Compare commits

..

No commits in common. "ea7beb6ebc2f6f4bb50be620723cc0323750b1e1" and "e3652ff79b4b981a370ebc946aabdee7e274fdc5" have entirely different histories.

46 changed files with 17 additions and 107 deletions

View File

@ -1,10 +0,0 @@
[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
View File

@ -1,4 +0,0 @@
out/
linux/
macos/
win/

View File

@ -1,10 +0,0 @@
[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

View File

@ -1,29 +0,0 @@
#!/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" "$@"

View File

@ -1,3 +0,0 @@
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

View File

@ -1,33 +0,0 @@
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

View File

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

View File

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

View File

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

View File

@ -114,16 +114,16 @@ function t.update( dt )
end end
end end
do 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" ) local tex = love.graphics.newImage( "tex/terrain.png" )
tex:setFilter( "nearest", "nearest" ) tex:setFilter( "nearest", "nearest" )
tex:setWrap( "repeat", "repeat" ) tex:setWrap( "repeat", "repeat" )
terrain:setTexture( tex ) terrain:setTexture( tex )
end end
function t.draw()
love.graphics.setScissor( 0, 0, 400, love.graphics.getHeight() )
love.graphics.draw( terrain, 0, 0, 0, 400, love.graphics.getHeight() ) love.graphics.draw( terrain, 0, 0, 0, 400, love.graphics.getHeight() )

View File

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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.3 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.5 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 194 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 192 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 182 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 175 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 183 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 182 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.2 KiB

View File

Before

Width:  |  Height:  |  Size: 1.2 KiB

After

Width:  |  Height:  |  Size: 1.2 KiB

View File

Before

Width:  |  Height:  |  Size: 371 KiB

After

Width:  |  Height:  |  Size: 371 KiB

View File

Before

Width:  |  Height:  |  Size: 2.8 MiB

After

Width:  |  Height:  |  Size: 2.8 MiB