init
This commit is contained in:
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4
.gitignore
vendored
Normal file
4
.gitignore
vendored
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@ -0,0 +1,4 @@
|
||||||
|
*.swp
|
||||||
|
game
|
||||||
|
wasm/
|
||||||
|
raylib/
|
201
LICENSE.txt
Normal file
201
LICENSE.txt
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|
@ -0,0 +1,201 @@
|
||||||
|
Apache License
|
||||||
|
Version 2.0, January 2004
|
||||||
|
http://www.apache.org/licenses/
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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1. Definitions.
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"License" shall mean the terms and conditions for use, reproduction,
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END OF TERMS AND CONDITIONS
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APPENDIX: How to apply the Apache License to your work.
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To apply the Apache License to your work, attach the following
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Copyright 2025 alloca.space
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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Unless required by applicable law or agreed to in writing, software
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
|
21
README.md
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21
README.md
Normal file
|
@ -0,0 +1,21 @@
|
||||||
|
# Blobby Beachball
|
||||||
|
|
||||||
|
Don't drop the ball!
|
||||||
|
|
||||||
|
__Keys__: WASD + Arrows
|
||||||
|
|
||||||
|
## Build
|
||||||
|
|
||||||
|
Requires [raylib](https://raylib.com) and a C compiler.
|
||||||
|
|
||||||
|
Can be build locally using `run.sh`, or for WebAssembly using `wasm.sh`.
|
||||||
|
|
||||||
|
### WASM
|
||||||
|
|
||||||
|
Install [emcc](https://emscripten.org/docs/getting_started/downloads.html),
|
||||||
|
extract [`raylib-5.5_webassembly.zip`](https://github.com/raysan5/raylib/releases)
|
||||||
|
in this directory as `raylib/`, then run `wasm.sh`.
|
||||||
|
|
||||||
|
## Play
|
||||||
|
|
||||||
|
[At alloca.space](https://alloca.space/creativity/games/blobbybeach/index.html).
|
BIN
assets/background.png
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BIN
assets/background.png
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After Width: | Height: | Size: 703 KiB |
BIN
assets/ball.png
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BIN
assets/ball.png
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After Width: | Height: | Size: 868 B |
BIN
assets/blobbybeach.mp3
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BIN
assets/blobbybeach.mp3
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BIN
assets/blue_player.png
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BIN
assets/blue_player.png
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After Width: | Height: | Size: 6 KiB |
BIN
assets/bop.wav
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BIN
assets/bop.wav
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BIN
assets/floor.wav
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BIN
assets/floor.wav
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Binary file not shown.
BIN
assets/jump.wav
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BIN
assets/jump.wav
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BIN
assets/pink_player.png
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BIN
assets/pink_player.png
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After Width: | Height: | Size: 5.3 KiB |
379
main.c
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379
main.c
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@ -0,0 +1,379 @@
|
||||||
|
#include "math.h"
|
||||||
|
#include "raylib/include/raylib.h"
|
||||||
|
|
||||||
|
#define FPS 60
|
||||||
|
#define FRAME_SPEED 8
|
||||||
|
#define SCREEN_WIDTH 640
|
||||||
|
#define SCREEN_HEIGHT 480
|
||||||
|
#define SPRITE_SIZE 64
|
||||||
|
#define BOTTOM_POSITION ((float)SCREEN_HEIGHT - (float)SPRITE_SIZE)
|
||||||
|
|
||||||
|
/* Player */
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
Texture2D texture;
|
||||||
|
Rectangle frame;
|
||||||
|
int counter;
|
||||||
|
int speed;
|
||||||
|
int current;
|
||||||
|
int total_frames;
|
||||||
|
} Graphics;
|
||||||
|
|
||||||
|
void updateGraphics(Graphics* graphics) {
|
||||||
|
// update animation
|
||||||
|
graphics->counter++;
|
||||||
|
|
||||||
|
if (graphics->counter >= (FPS/graphics->speed)) {
|
||||||
|
graphics->counter = 0;
|
||||||
|
graphics->current++;
|
||||||
|
|
||||||
|
if (graphics->current >= graphics->total_frames) graphics->current = 0;
|
||||||
|
|
||||||
|
graphics->frame.y = (float)graphics->current * (float)graphics->texture.height/graphics->total_frames;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
int up;
|
||||||
|
int left;
|
||||||
|
int right;
|
||||||
|
} Keys;
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
Vector2 position;
|
||||||
|
Vector2 acceleration;
|
||||||
|
Graphics graphics;
|
||||||
|
Keys keys;
|
||||||
|
} Player;
|
||||||
|
|
||||||
|
Player newPlayer(const char* path, Keys keys, float position) {
|
||||||
|
Texture2D texture = LoadTexture(path);
|
||||||
|
Graphics graphics = {
|
||||||
|
.texture = texture,
|
||||||
|
.frame = { 0.0f, 0.0f, (float)SPRITE_SIZE, (float)SPRITE_SIZE },
|
||||||
|
.counter = 0,
|
||||||
|
.speed = 8,
|
||||||
|
.current = 0,
|
||||||
|
.total_frames = 20,
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
Player player = {
|
||||||
|
.position = { position - (float)SPRITE_SIZE / 2, BOTTOM_POSITION },
|
||||||
|
.acceleration = { (float)0, (float)0 },
|
||||||
|
.graphics = graphics,
|
||||||
|
.keys = keys
|
||||||
|
};
|
||||||
|
return player;
|
||||||
|
}
|
||||||
|
|
||||||
|
void updatePlayer(Player* player, Sound* jump) {
|
||||||
|
// update animation
|
||||||
|
updateGraphics(&(player->graphics));
|
||||||
|
|
||||||
|
// handle inputs X
|
||||||
|
if (IsKeyDown(player->keys.right)) { player->acceleration.x += 0.25f; }
|
||||||
|
if (IsKeyDown(player->keys.left)) { player->acceleration.x -= 0.25f; }
|
||||||
|
if (!IsKeyDown(player->keys.left) && !IsKeyDown(player->keys.right)) {
|
||||||
|
if (player->acceleration.x > 0) {
|
||||||
|
player->acceleration.x -= 0.2f;
|
||||||
|
}
|
||||||
|
else if (player->acceleration.x < 0) {
|
||||||
|
player->acceleration.x += 0.2f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// handle inputs Y
|
||||||
|
if (IsKeyDown(player->keys.up) && player->position.y == BOTTOM_POSITION) {
|
||||||
|
player->acceleration.y -= 7.0f;
|
||||||
|
PlaySound(*jump);
|
||||||
|
}
|
||||||
|
if (player->position.y < BOTTOM_POSITION) {
|
||||||
|
player->acceleration.y += 0.28f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// fix acceleration
|
||||||
|
if (player->acceleration.x > 6.0f) {
|
||||||
|
player->acceleration.x = 6.0f;
|
||||||
|
}
|
||||||
|
else if (player->acceleration.x < -6.0f) {
|
||||||
|
player->acceleration.x = -6.0f;
|
||||||
|
}
|
||||||
|
else if (-0.15f < player->acceleration.x && player->acceleration.x < 0.15f) {
|
||||||
|
player->acceleration.x = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// update position
|
||||||
|
player->position.y += player->acceleration.y;
|
||||||
|
if (player->position.y > BOTTOM_POSITION) {
|
||||||
|
player->position.y = BOTTOM_POSITION;
|
||||||
|
player->acceleration.y = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
player->position.x += player->acceleration.x;
|
||||||
|
if (player->position.x > SCREEN_WIDTH - SPRITE_SIZE) {
|
||||||
|
player->position.x = SCREEN_WIDTH - SPRITE_SIZE;
|
||||||
|
player->acceleration.x = 0.0f;
|
||||||
|
}
|
||||||
|
else if (player->position.x < 0) {
|
||||||
|
player->position.x = 0;
|
||||||
|
player->acceleration.x = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Rectangle getPlayerBox(const Player* player) {
|
||||||
|
Rectangle rectangle = {
|
||||||
|
player->position.x,
|
||||||
|
player->position.y,
|
||||||
|
SPRITE_SIZE,
|
||||||
|
SPRITE_SIZE,
|
||||||
|
};
|
||||||
|
return rectangle;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Ball */
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
Vector2 position;
|
||||||
|
Vector2 acceleration;
|
||||||
|
Vector2 origin;
|
||||||
|
float rotation;
|
||||||
|
Texture2D texture;
|
||||||
|
Rectangle frame;
|
||||||
|
} Ball;
|
||||||
|
|
||||||
|
Ball newBall(const char* path) {
|
||||||
|
Texture2D texture = LoadTexture(path);
|
||||||
|
|
||||||
|
Ball ball = {
|
||||||
|
.position = { (float)SCREEN_WIDTH/2 - (float)SPRITE_SIZE / 2, SCREEN_HEIGHT/2 },
|
||||||
|
.acceleration = { (float)-3.0f, (float)-8.0f },
|
||||||
|
.origin = { (float)SPRITE_SIZE / 2, (float)SPRITE_SIZE / 2 },
|
||||||
|
.rotation = (float)0.0f,
|
||||||
|
.texture = texture,
|
||||||
|
.frame = { 0.0f, 0.0f, (float)SPRITE_SIZE, (float)SPRITE_SIZE },
|
||||||
|
};
|
||||||
|
return ball;
|
||||||
|
}
|
||||||
|
|
||||||
|
Rectangle getBallBox(const Ball* ball) {
|
||||||
|
Rectangle rectangle = {
|
||||||
|
ball->position.x,
|
||||||
|
ball->position.y,
|
||||||
|
SPRITE_SIZE,
|
||||||
|
SPRITE_SIZE,
|
||||||
|
};
|
||||||
|
return rectangle;
|
||||||
|
}
|
||||||
|
|
||||||
|
float min(float a, float b) {
|
||||||
|
return a < b ? a : b;
|
||||||
|
}
|
||||||
|
|
||||||
|
typedef enum {
|
||||||
|
Air,
|
||||||
|
Dropped,
|
||||||
|
Saved,
|
||||||
|
} BallStatus;
|
||||||
|
|
||||||
|
BallStatus updateBall(Ball* ball, const Player* player1, const Player* player2) {
|
||||||
|
BallStatus status = Air;
|
||||||
|
|
||||||
|
// collision
|
||||||
|
bool collision1 = CheckCollisionRecs(getBallBox(ball), getPlayerBox(player1));
|
||||||
|
bool collision2 = CheckCollisionRecs(getBallBox(ball), getPlayerBox(player2));
|
||||||
|
|
||||||
|
if (collision1 && collision2) {
|
||||||
|
status = Saved;
|
||||||
|
ball->acceleration.y = -8.0f + min(min(0, player1->acceleration.y), player2->acceleration.y);
|
||||||
|
ball->acceleration.x = 1.3f + player1->acceleration.x;
|
||||||
|
if (fabsf(player1->acceleration.x) > fabsf(player1->acceleration.x)) {
|
||||||
|
ball->acceleration.x = 1.3f + player1->acceleration.x;
|
||||||
|
} else {
|
||||||
|
ball->acceleration.x = 1.2f + player2->acceleration.x;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (collision1) {
|
||||||
|
status = Saved;
|
||||||
|
ball->acceleration.y = -8.0f + min(0, player1->acceleration.y);
|
||||||
|
ball->acceleration.x += 1.0f * player1->acceleration.x;
|
||||||
|
}
|
||||||
|
else if (collision2) {
|
||||||
|
status = Saved;
|
||||||
|
ball->acceleration.y = -7.0f + min(0, player2->acceleration.y);
|
||||||
|
ball->acceleration.x += 1.0f * player2->acceleration.x;
|
||||||
|
}
|
||||||
|
// physics
|
||||||
|
// y
|
||||||
|
else if (ball->position.y >= BOTTOM_POSITION) {
|
||||||
|
status = Dropped;
|
||||||
|
ball->position.y = BOTTOM_POSITION;
|
||||||
|
|
||||||
|
if (-0.5f < ball->acceleration.y && ball->acceleration.y < 0.5f) {
|
||||||
|
ball->acceleration.y = 0;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
ball->acceleration.y *= -0.9f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (ball->position.y < BOTTOM_POSITION) {
|
||||||
|
ball->acceleration.y += 0.28f;
|
||||||
|
}
|
||||||
|
|
||||||
|
ball->position.y += ball->acceleration.y;
|
||||||
|
|
||||||
|
// x
|
||||||
|
if (ball->position.x > SCREEN_WIDTH - SPRITE_SIZE) {
|
||||||
|
ball->position.x = SCREEN_WIDTH - SPRITE_SIZE;
|
||||||
|
ball->acceleration.x *= -0.9f;
|
||||||
|
}
|
||||||
|
else if (ball->position.x < 0) {
|
||||||
|
ball->position.x = 0;
|
||||||
|
ball->acceleration.x *= -0.9f;
|
||||||
|
}
|
||||||
|
if (ball->acceleration.x < -10.0f) {
|
||||||
|
ball->acceleration.x = -10.0f;
|
||||||
|
}
|
||||||
|
if (ball->acceleration.x > 10.0f) {
|
||||||
|
ball->acceleration.x = 10.0f;
|
||||||
|
}
|
||||||
|
ball->position.x += ball->acceleration.x;
|
||||||
|
|
||||||
|
ball->rotation += ball->acceleration.x;
|
||||||
|
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
Graphics graphics;
|
||||||
|
Vector2 position;
|
||||||
|
} Background;
|
||||||
|
|
||||||
|
Background newBackground(const char* path) {
|
||||||
|
Texture2D texture = LoadTexture(path);
|
||||||
|
Graphics graphics = {
|
||||||
|
.texture = texture,
|
||||||
|
.frame = { 0.0f, 0.0f, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT },
|
||||||
|
.counter = 0,
|
||||||
|
.speed = 4,
|
||||||
|
.current = 0,
|
||||||
|
.total_frames = 24,
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
Background background = {
|
||||||
|
.graphics = graphics,
|
||||||
|
.position = { 0, 0 },
|
||||||
|
};
|
||||||
|
return background;
|
||||||
|
}
|
||||||
|
|
||||||
|
void updateBackground(Background* background) {
|
||||||
|
updateGraphics(&background->graphics);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Main */
|
||||||
|
int main(void) {
|
||||||
|
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Volleyball");
|
||||||
|
InitAudioDevice();
|
||||||
|
|
||||||
|
// sounds
|
||||||
|
Music music = LoadMusicStream("assets/blobbybeach.mp3");
|
||||||
|
Sound jump = LoadSound("assets/jump.wav");
|
||||||
|
Sound floor = LoadSound("assets/floor.wav");
|
||||||
|
Sound bop = LoadSound("assets/bop.wav");
|
||||||
|
|
||||||
|
Background background = newBackground("assets/background.png");
|
||||||
|
|
||||||
|
Keys pink_keys = { .up = KEY_W, .left = KEY_A, .right = KEY_D };
|
||||||
|
Player pink_player = newPlayer("assets/pink_player.png", pink_keys, (float)SCREEN_WIDTH/4);
|
||||||
|
Keys blue_keys = { .up = KEY_UP, .left = KEY_LEFT, .right = KEY_RIGHT };
|
||||||
|
Player blue_player = newPlayer("assets/blue_player.png", blue_keys, (float)SCREEN_WIDTH/4 * 3);
|
||||||
|
Ball ball = newBall("assets/ball.png");
|
||||||
|
|
||||||
|
unsigned current_score = 0;
|
||||||
|
unsigned best_record = 0;
|
||||||
|
unsigned cooloff = 0;
|
||||||
|
bool pause_music = false;
|
||||||
|
|
||||||
|
PlayMusicStream(music);
|
||||||
|
|
||||||
|
SetTargetFPS(FPS);
|
||||||
|
|
||||||
|
// Game loop
|
||||||
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
UpdateMusicStream(music);
|
||||||
|
|
||||||
|
// Restart music playing (stop and play)
|
||||||
|
if (IsKeyPressed(KEY_M))
|
||||||
|
{
|
||||||
|
if (pause_music) {
|
||||||
|
PlayMusicStream(music);
|
||||||
|
pause_music = false;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
StopMusicStream(music);
|
||||||
|
pause_music = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update
|
||||||
|
if (cooloff > 0) { cooloff--; }
|
||||||
|
updateBackground(&background);
|
||||||
|
updatePlayer(&pink_player, &jump);
|
||||||
|
updatePlayer(&blue_player, &jump);
|
||||||
|
BallStatus ball_status = updateBall(&ball, &pink_player, &blue_player);
|
||||||
|
|
||||||
|
switch (ball_status) {
|
||||||
|
case Saved:
|
||||||
|
if (cooloff == 0) {
|
||||||
|
cooloff = 10;
|
||||||
|
current_score++;
|
||||||
|
if (current_score > best_record) {
|
||||||
|
best_record = current_score;
|
||||||
|
}
|
||||||
|
PlaySound(bop);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case Dropped:
|
||||||
|
current_score = 0;
|
||||||
|
PlaySound(floor);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawTextureRec(background.graphics.texture, background.graphics.frame, background.position, WHITE);
|
||||||
|
|
||||||
|
DrawTextureRec(pink_player.graphics.texture, pink_player.graphics.frame, pink_player.position, WHITE);
|
||||||
|
DrawTextureRec(blue_player.graphics.texture, blue_player.graphics.frame, blue_player.position, WHITE);
|
||||||
|
//DrawTextureRec(ball.texture, ball.frame, ball.position, WHITE);
|
||||||
|
Rectangle dest = { ball.position.x + SPRITE_SIZE/2, ball.position.y + SPRITE_SIZE/2, ball.origin.x * 2, ball.origin.y * 2 };
|
||||||
|
DrawTexturePro(ball.texture, ball.frame, dest, ball.origin, ball.rotation, WHITE);
|
||||||
|
|
||||||
|
DrawRectangle(0, 0, 240, 90, (Color){ 0, 10, 60, 120 });
|
||||||
|
|
||||||
|
if (current_score == best_record) {
|
||||||
|
DrawText(TextFormat("Best Record: %i", best_record), 10, 10, 24 + cooloff / 2, PINK);
|
||||||
|
DrawText(TextFormat("Score: %i", current_score), 10, 50, 24 + cooloff / 2, PINK);
|
||||||
|
} else {
|
||||||
|
DrawText(TextFormat("Best Record: %i", best_record), 10, 10, 24, BLACK);
|
||||||
|
DrawText(TextFormat("Score: %i", current_score), 10, 50, 24 + cooloff / 2, WHITE);
|
||||||
|
}
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
UnloadTexture(pink_player.graphics.texture);
|
||||||
|
UnloadTexture(blue_player.graphics.texture);
|
||||||
|
UnloadTexture(ball.texture);
|
||||||
|
CloseWindow();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
2
run.sh
Executable file
2
run.sh
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
#!/bin/bash
|
||||||
|
cc main.c -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -o game && ./game
|
5
wasm.sh
Executable file
5
wasm.sh
Executable file
|
@ -0,0 +1,5 @@
|
||||||
|
#!/bin/bash
|
||||||
|
|
||||||
|
mkdir -p wasm
|
||||||
|
|
||||||
|
emcc -o wasm/game.html main.c -Os -Wall ./raylib/lib/libraylib.a -I. -I./raylib.h -L. -L./raylib/lib/librarylib.a -s USE_GLFW=3 -s ASYNCIFY -DPLATFORM_WEB --preload-file assets -s -s TOTAL_MEMORY=67108864 -s ASSERTIONS=1
|
Loading…
Add table
Reference in a new issue