||||
background: #111;
|
||||
border: 1px solid #444;
|
||||
padding: 24px;
|
||||
width: 320px;
|
||||
box-shadow: 0 8px 24px rgba(0,0,0,0.6);
|
||||
text-align: center;
|
||||
}
|
||||
#nickBox h2 { margin: 0 0 12px 0; font-size: 18px; color: #eee; }
|
||||
#nickBox input[type="text"] {
|
||||
width: 100%;
|
||||
padding: 10px;
|
||||
font-size: 16px;
|
||||
box-sizing: border-box;
|
||||
margin-bottom: 12px;
|
||||
border: 1px solid #333;
|
||||
background: #000;
|
||||
color: #fff;
|
||||
}
|
||||
#nickBox button {
|
||||
padding: 10px 16px;
|
||||
font-size: 16px;
|
||||
background: #2a9fd6;
|
||||
border: none;
|
||||
color: #fff;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<button id="fs-button">Fullscreen</button>
|
||||
<div id="status">Downloading...</div>
|
||||
<canvas id="canvas" oncontextmenu="event.preventDefault()" tabindex="-1"></canvas>
|
||||
<div id="nickOverlay" style="display:none;">
|
||||
<div id="nickBox">
|
||||
<h2>Enter your nickname</h2>
|
||||
<input id="nickInput" type="text" maxlength="32" placeholder="Player" />
|
||||
<div>
|
||||
<button id="nickSubmit">Start</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script>
|
||||
// Utility: подготовить глобальный Module до загрузки Emscripten-скрипта
|
||||
function prepareModuleEnvironment() {
|
||||
window.Module = window.Module || {};
|
||||
var canvasEl = document.getElementById('canvas');
|
||||
// Устанавливаем canvas для Emscripten, чтобы createContext не падал
|
||||
window.Module.canvas = canvasEl;
|
||||
// Подготовим заглушку setStatus, если ещё нет
|
||||
window.Module.setStatus = window.Module.setStatus || function (text) {
|
||||
var statusElement = document.getElementById("status");
|
||||
statusElement.innerHTML = text;
|
||||
statusElement.style.display = text ? 'block' : 'none';
|
||||
};
|
||||
}
|
||||
|
||||
// Show overlay only if no nickname saved.
|
||||
function loadGameScript() {
|
||||
var s = document.createElement('script');
|
||||
s.src = 'space-game001.js';
|
||||
s.async = true;
|
||||
document.body.appendChild(s);
|
||||
}
|
||||
|
||||
function showNickOverlay() {
|
||||
var overlay = document.getElementById('nickOverlay');
|
||||
overlay.style.display = 'flex';
|
||||
var input = document.getElementById('nickInput');
|
||||
input.focus();
|
||||
}
|
||||
|
||||
function hideNickOverlay() {
|
||||
var overlay = document.getElementById('nickOverlay');
|
||||
overlay.style.display = 'none';
|
||||
}
|
||||
|
||||
function saveNickAndStart(nick) {
|
||||
try {
|
||||
if (!nick || nick.trim() === '') nick = 'Player';
|
||||
localStorage.setItem('spacegame_nick', nick);
|
||||
} catch (e) {
|
||||
console.warn('localStorage not available', e);
|
||||
}
|
||||
hideNickOverlay();
|
||||
// перед загрузкой скрипта гарантируем, что Module.canvas задан
|
||||
prepareModuleEnvironment();
|
||||
loadGameScript();
|
||||
}
|
||||
|
||||
document.getElementById('fs-button').addEventListener('click', function() {
|
||||
if (!document.fullscreenElement) {
|
||||
document.documentElement.requestFullscreen().catch(function(e) {
|
||||
console.error('Fullscreen error: ' + e.message);
|
||||
});
|
||||
} else {
|
||||
document.exitFullscreen();
|
||||
}
|
||||
});
|
||||
|
||||
document.addEventListener('DOMContentLoaded', function() {
|
||||
// Готовим Module сразу — даже если откроется модалка, поле canvas будет доступно для скрипта (если он загружается позже)
|
||||
prepareModuleEnvironment();
|
||||
|
||||
var stored = null;
|
||||
try {
|
||||
stored = localStorage.getItem('spacegame_nick');
|
||||
} catch (e) {
|
||||
console.warn('localStorage not available', e);
|
||||
}
|
||||
|
||||
if (stored && stored.trim() !== '') {
|
||||
// Nick is present — start immediately
|
||||
loadGameScript();
|
||||
} else {
|
||||
// Show modal to request nickname before loading WASM
|
||||
showNickOverlay();
|
||||
var submit = document.getElementById('nickSubmit');
|
||||
var input = document.getElementById('nickInput');
|
||||
|
||||
submit.addEventListener('click', function() {
|
||||
saveNickAndStart(input.value);
|
||||
});
|
||||
|
||||
input.addEventListener('input', function() {
|
||||
// Strip any character that is not a-z, A-Z, 0-9 or space
|
||||
var pos = this.selectionStart;
|
||||
var cleaned = this.value.replace(/[^a-zA-Z0-9 ]/g, '');
|
||||
if (cleaned !== this.value) {
|
||||
this.value = cleaned;
|
||||
this.setSelectionRange(pos - 1, pos - 1);
|
||||
}
|
||||
});
|
||||
|
||||
input.addEventListener('keydown', function(e) {
|
||||
if (e.key === 'Enter') {
|
||||
saveNickAndStart(input.value);
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
window.addEventListener("orientationchange", function() {
|
||||
// Chrome на Android обновляет innerWidth/Height не мгновенно.
|
||||
// Ждем завершения анимации поворота.
|
||||
setTimeout(() => {
|
||||
// В Emscripten это вызовет ваш onWindowResized в C++
|
||||
window.dispatchEvent(new Event('resize'));
|
||||
}, 200);
|
||||
});
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@ -104,7 +104,6 @@ add_executable(ShadowOverBishkekDemo WIN32
|
||||
../src/cutscene/CutsceneOverlay.h
|
||||
../src/cutscene/CutsceneOverlay.cpp
|
||||
../src/render/UiQuad.h
|
||||
app.rc
|
||||
)
|
||||
|
||||
# Установка проекта по умолчанию для Visual Studio
|
||||
@ -119,10 +118,15 @@ set_target_properties(ShadowOverBishkekDemo PROPERTIES
|
||||
OUTPUT_NAME "ShadowOverBishkekDemo"
|
||||
)
|
||||
|
||||
# Определения препроцессора
|
||||
# Определения препроцессора:
|
||||
# PNG_ENABLED – включает код PNG в TextureManager
|
||||
# SDL_MAIN_HANDLED – отключает переопределение main -> SDL_main
|
||||
target_compile_definitions(ShadowOverBishkekDemo PRIVATE
|
||||
WIN32_LEAN_AND_MEAN
|
||||
PNG_ENABLED
|
||||
# SDL_MAIN_HANDLED
|
||||
# DEBUG_LIGHT
|
||||
# SHOW_PATH
|
||||
)
|
||||
|
||||
# Линкуем с SDL2main, если он вообще установлен
|
||||
@ -153,15 +157,18 @@ endif()
|
||||
if(STEAMSDK)
|
||||
message(STATUS "Steamworks SDK integration is ENABLED.")
|
||||
|
||||
# Макрос STEAMSDK для условной компиляции в C++ коде (#ifdef STEAMSDK)
|
||||
target_compile_definitions(ShadowOverBishkekDemo PRIVATE STEAMSDK)
|
||||
|
||||
set(STEAM_SDK_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/steamworks_sdk_164/sdk")
|
||||
|
||||
# Подключение заголовочных файлов Steamworks
|
||||
target_include_directories(ShadowOverBishkekDemo PRIVATE
|
||||
"${STEAM_SDK_DIR}/public"
|
||||
"${STEAM_SDK_DIR}/public/steam"
|
||||
)
|
||||
|
||||
# Определение разрядности сборки (x86 vs x64) для выбора версий lib и dll
|
||||
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
set(STEAM_LIB_DIR "${STEAM_SDK_DIR}/redistributable_bin/win64")
|
||||
set(STEAM_LIB_NAME "steam_api64")
|
||||
@ -172,6 +179,7 @@ if(STEAMSDK)
|
||||
set(STEAM_DLL_NAME "steam_api.dll")
|
||||
endif()
|
||||
|
||||
# Поиск библиотеки линковки (.lib)
|
||||
find_library(STEAM_LIBRARY
|
||||
NAMES ${STEAM_LIB_NAME}
|
||||
PATHS ${STEAM_LIB_DIR}
|
||||
@ -185,18 +193,22 @@ if(STEAMSDK)
|
||||
message(FATAL_ERROR "Steam API library (${STEAM_LIB_NAME}) NOT found in ${STEAM_LIB_DIR}!")
|
||||
endif()
|
||||
|
||||
# Генерация временного файла steam_appid.txt с ID демо-версии (4945840)
|
||||
file(WRITE "${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt" "4945840")
|
||||
else()
|
||||
message(STATUS "Steamworks SDK integration is DISABLED.")
|
||||
endif()
|
||||
|
||||
# ===========================================
|
||||
# Копирование DLL и ресурсов для локального запуска в Visual Studio
|
||||
# Копирование SDL2d.dll и zlibd.dll рядом с exe
|
||||
# ===========================================
|
||||
if (WIN32)
|
||||
|
||||
# SDL2: в Debug - SDL2d.dll, в Release - SDL2.dll
|
||||
set(SDL2_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2_INSTALL_DIR}/bin/SDL2d.dll,${SDL2_INSTALL_DIR}/bin/SDL2.dll>")
|
||||
set(SDL2_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2d.dll,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2.dll>")
|
||||
|
||||
|
||||
set(LIBZIP_DLL_SRC "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/bin/zip.dll,${LIBZIP_BASE_DIR}-Release/bin/zip.dll>")
|
||||
|
||||
set(ZLIB_DLL_SRC "$<IF:$<CONFIG:Debug>,${ZLIB_INSTALL_DIR}/bin/zd.dll,${ZLIB_INSTALL_DIR}/bin/z.dll>")
|
||||
@ -204,26 +216,47 @@ if (WIN32)
|
||||
|
||||
set(SDL2TTF_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2TTF_BASE_DIR}-Debug/bin/SDL2_ttfd.dll,${SDL2TTF_BASE_DIR}-Release/bin/SDL2_ttf.dll>")
|
||||
|
||||
set(SDL2MIXER_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2MIXER_BASE_DIR}-Debug/bin/SDL2_mixerd.dll,${SDL2MIXER_BASE_DIR}-Release/bin/SDL2_mixer.dll>")
|
||||
|
||||
add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E echo "Copying DLLs to output folder..."
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${SDL2_DLL_SRC}" "${SDL2_DLL_DST}"
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${LIBZIP_DLL_SRC}" "$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/zip.dll"
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${ZLIB_DLL_SRC}" "${ZLIB_DLL_DST}"
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${SDL2TTF_DLL_SRC}" "$<TARGET_FILE_DIR:ShadowOverBishkekDemo>"
|
||||
|
||||
# Копируем SDL2
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${SDL2_DLL_SRC}"
|
||||
"${SDL2_DLL_DST}"
|
||||
|
||||
# Копируем LIBZIP (целевое имя всегда zip.dll)
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${LIBZIP_DLL_SRC}"
|
||||
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/zip.dll"
|
||||
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${ZLIB_DLL_SRC}"
|
||||
"${ZLIB_DLL_DST}"
|
||||
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${SDL2TTF_DLL_SRC}"
|
||||
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>"
|
||||
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/SDL_mixer-release-2.8.0/install-$<CONFIG>/bin/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
|
||||
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
|
||||
)
|
||||
|
||||
# Если включен Steam, добавляем шаги копирования DLL и appid в этот же POST_BUILD
|
||||
if(STEAMSDK)
|
||||
add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E echo "Copying Steam SDK components..."
|
||||
# Копирование dll к исполняемому файлу
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${STEAM_LIB_DIR}/${STEAM_DLL_NAME}"
|
||||
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/${STEAM_DLL_NAME}"
|
||||
# Копирование steam_appid.txt к исполняемому файлу
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt"
|
||||
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/steam_appid.txt"
|
||||
# Дублируем steam_appid.txt в корень сборки (полезно при отладке прямо из MSVC)
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt"
|
||||
"${CMAKE_BINARY_DIR}/steam_appid.txt"
|
||||
@ -231,99 +264,27 @@ if (WIN32)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Копирование ресурсов локально
|
||||
set(RUNTIME_RESOURCE_DIRS "resources" "music")
|
||||
# ===========================================
|
||||
# Копирование ресурсов после сборки
|
||||
# ===========================================
|
||||
|
||||
# Какие папки с ресурсами нужно копировать
|
||||
set(RUNTIME_RESOURCE_DIRS
|
||||
"resources"
|
||||
"audio"
|
||||
)
|
||||
|
||||
# Копируем ресурсы и шейдеры в папку exe и в корень build/
|
||||
foreach(resdir IN LISTS RUNTIME_RESOURCE_DIRS)
|
||||
add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E echo "Copying ${resdir} to runtime folders..."
|
||||
# 1) туда, где лежит exe (build/Debug, build/Release и т.п.)
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
"${CMAKE_SOURCE_DIR}/../${resdir}"
|
||||
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/${resdir}"
|
||||
# 2) в корень build, если захочешь запускать из этой папки
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
"${CMAKE_SOURCE_DIR}/../${resdir}"
|
||||
"${CMAKE_BINARY_DIR}/${resdir}"
|
||||
)
|
||||
endforeach()
|
||||
|
||||
# ===========================================
|
||||
# ПРАВИЛА ИНСТАЛЛЯЦИИ (Для CPack и создания пакетов)
|
||||
# ===========================================
|
||||
|
||||
# 1. Основной исполняемый файл
|
||||
install(TARGETS ShadowOverBishkekDemo DESTINATION .)
|
||||
|
||||
# 2. Необходимые DLL
|
||||
if(WIN32)
|
||||
install(FILES
|
||||
"${SDL2_INSTALL_DIR}/bin/SDL2.dll"
|
||||
"${LIBZIP_BASE_DIR}-Release/bin/zip.dll"
|
||||
"${ZLIB_INSTALL_DIR}/bin/z.dll"
|
||||
"${SDL2TTF_BASE_DIR}-Release/bin/SDL2_ttf.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/SDL_mixer-release-2.8.0/install-Release/bin/SDL2_mixer.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/concrt140.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/msvcp140.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/msvcp140_1.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/msvcp140_2.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/msvcp140_atomic_wait.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/msvcp140_clr0400.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/msvcp140_codecvt_ids.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/msvcp140d.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/OpenAL32.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/vcamp140.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/vccorlib140.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/vcomp140.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/vcruntime140.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/vcruntime140_1.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/vcruntime140_1_clr0400.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/vcruntime140_threads.dll"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/dist_dlls/wrap_oal.dll"
|
||||
DESTINATION .
|
||||
)
|
||||
|
||||
if(STEAMSDK)
|
||||
install(FILES
|
||||
"${STEAM_LIB_DIR}/${STEAM_DLL_NAME}"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt"
|
||||
DESTINATION .
|
||||
)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# 3. Директории с ресурсами
|
||||
foreach(resdir IN LISTS RUNTIME_RESOURCE_DIRS)
|
||||
install(DIRECTORY "${CMAKE_SOURCE_DIR}/../${resdir}" DESTINATION .)
|
||||
endforeach()
|
||||
|
||||
# ===========================================
|
||||
# НАСТРОЙКА CPACK (Создание ZIP Portable и NSIS Installer)
|
||||
# ===========================================
|
||||
set(CPACK_PACKAGE_NAME "ShadowOverBishkekDemo")
|
||||
set(CPACK_PACKAGE_VENDOR "Fish Run Games")
|
||||
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Shadow Over Bishkek Demo Version")
|
||||
set(CPACK_PACKAGE_VERSION_MAJOR "1")
|
||||
set(CPACK_PACKAGE_VERSION_MINOR "0")
|
||||
set(CPACK_PACKAGE_VERSION_PATCH "5")
|
||||
set(CPACK_PACKAGE_INSTALL_DIRECTORY "Fish Run Games/Shadow Over Bishkek Demo")
|
||||
|
||||
|
||||
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE.txt")
|
||||
|
||||
# Настройки NSIS инсталлятора
|
||||
set(CPACK_NSIS_DISPLAY_NAME "Shadow Over Bishkek Demo")
|
||||
set(CPACK_NSIS_PACKAGE_NAME "Shadow Over Bishkek Demo")
|
||||
set(CPACK_NSIS_HELP_LINK "https://fishrungames.com/contact.html")
|
||||
set(CPACK_NSIS_URL_INFO_ABOUT "https://shadowoverbishkek.com/")
|
||||
set(CPACK_NSIS_MODIFY_PATH OFF)
|
||||
set(CPACK_NSIS_ENABLE_UNINSTALL_BEFORE_INSTALL ON)
|
||||
|
||||
# Иконки и ярлыки в меню Пуск и на Рабочем столе
|
||||
set(CPACK_NSIS_MUI_ICON "${CMAKE_CURRENT_SOURCE_DIR}/icon.ico")
|
||||
set(CPACK_NSIS_MUI_UNIICON "${CMAKE_CURRENT_SOURCE_DIR}/icon.ico")
|
||||
set(CPACK_NSIS_CREATE_ICONS_EXTRA
|
||||
"CreateShortCut '$DESKTOP\\\\Shadow Over Bishkek Demo.lnk' '$INSTDIR\\\\ShadowOverBishkekDemo.exe'"
|
||||
)
|
||||
|
||||
# Форматы генераторов: ZIP (Portable) и NSIS (Установщик)
|
||||
set(CPACK_GENERATOR "ZIP;NSIS")
|
||||
|
||||
include(CPack)
|
||||
endforeach()
|
||||
@ -1,21 +0,0 @@
|
||||
END USER LICENSE AGREEMENT (EULA)
|
||||
|
||||
Game: Shadow Over Bishkek (Demo Version)
|
||||
Developer: Fish Run Games
|
||||
|
||||
1. GRANT OF LICENSE
|
||||
Fish Run Games grants you a non-exclusive, non-transferable, limited license to download, install, and play the Shadow Over Bishkek Demo for personal, non-commercial entertainment purposes.
|
||||
|
||||
2. OWNERSHIP & INTELLECTUAL PROPERTY
|
||||
The game, including all code, graphics, audio, characters, storyline, and assets, is the intellectual property of Fish Run Games and is protected by copyright and other intellectual property laws. You may not reverse engineer, decompile, modify, or redistribute the software without express written permission.
|
||||
|
||||
3. DISCLAIMER OF WARRANTY
|
||||
THIS SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES, OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
4. USER DATA AND SAVES
|
||||
Save files and local configuration options are stored locally on your device. Fish Run Games is not responsible for any loss of save data resulting from software updates, system crashes, or uninstallation.
|
||||
|
||||
5. TERMINATION
|
||||
This license is effective until terminated. Your rights under this license will terminate automatically without notice from Fish Run Games if you fail to comply with any term(s) of this agreement.
|
||||
|
||||
Copyright (c) 2026 Fish Run Games. All rights reserved.
|
||||
@ -1 +0,0 @@
|
||||
IDI_ICON1 ICON "icon.ico"
|
||||
BIN
proj-windows/dist_dlls/OpenAL32.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/OpenAL32.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/concrt140.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/concrt140.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/msvcp140.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/msvcp140.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/msvcp140_1.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/msvcp140_1.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/msvcp140_2.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/msvcp140_2.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/msvcp140_atomic_wait.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/msvcp140_atomic_wait.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/msvcp140_clr0400.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/msvcp140_clr0400.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/msvcp140_codecvt_ids.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/msvcp140_codecvt_ids.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/msvcp140d.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/msvcp140d.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/vcamp140.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/vcamp140.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/vccorlib140.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/vccorlib140.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/vcomp140.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/vcomp140.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/vcruntime140.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/vcruntime140.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/vcruntime140_1.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/vcruntime140_1.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/vcruntime140_1_clr0400.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/vcruntime140_1_clr0400.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/vcruntime140_threads.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/vcruntime140_threads.dll
(Stored with Git LFS)
Binary file not shown.
BIN
proj-windows/dist_dlls/wrap_oal.dll
(Stored with Git LFS)
BIN
proj-windows/dist_dlls/wrap_oal.dll
(Stored with Git LFS)
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 361 KiB |
@ -3,7 +3,7 @@
|
||||
{
|
||||
"id": "main_hall",
|
||||
"positionX": -3.1,
|
||||
"positionY": 4.8,
|
||||
"positionY": 6.0,
|
||||
"positionZ": 0.0,
|
||||
"directionX": 0.0,
|
||||
"directionY": -1.0,
|
||||
@ -20,7 +20,7 @@
|
||||
"limitX": 3.75,
|
||||
"limitY": 2.75,
|
||||
"positionX": 4.95,
|
||||
"positionY": 3.6,
|
||||
"positionY": 3.0,
|
||||
"positionZ": -14.25,
|
||||
"directionX": 0.0,
|
||||
"directionY": -1.0,
|
||||
@ -55,7 +55,7 @@
|
||||
"limitX": 3.75,
|
||||
"limitY": 2.75,
|
||||
"positionX": -4.95,
|
||||
"positionY": 4.2,
|
||||
"positionY": 4.0,
|
||||
"positionZ": -19.95,
|
||||
"directionX": 0.0,
|
||||
"directionY": -1.0,
|
||||
|
||||
@ -1122,9 +1122,9 @@
|
||||
"waypointReachRadius": 3.0,
|
||||
"waypoints": []
|
||||
},
|
||||
"taxiCarTriggerPositionX": 0.0,
|
||||
"taxiCarTriggerPositionY": 0.0,
|
||||
"taxiCarTriggerPositionZ": 0.0,
|
||||
"taxiCarTriggerPositionX": -1.7014118346046923e+38,
|
||||
"taxiCarTriggerPositionY": -1.7014118346046923e+38,
|
||||
"taxiCarTriggerPositionZ": -1.7014118346046923e+38,
|
||||
"taxiDefaultWaypoints": []
|
||||
},
|
||||
"tutorialInteractiveObjectsLocked": false
|
||||
@ -1476,6 +1476,7 @@
|
||||
"morning_can_open_door_index": 0,
|
||||
"morning_did_open_door_index": 0,
|
||||
"player_hold_book": false,
|
||||
"player_hold_knife": false,
|
||||
"teacher_arrived_to_library": false,
|
||||
"teacher_door_opened": false,
|
||||
"teacher_told_about_book": false,
|
||||
@ -1651,7 +1652,7 @@
|
||||
}
|
||||
]
|
||||
},
|
||||
"savedAt": "2026-07-24 23:40",
|
||||
"savedAt": "2026-07-14 14:00",
|
||||
"taxiIsCalled": false,
|
||||
"tutorialJournalPickedUp": false,
|
||||
"tutorialJournalScreenOpened": false,
|
||||
|
||||
@ -2276,14 +2276,14 @@
|
||||
"en": "And maybe she will even give me some difficult assignment."
|
||||
},
|
||||
{
|
||||
"key": "Я уверена, она меня ищет. Она хочет мне какое-то задание дать.",
|
||||
"ru": "Я уверена, она меня ищет. Она хочет мне какое-то задание дать.",
|
||||
"en": "I'm sure she's looking for me. She wants to give me some kind of assignment."
|
||||
"key": "Я даже уверена, она меня ищет. Она хочет мне какое-то задание дать.",
|
||||
"ru": "Я даже уверена, она меня ищет. Она хочет мне какое-то задание дать.",
|
||||
"en": "I'm even sure she's looking for me. She wants to give me some kind of assignment."
|
||||
},
|
||||
{
|
||||
"key": "Пока ты не принесешь мне нож из учительской, никуда я тебя не выпущу. Ошо!",
|
||||
"ru": "Пока ты не принесешь мне нож из учительской, никуда я тебя не выпущу. Ошо!",
|
||||
"en": "Until you bring me a knife from the teachers' room, I won't let you go anywhere. Osho!"
|
||||
"en": "Until you bring me a knife from the teachers' room, I won't let you go anywhere."
|
||||
},
|
||||
{
|
||||
"key": "Я слышала она не смогла сдать курсовую по манасоведению.",
|
||||
@ -2293,7 +2293,7 @@
|
||||
{
|
||||
"key": "Она прыгнула с окна и разбилась насмерть деп.",
|
||||
"ru": "Она прыгнула с окна и разбилась насмерть деп.",
|
||||
"en": "She jumped from the window and fell to her death, dep."
|
||||
"en": "She jumped from the window and fell to her death, they said."
|
||||
},
|
||||
{
|
||||
"key": "Да она надоела, все время скафнит.",
|
||||
@ -2308,7 +2308,7 @@
|
||||
{
|
||||
"key": "Так что жду тебя в универе! Не вздумай прогулять! Ошо!",
|
||||
"ru": "Так что жду тебя в универе! Не вздумай прогулять! Ошо!",
|
||||
"en": "So I'm waiting for you at the university! Don't even think about skipping! Osho!"
|
||||
"en": "So I'm waiting for you at the university! Don't even think about skipping!"
|
||||
}
|
||||
]
|
||||
}
|
||||
@ -412,70 +412,6 @@
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "dialog_chat_aiperi003",
|
||||
"start": "line_1",
|
||||
"nodes": [
|
||||
{
|
||||
"id": "line_1",
|
||||
"type": "Line",
|
||||
"speaker": "Бекзат",
|
||||
"portrait": "resources/dialogue/portrait_phone.png",
|
||||
"text": "Айпери ты куда убежала?",
|
||||
"next": "line_2",
|
||||
"chatBubble": "out"
|
||||
},
|
||||
{
|
||||
"id": "line_2",
|
||||
"type": "Line",
|
||||
"speaker": "Айпери",
|
||||
"portrait": "resources/dialogue/portrait_phone.png",
|
||||
"text": "Ты достал уже, я не могу тебя ждать вечно! Возишься как сонная муха.",
|
||||
"next": "line_3",
|
||||
"chatBubble": "in"
|
||||
},
|
||||
{
|
||||
"id": "line_3",
|
||||
"type": "Line",
|
||||
"speaker": "Айпери",
|
||||
"portrait": "resources/dialogue/portrait_phone.png",
|
||||
"text": "У меня нет времени ждать тебя, мне уже пора на курсы ехать.",
|
||||
"next": "line_4",
|
||||
"chatBubble": "in"
|
||||
},
|
||||
{
|
||||
"id": "line_4",
|
||||
"type": "Line",
|
||||
"speaker": "Бекзат",
|
||||
"portrait": "resources/dialogue/portrait_phone.png",
|
||||
"text": "Так когда я тебе нож верну?",
|
||||
"next": "line_5",
|
||||
"chatBubble": "out"
|
||||
},
|
||||
{
|
||||
"id": "line_5",
|
||||
"type": "Line",
|
||||
"speaker": "Айпери",
|
||||
"portrait": "resources/dialogue/portrait_phone.png",
|
||||
"text": "Приходи завтра в универ! Я каждый день в унике с раннего утра.",
|
||||
"next": "line_6",
|
||||
"chatBubble": "in"
|
||||
},
|
||||
{
|
||||
"id": "line_6",
|
||||
"type": "Line",
|
||||
"speaker": "Бекзат",
|
||||
"portrait": "resources/dialogue/portrait_phone.png",
|
||||
"text": "Хорошо, встретимся завтра.",
|
||||
"next": "end_1",
|
||||
"chatBubble": "out"
|
||||
},
|
||||
{
|
||||
"id": "end_1",
|
||||
"type": "End"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "dialog_car001",
|
||||
"start": "line_1",
|
||||
|
||||
@ -293,6 +293,14 @@
|
||||
"speaker": "Бекзат",
|
||||
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||
"text": "Почему?",
|
||||
"next": "line_30"
|
||||
},
|
||||
{
|
||||
"id": "line_30",
|
||||
"type": "Line",
|
||||
"speaker": "Айпери",
|
||||
"portrait": "resources/dialogue/portrait_aiperi.png",
|
||||
"text": "Она опять будет скафнить.",
|
||||
"next": "line_25"
|
||||
},
|
||||
{
|
||||
@ -300,7 +308,7 @@
|
||||
"type": "Line",
|
||||
"speaker": "Айпери",
|
||||
"portrait": "resources/dialogue/portrait_aiperi.png",
|
||||
"text": "Я уверена, она меня ищет. Она хочет мне какое-то задание дать.",
|
||||
"text": "Я даже уверена, она меня ищет. Она хочет мне какое-то задание дать.",
|
||||
"next": "line_26"
|
||||
},
|
||||
{
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@ -1,20 +0,0 @@
|
||||
precision highp float;
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uLightFromCamera;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
fragPosLightSpace = uLightFromCamera * ModelViewMatrix * vec4(vPosition, 1.0);
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
}
|
||||
@ -1,23 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
varying float fogDistance;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uLightFromCamera;
|
||||
uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
fragPosLightSpace = uLightFromCamera * eyePos;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
}
|
||||
@ -1,69 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
attribute vec4 aBoneIndices0;
|
||||
attribute vec2 aBoneIndices1;
|
||||
attribute vec4 aBoneWeights0;
|
||||
attribute vec2 aBoneWeights1;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
varying float fogDistance;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uLightFromCamera;
|
||||
uniform mat4 uBoneMatrices[58];
|
||||
uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec3 skinnedNormal = vec3(0.0, 0.0, 0.0);
|
||||
vec4 originalPos = vec4(vPosition, 1.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
if (aBoneWeights0.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.x)]) * vNormal * aBoneWeights0.x;
|
||||
totalWeight += aBoneWeights0.x;
|
||||
}
|
||||
if (aBoneWeights0.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.y)]) * vNormal * aBoneWeights0.y;
|
||||
totalWeight += aBoneWeights0.y;
|
||||
}
|
||||
if (aBoneWeights0.z > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.z)]) * vNormal * aBoneWeights0.z;
|
||||
totalWeight += aBoneWeights0.z;
|
||||
}
|
||||
if (aBoneWeights0.w > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.w)]) * vNormal * aBoneWeights0.w;
|
||||
totalWeight += aBoneWeights0.w;
|
||||
}
|
||||
if (aBoneWeights1.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.x)]) * vNormal * aBoneWeights1.x;
|
||||
totalWeight += aBoneWeights1.x;
|
||||
}
|
||||
if (aBoneWeights1.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.y)]) * vNormal * aBoneWeights1.y;
|
||||
totalWeight += aBoneWeights1.y;
|
||||
}
|
||||
|
||||
if (totalWeight < 0.001) {
|
||||
skinnedPos = originalPos;
|
||||
skinnedNormal = vNormal;
|
||||
}
|
||||
|
||||
vec4 eyePos = ModelViewMatrix * skinnedPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * skinnedPos;
|
||||
texCoord = vTexCoord;
|
||||
fragPosLightSpace = uLightFromCamera * eyePos;
|
||||
fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
|
||||
}
|
||||
@ -1,55 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec4 aBoneIndices0;
|
||||
attribute vec2 aBoneIndices1;
|
||||
attribute vec4 aBoneWeights0;
|
||||
attribute vec2 aBoneWeights1;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying float fogDistance;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uBoneMatrices[58];
|
||||
uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 originalPos = vec4(vPosition, 1.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
if (aBoneWeights0.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
|
||||
totalWeight += aBoneWeights0.x;
|
||||
}
|
||||
if (aBoneWeights0.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
|
||||
totalWeight += aBoneWeights0.y;
|
||||
}
|
||||
if (aBoneWeights0.z > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
|
||||
totalWeight += aBoneWeights0.z;
|
||||
}
|
||||
if (aBoneWeights0.w > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
|
||||
totalWeight += aBoneWeights0.w;
|
||||
}
|
||||
if (aBoneWeights1.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
|
||||
totalWeight += aBoneWeights1.x;
|
||||
}
|
||||
if (aBoneWeights1.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
|
||||
totalWeight += aBoneWeights1.y;
|
||||
}
|
||||
|
||||
if (totalWeight < 0.001) {
|
||||
skinnedPos = originalPos;
|
||||
}
|
||||
|
||||
vec4 eyePos = ModelViewMatrix * skinnedPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * skinnedPos;
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
@ -1,4 +1,4 @@
|
||||
precision highp float;
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D uShadowMap;
|
||||
|
||||
@ -1,28 +0,0 @@
|
||||
precision highp float;
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
varying float fogDistance;
|
||||
varying vec3 fragViewPos;
|
||||
varying vec2 fragWorldXZ;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uLightFromCamera;
|
||||
uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
fragViewPos = eyePos.xyz;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
fragPosLightSpace = uLightFromCamera * eyePos;
|
||||
fragWorldXZ = vPosition.xz;
|
||||
}
|
||||
@ -1,74 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
attribute vec4 aBoneIndices0;
|
||||
attribute vec2 aBoneIndices1;
|
||||
attribute vec4 aBoneWeights0;
|
||||
attribute vec2 aBoneWeights1;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
varying float fogDistance;
|
||||
varying vec3 fragViewPos;
|
||||
varying vec2 fragWorldXZ;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uLightFromCamera;
|
||||
uniform mat4 uViewInverse;
|
||||
uniform mat4 uBoneMatrices[58];
|
||||
uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec3 skinnedNormal = vec3(0.0, 0.0, 0.0);
|
||||
vec4 originalPos = vec4(vPosition, 1.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
if (aBoneWeights0.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.x)]) * vNormal * aBoneWeights0.x;
|
||||
totalWeight += aBoneWeights0.x;
|
||||
}
|
||||
if (aBoneWeights0.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.y)]) * vNormal * aBoneWeights0.y;
|
||||
totalWeight += aBoneWeights0.y;
|
||||
}
|
||||
if (aBoneWeights0.z > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.z)]) * vNormal * aBoneWeights0.z;
|
||||
totalWeight += aBoneWeights0.z;
|
||||
}
|
||||
if (aBoneWeights0.w > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.w)]) * vNormal * aBoneWeights0.w;
|
||||
totalWeight += aBoneWeights0.w;
|
||||
}
|
||||
if (aBoneWeights1.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.x)]) * vNormal * aBoneWeights1.x;
|
||||
totalWeight += aBoneWeights1.x;
|
||||
}
|
||||
if (aBoneWeights1.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.y)]) * vNormal * aBoneWeights1.y;
|
||||
totalWeight += aBoneWeights1.y;
|
||||
}
|
||||
|
||||
if (totalWeight < 0.001) {
|
||||
skinnedPos = originalPos;
|
||||
skinnedNormal = vNormal;
|
||||
}
|
||||
|
||||
vec4 eyePos = ModelViewMatrix * skinnedPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * skinnedPos;
|
||||
texCoord = vTexCoord;
|
||||
fragViewPos = eyePos.xyz;
|
||||
fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
|
||||
fragPosLightSpace = uLightFromCamera * eyePos;
|
||||
fragWorldXZ = (uViewInverse * eyePos).xz;
|
||||
}
|
||||
@ -1,71 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
attribute vec4 aBoneIndices0;
|
||||
attribute vec2 aBoneIndices1;
|
||||
attribute vec4 aBoneWeights0;
|
||||
attribute vec2 aBoneWeights1;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying float fogDistance;
|
||||
varying vec3 fragViewPos;
|
||||
varying vec3 fragNormal;
|
||||
varying vec2 fragWorldXZ;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uViewInverse;
|
||||
uniform mat4 uBoneMatrices[58];
|
||||
uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec3 skinnedNormal = vec3(0.0, 0.0, 0.0);
|
||||
vec4 originalPos = vec4(vPosition, 1.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
if (aBoneWeights0.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.x)]) * vNormal * aBoneWeights0.x;
|
||||
totalWeight += aBoneWeights0.x;
|
||||
}
|
||||
if (aBoneWeights0.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.y)]) * vNormal * aBoneWeights0.y;
|
||||
totalWeight += aBoneWeights0.y;
|
||||
}
|
||||
if (aBoneWeights0.z > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.z)]) * vNormal * aBoneWeights0.z;
|
||||
totalWeight += aBoneWeights0.z;
|
||||
}
|
||||
if (aBoneWeights0.w > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.w)]) * vNormal * aBoneWeights0.w;
|
||||
totalWeight += aBoneWeights0.w;
|
||||
}
|
||||
if (aBoneWeights1.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.x)]) * vNormal * aBoneWeights1.x;
|
||||
totalWeight += aBoneWeights1.x;
|
||||
}
|
||||
if (aBoneWeights1.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.y)]) * vNormal * aBoneWeights1.y;
|
||||
totalWeight += aBoneWeights1.y;
|
||||
}
|
||||
|
||||
if (totalWeight < 0.001) {
|
||||
skinnedPos = originalPos;
|
||||
skinnedNormal = vNormal;
|
||||
}
|
||||
|
||||
vec4 eyePos = ModelViewMatrix * skinnedPos;
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * skinnedPos;
|
||||
texCoord = vTexCoord;
|
||||
fragViewPos = eyePos.xyz;
|
||||
fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
|
||||
fragWorldXZ = (uViewInverse * eyePos).xz;
|
||||
}
|
||||
@ -1,24 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying float fogDistance;
|
||||
varying vec3 fragViewPos;
|
||||
varying vec3 fragNormal;
|
||||
varying vec2 fragWorldXZ;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform vec3 uPlayerEyePos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
fogDistance = length(eyePos.xyz - uPlayerEyePos);
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
fragViewPos = eyePos.xyz;
|
||||
fragNormal = mat3(ModelViewMatrix) * vNormal;
|
||||
fragWorldXZ = vPosition.xz;
|
||||
}
|
||||
@ -1,65 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vNormal;
|
||||
attribute vec4 aBoneIndices0;
|
||||
attribute vec2 aBoneIndices1;
|
||||
attribute vec4 aBoneWeights0;
|
||||
attribute vec2 aBoneWeights1;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec4 fragPosLightSpace;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 uLightFromCamera;
|
||||
uniform mat4 uBoneMatrices[58];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec3 skinnedNormal = vec3(0.0, 0.0, 0.0);
|
||||
vec4 originalPos = vec4(vPosition, 1.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
if (aBoneWeights0.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.x)]) * vNormal * aBoneWeights0.x;
|
||||
totalWeight += aBoneWeights0.x;
|
||||
}
|
||||
if (aBoneWeights0.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.y)]) * vNormal * aBoneWeights0.y;
|
||||
totalWeight += aBoneWeights0.y;
|
||||
}
|
||||
if (aBoneWeights0.z > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.z)]) * vNormal * aBoneWeights0.z;
|
||||
totalWeight += aBoneWeights0.z;
|
||||
}
|
||||
if (aBoneWeights0.w > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.w)]) * vNormal * aBoneWeights0.w;
|
||||
totalWeight += aBoneWeights0.w;
|
||||
}
|
||||
if (aBoneWeights1.x > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.x)]) * vNormal * aBoneWeights1.x;
|
||||
totalWeight += aBoneWeights1.x;
|
||||
}
|
||||
if (aBoneWeights1.y > 0.0) {
|
||||
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
|
||||
skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.y)]) * vNormal * aBoneWeights1.y;
|
||||
totalWeight += aBoneWeights1.y;
|
||||
}
|
||||
|
||||
if (totalWeight < 0.001) {
|
||||
skinnedPos = originalPos;
|
||||
skinnedNormal = vNormal;
|
||||
}
|
||||
|
||||
gl_Position = ProjectionModelViewMatrix * skinnedPos;
|
||||
texCoord = vTexCoord;
|
||||
fragPosLightSpace = uLightFromCamera * ModelViewMatrix * skinnedPos;
|
||||
fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
|
||||
}
|
||||
@ -106,15 +106,13 @@ end
|
||||
function on_alik_door_click()
|
||||
if (game_api.is_night()) then
|
||||
game_api.start_dialogue("door_alik_dialog002")
|
||||
game_api.player_stop()
|
||||
game_api.player_rotate_to(-90.0)
|
||||
else
|
||||
if (alik_door_opened == false) then
|
||||
game_api.start_dialogue("door_alik_dialog001")
|
||||
game_api.player_stop()
|
||||
game_api.player_rotate_to(-90.0)
|
||||
end
|
||||
end
|
||||
game_api.player_stop()
|
||||
game_api.player_rotate_to(-90.0)
|
||||
end
|
||||
|
||||
function callback_deactivate_cover_alik_room()
|
||||
|
||||
@ -155,9 +155,8 @@ function callback_aiperi_chat()
|
||||
game_api.setIntValue("aiperi_chat_opened", 1)
|
||||
local aiperi_knife_aware = game_api.getIntValue("aiperi_knife_aware")
|
||||
local aiperi_talked_after_knife = game_api.getIntValue("aiperi_talked_after_knife")
|
||||
local player_hold_knife = game_api.getIntValue("player_hold_knife")
|
||||
|
||||
if (player_hold_knife==1) and (aiperi_talked_after_knife == 0) then
|
||||
|
||||
if (player_hold_knife) and (aiperi_talked_after_knife == 0) then
|
||||
game_api.start_dialogue("dialog_chat_aiperi003")
|
||||
game_api.setIntValue("aiperi_talked_after_knife", 1)
|
||||
else
|
||||
@ -171,36 +170,6 @@ function callback_aiperi_chat()
|
||||
end
|
||||
end
|
||||
end
|
||||
--[[
|
||||
local aiperi_chat_opened = game_api.getIntValue("aiperi_chat_opened")
|
||||
local aiperi_knife_aware = game_api.getIntValue("aiperi_knife_aware")
|
||||
local aiperi_talked_after_knife = game_api.getIntValue("aiperi_talked_after_knife")
|
||||
local lection_is_over = game_api.getIntValue("lection_is_over")
|
||||
local player_hold_knife = game_api.getIntValue("player_hold_knife")
|
||||
local player_hold_key = game_api.getIntValue("player_hold_key")
|
||||
|
||||
if (player_hold_knife==1) and (aiperi_talked_after_knife == 0) then
|
||||
game_api.start_dialogue("dialog_chat_aiperi003")
|
||||
game_api.setIntValue("aiperi_talked_after_knife", 1)
|
||||
else
|
||||
print("dialogx- step 2")
|
||||
if aiperi_chat_opened == 0 then
|
||||
print("dialogx- step 3")
|
||||
game_api.setIntValue("aiperi_chat_opened", 1)
|
||||
if aiperi_knife_aware == 0 then
|
||||
print("dialogx- step 4")
|
||||
if (lection_is_over == 1) then
|
||||
print("dialogx- step 5")
|
||||
if (player_hold_key == 0) then
|
||||
print("dialogx- step 6")
|
||||
game_api.start_dialogue("dialog_chat_aiperi002")
|
||||
end
|
||||
else
|
||||
game_api.start_dialogue("dialog_chat_aiperi001")
|
||||
end
|
||||
end
|
||||
end
|
||||
end]]
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -5,6 +5,7 @@ hall_door_opened = false
|
||||
teacher_door_opened = false
|
||||
|
||||
player_hold_book = false
|
||||
player_hold_knife = false
|
||||
teacher_arrived_to_library = false
|
||||
teacher_told_about_book = false
|
||||
|
||||
@ -59,10 +60,9 @@ game_api.set_trigger_zone_callbacks("lection_hall_zone001",
|
||||
function knife_dialog_zone001_enter_callback()
|
||||
local day = game_api.getIntValue("day")
|
||||
local player_hold_key = game_api.getIntValue("player_hold_key")
|
||||
local player_hold_knife = game_api.getIntValue("player_hold_knife")
|
||||
|
||||
if (day == 0) then
|
||||
if (player_hold_knife == 0) then
|
||||
if (player_hold_knife == false) then
|
||||
local lection_is_over = game_api.getIntValue("lection_is_over")
|
||||
if lection_is_over == 1 then
|
||||
game_api.npc_stop_and_rotate_to_player(1)
|
||||
@ -111,8 +111,7 @@ function on_knife_pickup()
|
||||
game_api.pickup_item("knife")
|
||||
game_api.deactivate_interactive_object("Knife001")
|
||||
game_api.set_npc_enabled(1, false)
|
||||
game_api.setIntValue("player_hold_knife", 1)
|
||||
|
||||
player_hold_knife = true
|
||||
game_api.set_trigger_zone_enabled(2, true)
|
||||
game_api.npc_walk_to(0, -4.57412, 0, 6.78495, on_teacher_arrived2)
|
||||
game_api.quest_set_objective_completed("aiperi_knife", "aiperi_knife_take")
|
||||
@ -1172,9 +1171,8 @@ function callback_aiperi_chat()
|
||||
local aiperi_knife_aware = game_api.getIntValue("aiperi_knife_aware")
|
||||
local aiperi_talked_after_knife = game_api.getIntValue("aiperi_talked_after_knife")
|
||||
local lection_is_over = game_api.getIntValue("lection_is_over")
|
||||
local player_hold_knife = game_api.getIntValue("player_hold_knife")
|
||||
|
||||
if (player_hold_knife==1) and (aiperi_talked_after_knife == 0) then
|
||||
|
||||
if (player_hold_knife) and (aiperi_talked_after_knife == 0) then
|
||||
game_api.start_dialogue("dialog_chat_aiperi003")
|
||||
game_api.setIntValue("aiperi_talked_after_knife", 1)
|
||||
else
|
||||
|
||||
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Loading…
Reference in New Issue
Block a user