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3 Commits

Author SHA1 Message Date
wan-may ea7beb6ebc build folder structure 2025-03-16 13:53:19 -03:00
wan-may 7af2c22536 build script 2025-03-16 13:52:36 -03:00
wan-may 6ed70e4370 textures; distribution script 2025-03-16 12:26:42 -03:00
46 changed files with 107 additions and 17 deletions

10
AKULIVIK.desktop Normal file
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[Desktop Entry]
Name=
Comment=Circumpolar Puzzle Game
MimeType=application/x-love-game;
Exec= %f
Type=Application
Categories=Development;Game;
Terminal=false
Icon=.png
NoDisplay=true

4
build/.gitignore vendored Normal file
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out/
linux/
macos/
win/

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build/AKULIVIK.desktop Normal file
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[Desktop Entry]
Name=AKULIVIK
Comment=Circumpolar Puzzle Game
MimeType=application/x-love-game;
Exec=AKULIVIK %f
Type=Application
Categories=Game;
Terminal=false
Icon=AKULIVIK
NoDisplay=true

29
build/AppRun Executable file
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#!/bin/sh
if [ -z "$APPDIR" ]; then
APPDIR="$(dirname "$(readlink -f "$0")")"
fi
export LD_LIBRARY_PATH="$APPDIR/lib/:$LD_LIBRARY_PATH"
if [ -z "$XDG_DATA_DIRS" ]; then #unset or empty
XDG_DATA_DIRS="/usr/local/share/:/usr/share/"
fi
export XDG_DATA_DIRS="$APPDIR/share/:$XDG_DATA_DIRS"
if [ -z "$LUA_PATH" ]; then
LUA_PATH=";" # so ends with ;;
fi
# if user's LUA_PATH does not end with ;; then user doesn't want the default path ?
export LUA_PATH="$APPDIR/share/luajit-2.1.0-beta3/?.lua;$APPDIR/share/lua/5.1/?.lua;$LUA_PATH"
if [ -z "$LUA_CPATH" ]; then
LUA_CPATH=";"
fi
export LUA_CPATH="$APPDIR/lib/lua/5.1/?.so;$LUA_CPATH"
# uncomment and edit to add your own game
#FUSE_PATH="$APPDIR/my_game.love"
#FUSE_PATH="$APPDIR/my_game"
exec "$APPDIR/bin/AKULIVIK" "$@"

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3
build/licence.txt Normal file
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Assets:
Johann Wilhelm Weis-Cuiller, photo par Ji-Elle sur Wikipedia: https://commons.wikimedia.org/wiki/File:Johann_Wilhelm_Weis-Cuiller.jpg licenced under CC-BY-SA 4.0: https://creativecommons.org/licenses/by-sa/4.0/
Coffee spoon MET 17847.jpg, CC0 https://commons.wikimedia.org/wiki/File:Coffee_spoon_MET_17847.jpg

33
distribute.sh Executable file
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rm -r build/win/
rm -r build/out/
rm -r build/linux/
rm -r build/macos/
mkdir -p build/
mkdir -p build/out/
cd src
zip -9 -r "../build/out/AKULIVIK.love" .
cd ../build/
echo WINDOWS
mkdir -p win/
cp -r "/home/frc/Bureau/frc/dev/love/love-11.5-win64/" win/
cat licence.txt win/license.txt > win/license.txt
cat "win/love.exe" "out/AKULIVIK.love" > win/ᐊᑯᓕᕕᒃ.exe
rm win/love.exe
zip -9 -r "out/ᐊᑯᓕᕕᒃ-win.zip" win/
echo LINUX
mkdir -p linux/
cp -r /home/frc/Bureau/frc/dev/love/linux/ .
cat "linux/bin/love" "out/AKULIVIK.love" > "linux/bin/AKULIVIK"
chmod +x linux/bin/AKULIVIK
rm linux/bin/love
rm linux/love.svg
cp AKULIVIK.desktop linux/love.desktop
cp favicon.png linux/AKULIVIK.png
cat licence.txt linux/license.txt > linux/license.txt
cp AppRun linux/AppRun
/home/frc/Bureau/frc/dev/love/appimagetool-x86_64.AppImage linux/ out/AKULIVIK.AppImage
echo MACOS

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@ -1,8 +1,7 @@
local lg = assert( love.graphics )
local mesh = lg.newMesh(
{--attributes
{"VertexPosition", "float", 3},
{"VertexColor", "float", 3},
{"VertexPosition", "float", 2},
{"VertexTexCoord", "float", 2},
},
{--vertices

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@ -38,6 +38,7 @@ function t.draw( view, proj )
love.graphics.setCanvas( canvas )
love.graphics.clear()
love.graphics.setDepthMode( "less", true )
love.graphics.replaceTransform( tf )
for name, shader in pairs( shaders ) do
love.graphics.setShader( shader )
@ -46,16 +47,17 @@ function t.draw( view, proj )
for mesh in pairs( drawLists[ name ] ) do
local modelMatrix = meshes[ mesh ]
tf:setMatrix( "column", modelMatrix )
shader:send( "mdl", "column", modelMatrix )
love.graphics.draw( mesh )
end
end
love.graphics.pop()
love.graphics.setCanvas()
love.graphics.setDepthMode( "always", false )
love.graphics.setShader()
love.graphics.origin()
love.graphics.draw( canvas[1] )
love.graphics.pop()
if isDebugging then
isDebugging = false

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@ -16,10 +16,6 @@ function t.play()
player:setTurnRate( settings.mouseSensitivity.val )
player:setFOV( settings.FOV.val )
renderer.start()
--[[ local terrain = require( "models/terrain" )
terrain:setTexture( rockTexture )
renderer.add( terrain )
renderer.update( terrain, {{1, 0, 0, 0}, {0,1,0,0},{0,0,1,0},{0,0,-3,1}})]]
local plane = require( "models/plane" )
plane:setTexture( rockTexture )
@ -89,6 +85,9 @@ function t.keypressed( key, code, isrepeat )
if code == settings.keyUse.val then
end
if code == "q" then
renderer.debug()
end
end
function t.keyreleased( key, code )

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@ -24,7 +24,7 @@ local function restoreCachedSetting()
if settings[currentSetting].set then
settings[currentSetting]:set(cachedSettingVal)
else
settings[currentSetting].val = cachedSettingVal
settings[currentSetting].val = cachedSettingVal
end
cachedSettingVal = nil
end
@ -114,17 +114,17 @@ function t.update( dt )
end
end
do
local tex = love.graphics.newImage( "tex/terrain.png" )
tex:setFilter( "nearest", "nearest" )
tex:setWrap( "repeat", "repeat" )
terrain:setTexture( tex )
end
function t.draw()
love.graphics.setScissor( 0, 0, 400, love.graphics.getHeight() )
if not terrain:getTexture() then
local tex = love.graphics.newImage( "tex/terrain.png" )
tex:setFilter( "nearest", "nearest" )
tex:setWrap( "repeat", "repeat" )
terrain:setTexture( tex )
end
love.graphics.draw( terrain, 0, 0, 0, 400, love.graphics.getHeight() )
love.graphics.setScissor( 400, 0, love.graphics.getWidth() - 400, love.graphics.getHeight() )

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@ -4,9 +4,10 @@ return love.graphics.newShader[[
varying float depth;
varying float height;
#ifdef VERTEX
uniform mat4 mdl;
uniform mat4 view;
uniform mat4 proj;
vec4 position( mat4 mdl, vec4 pos ){
vec4 position( mat4 _, vec4 pos ){
vec4 world = mdl * pos;
height = world.y;
vec4 eye = view * world;

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