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43
README.de.md
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@ -1,41 +1,24 @@
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# ParadiSO - eine minimale 2D-Grafikengine
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# ParadisSO - eine minimale 2D-Grafikengine
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**ParadiSO** wurde als stark abgespeckte 2D-Version meiner `pixwerx`-Engine konzipiert. _ParadiSO_ verfolgt einen minimalistischen Ansatz für 2D-Grafik zu Bildungszwecken. Es verwendet modernes C++ und ein datengetriebenes Design, jedoch keine ECS (Entity Component System).
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**ParadiSO** wurde als stark abgespeckte 2D-Version meiner `pixwerx`-Engine konzipiert. *ParadiSO* ahmt einen minimalistischen Ansatz für 2D-Grafiken zu Bildungszwecken nach. Es verwendet modernes C++ und ein datengesteuertes Design, jedoch keine ECS (Entity Component System).
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## Bildungszwecke
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Einige Argumente für seinen Bildungsaspekt:
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Einige Argumente für seinen Bildungsaspekt:
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- Kombination verschiedener Konzepte und Paradigmen zur Erstellung ausdrucksstarker, aber knappen Codes
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- Stark von Rust-Code inspiriert
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- Für den mathematischen Code wird eine sofortige Auswertung verwendet (keine Expression-Templates), jedoch mit der Verwendung von `constexpr`, um eventuelle Performance-Overheads auszugleichen und optimale Vektorisierung zu erreichen.
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- Versteckt alte `C`-APIs hinter einer modernisierten Fassade
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- Es lehnt sich stark an die STL und ihre Algorithmen an
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- Kombination verschiedener Konzepte und Paradigmen zur Erstellung ausdrucksstarker, aber knappen Codes
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- Stark von Rust-Code inspiriert
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- Für den mathematischen Code wird eine sofortige Auswertung verwendet, jedoch mit der Verwendung von `constexpr`, um eventuelle Performance-Overheads auszugleichen.
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- Versteckt alte `C`-APIs hinter einer modernisierten Fassade
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- Es lehnt sich stark an die STL und ihre Algorithmen an
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## Minimalistisch
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Da diese Engine einige Muster und Designkonzepte zeigen soll, versucht sie, unnötigen Ballast zu vermeiden.
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Da diese Engine einige Muster und Designkonzepte zeigen soll, versucht sie, unnötige Aufblähungen zu vermeiden.
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## Abhängigkeiten
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## Abhängigkeiten
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ParadiSO wird mit den notwendigen Komponenten geliefert. Diese sollte jedoch hier erwähnt werden:
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ParadiSO wird mit den notwendigen Komponenten geliefert. Diese sollte jedoch hier erwähnt werden:
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- [GLFW 3.3.8](https://github.com/glfw/glfw)
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- [GLAD](https://github.com/Dav1dde/glad)
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- [STB image](https://github.com/nothings/stb)
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## Toolchains
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ParadiSO kann auf verschiedenen Plattformen gebaut werden
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- Windows (Visual Studio Build Tools 2022)
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- MacOS (clang 14 or later)
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- Linux (clang 14 or later, gcc 13.2.1)
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Andere Kombinationen sind möglich aber nicht getestet.
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## Beiträge
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- [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
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- [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
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- [brxxh](https://code.technotecture.net/brxxh) Flappy Bird Clone
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- [GLFW 3.3.8](https://github.com/glfw/glfw)
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- [GLAD](https://github.com/Dav1dde/glad)
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36
README.md
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@ -1,41 +1,25 @@
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# ParadiSO - a minimal 2D graphics engine
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# ParadisSO - a minimal 2D graphics engine
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**ParadiSO** was conceived as a heavily stripped down 2D version of my `pixwerx` engine. _ParadiSO_ mimics a minimalistic approach to 2D graphics for educational purposes. It uses modern C++ and a data-driven design, but no ECS.
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**ParadiSO** was conceived as a heavily stripped down 2D version of my `pixwerx` engine. *ParadiSO* mimics a minimalistic approach to 2D graphics for educational purposes. It uses modern C++ and a data-driven design, but no ECS.
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## Educational
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Some arguments for its educational side:
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- mix and match of various concepts and paradigms to write expressive but concise code
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- heavily inspired by Rust code
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- math code is eager evaluation but `constexpr` to compensate overheads
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- hides old-style `C` APIs behind a renovated facade
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- it leans heavily on the STL and its algorithms
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* mix and match of various concepts and paradigms to write expressive but concise code
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* heavily inspired by Rust code
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* math code is eager evaluation but `constexpr` to compensate overheads
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* hides old-style `C` APIs behind a renovated facade
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* it leans heavily on the STL and its algorithms
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## Minimal
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Because this engine should show some patterns and design concepts it tries to avoid adding unnecessary bloat.
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Because this engine should show some patterns and design concepts it tries to avoid adding unnecessary bloat.
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## Dependencies
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ParadiSO comes with batteries included. However, it should be mentioned here:
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- [GLFW 3.3.8](https://github.com/glfw/glfw)
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- [GLAD](https://github.com/Dav1dde/glad)
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- [STB image](https://github.com/nothings/stb)
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* [GLFW 3.3.8](https://github.com/glfw/glfw)
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* [GLAD](https://github.com/Dav1dde/glad)
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## Toolchains
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ParadiSO is being developed to work on all major desktop systems.
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- Windows (Visual Studio Build Tools 2022)
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- MacOS (clang 14 or later)
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- Linux (clang 14 or later, gcc 13.2.1)
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Other combinations might work but are untested.
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## Contributors
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- [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
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- [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
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- [brxxh](https://code.technotecture.net/brxxh) Flappy Bird Clone
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@ -1,50 +0,0 @@
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# Todo
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Here some ideas for improving this tiny engine:
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## Rendering
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- [ ] replace the OpenGL renderer with a Vulkan backend
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- [ ] add animatable sprites (access to UV mapping and tiling)
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- [ ] add a SDF based renderer (parametric tiles and font rendering)
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## Game Support
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- [ ] audio!
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- [ ] some minimal animation system with tweening with different f-curves
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## System Level
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- [ ] add a `Asset` handler to load cache and manage assets
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- [ ] introspection of file system if we load assset
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## Design
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- [ ] replace some of the 'unkown source' assets
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## Build / Dev Support
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- [ ] add a test rig either with Snitch or Catch2
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- [ ] write some reasonable testcases
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- [ ] add CPU and GPU benchmarks to address various issues
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# Issues
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```sh
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Performance counter stats for 'bin/paradiso_pong':
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555,35 msec task-clock:u # 0,042 CPUs utilized
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0 context-switches:u # 0,000 /sec
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0 cpu-migrations:u # 0,000 /sec
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4.072 page-faults:u # 7,332 K/sec
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319.484.735 cycles:u # 0,575 GHz
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358.165.995 instructions:u # 1,12 insn per cycle
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86.037.942 branches:u # 154,926 M/sec
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2.469.068 branch-misses:u # 2,87% of all branches
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13,092775373 seconds time elapsed
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0,311565000 seconds user
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0,247491000 seconds sys
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```
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above run with `perf stat bin/paradiso_pong` shows some really bad performance issues.
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@ -1,3 +1,2 @@
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add_subdirectory(simple)
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add_subdirectory(pong)
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add_subdirectory(quickwings)
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add_subdirectory(pong)
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@ -1,7 +1,7 @@
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/**
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* paradiso - Paradigmen der Softwareentwicklung
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*
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* (c) Copyright 2023-2024 Hartmut Seichter
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* (c) Copyright 2023 Hartmut Seichter
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*
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*/
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@ -16,6 +16,7 @@
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#include <unordered_map>
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#include <iomanip>
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#include <iostream>
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struct PongStage {
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@ -85,7 +86,7 @@ struct PongPaddle {
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velocity_horizontal *= whoopiness;
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sprite.pivot.x() += velocity_horizontal;
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sprite.pivot.x() = std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
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std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
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// update shader uniforms
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shader.set_uniform("pivot", sprite.pivot);
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void draw(const paradiso::Shader& shader) {
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sprite.pivot.x() = std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
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std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
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// update shader uniforms
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shader.set_uniform("pivot", sprite.pivot);
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paradiso::Renderer renderer{};
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constexpr void push(const auto& impulse) noexcept { velocity += impulse; }
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constexpr void whoop(const auto& whoopiness) noexcept { velocity *= whoopiness; }
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};
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auto main() -> int {
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ball.sprite.pivot.x() = 0.0f;
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ball.sprite.pivot.y() = 0.9f;
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}
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// speed adjust
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if (w.keyboard_input().top().key == 'N') {
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std::cout << "Speed Up!\n";
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ball.push(paradiso::Vector2<float>::make(0.f,0.01f));
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} else if (w.keyboard_input().top().key == 'M') {
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ball.push(paradiso::Vector2<float>::make(0.f,-0.01f));
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std::cout << "Speed Lower!\n";
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}
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}
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ball.interact(stage);
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};
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return 0;
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}
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}
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set(quickwings_srcs quickwings.cpp)
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set(quickwings_assets
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assets/background-day.png
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assets/base.png
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assets/pipe-green.png
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assets/yellowbird-downflap.png
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assets/yellowbird-midflap.png
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assets/yellowbird-upflap.png
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)
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set_source_files_properties(${quickwings_assets} PROPERTIES HEADER_FILE_ONLY TRUE)
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add_executable(quickwings ${quickwings_srcs} ${quickwings_assets})
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target_link_libraries(quickwings paradiso_core)
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add_custom_command(TARGET quickwings POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_CURRENT_SOURCE_DIR}/assets/ $<TARGET_FILE_DIR:quickwings>/assets)
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|
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Before Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 35 KiB |
|
@ -1,14 +0,0 @@
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<TextureAtlas imagePath="sheet.png">
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||||
<SubTexture name="planeBlue1.png" x="0" y="73" width="88" height="73"/>
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||||
<SubTexture name="planeBlue2.png" x="0" y="0" width="88" height="73"/>
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<SubTexture name="planeGreen1.png" x="88" y="219" width="88" height="73"/>
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<SubTexture name="planeGreen2.png" x="88" y="146" width="88" height="73"/>
|
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<SubTexture name="planeRed1.png" x="88" y="0" width="88" height="73"/>
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<SubTexture name="planeRed2.png" x="0" y="438" width="88" height="73"/>
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|
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<SubTexture name="planeYellow1.png" x="0" y="292" width="88" height="73"/>
|
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<SubTexture name="planeYellow2.png" x="0" y="219" width="88" height="73"/>
|
||||
<SubTexture name="planeYellow3.png" x="0" y="146" width="88" height="73"/>
|
||||
</TextureAtlas>
|
Before Width: | Height: | Size: 246 KiB |
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@ -1,81 +0,0 @@
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|||
<TextureAtlas imagePath="sheet.png">
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||||
<SubTexture name="UIbg.png" x="0" y="986" width="264" height="264"/>
|
||||
<SubTexture name="background.png" x="0" y="355" width="800" height="480"/>
|
||||
<SubTexture name="buttonLarge.png" x="0" y="1250" width="196" height="70"/>
|
||||
<SubTexture name="buttonSmall.png" x="0" y="1320" width="136" height="80"/>
|
||||
<SubTexture name="groundDirt.png" x="0" y="0" width="808" height="71"/>
|
||||
<SubTexture name="groundGrass.png" x="0" y="142" width="808" height="71"/>
|
||||
<SubTexture name="groundIce.png" x="0" y="71" width="808" height="71"/>
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||||
<SubTexture name="groundRock.png" x="0" y="284" width="808" height="71"/>
|
||||
<SubTexture name="groundSnow.png" x="0" y="213" width="808" height="71"/>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
||||
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||||
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||||
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||||
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|
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|
||||
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||||
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||||
<SubTexture name="letterS.png" x="511" y="1899" width="46" height="66"/>
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||||
<SubTexture name="letterT.png" x="460" y="1043" width="52" height="64"/>
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||||
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||||
<SubTexture name="letterW.png" x="136" y="1320" width="76" height="64"/>
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||||
<SubTexture name="letterZ.png" x="486" y="1613" width="50" height="64"/>
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||||
<SubTexture name="medalBronze.png" x="0" y="1400" width="114" height="119"/>
|
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<SubTexture name="tap.png" x="156" y="1712" width="40" height="40"/>
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<SubTexture name="tapRight.png" x="85" y="1996" width="85" height="42"/>
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<SubTexture name="tapTick.png" x="418" y="1350" width="59" height="59"/>
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<SubTexture name="textGameOver.png" x="0" y="835" width="412" height="78"/>
|
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<SubTexture name="textGetReady.png" x="0" y="913" width="400" height="73"/>
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</TextureAtlas>
|
Before Width: | Height: | Size: 446 KiB |
|
@ -1,14 +0,0 @@
|
|||
|
||||
###############################################################################
|
||||
|
||||
Tappy Plane by Kenney Vleugels (www.kenney.nl)
|
||||
|
||||
------------------------------
|
||||
|
||||
License (CC0)
|
||||
http://creativecommons.org/publicdomain/zero/1.0/
|
||||
|
||||
You may use these graphics in personal and commercial projects.
|
||||
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
|
||||
|
||||
###############################################################################
|
Before Width: | Height: | Size: 159 KiB |