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Francessco121 committed May 2, 2018
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10 changes: 6 additions & 4 deletions README.md
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Expand Up @@ -18,18 +18,20 @@ Unforunately, I lost the entire commit history uploading to GitHub. I had to cre
- **Windows 10 (ideally)** - The game is written in the .NET Framework, which can only be ran natively on Windows. The MSBuild targets used by the projects have only been tested with Windows 10. Older versions of Windows may work and other operating systems using Mono may also work, but neither of these are tested.
- **OpenGL 4.x** - A minimum version of OpenGL 4.0 is required to run.


### Libraries

The following is a list of library builds that should be distributed with a build of the game.
The following is a list of library builds that should be distributed with a build of the game. These need to be placed under `src/Natives/<32|64>/windows/library.dll`.

#### GLFW
A [GLFW](http://www.glfw.org/) 3.x version of at least v3.1.2 is needed to run the game.

##### Windows Example
A compiled DLL of GLFW should be placed at `src/Natives/32/windows/glfw.dll`.
A compiled DLL of GLFW should be placed at `src/Natives/32/windows/glfw3.dll`.

### Error Handler
Release client builds require a build of the game's error handler. Compile either `src/ErrorHandler` or `src/Dash.ErrorHandler` and place the resulting `ErrorHandler.exe` in the `src` folder at `src/ErrorHandler.exe`.

### Tools

#### Angel Code Font Tool
Fonts are loaded into the game from the [Angel Code Bitmap Font format](http://www.angelcode.com/products/bmfont/). It is recommened to use [Hiero from the libGDX team](https://github.com/libgdx/libgdx/wiki/Hiero) for creating fonts for the game.
Fonts are loaded into the game from the [Angel Code Bitmap Font format](http://www.angelcode.com/products/bmfont/). It is recommened to use [Hiero from the libGDX team](https://github.com/libgdx/libgdx/wiki/Hiero) for creating fonts for the game.
17 changes: 17 additions & 0 deletions docs/worldFileFormat.txt
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version
terrainWidth
terrainHeight
terrainDepth
chunks...

[chunk]
isEmpty
if (!isEmpty)
isAir
if (isAir)
amountToSkip
else
r
g
b
data
50 changes: 50 additions & 0 deletions src/.gitignore
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# World Files
*.aosw
# Keep default world
!default.aosw

# Binaries
*.exe
*.dll
*.so
*.dylib

# NVIDIA Nsight User Config
*.nvuser

### ### VISUAL STUDIO ### ###

# User-specific files
*.suo
*.user
*.userosscache
*.sln.docstates

# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
build/
bld/
[Bb]in/
[Oo]bj/

# Visual Studio cache/options directory
.vs/

# Visual Studio profiler
*.psess
*.vsp
*.vspx

# NuGet Packages
**/packages/*

# Backup & report files from converting an old project file to a newer Visual Studio version.
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
161 changes: 161 additions & 0 deletions src/AceOfSpades.Client/AceOfSpades.Client.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{B46F7052-7385-4B14-90A9-E35B0BA3454C}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>AceOfSpades.Client</RootNamespace>
<AssemblyName>AceOfSpades</AssemblyName>
<TargetFrameworkVersion>v4.6</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<TargetFrameworkProfile />
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>none</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<GenerateSerializationAssemblies>Auto</GenerateSerializationAssemblies>
<DebugSymbols>false</DebugSymbols>
</PropertyGroup>
<PropertyGroup>
<StartupObject>AceOfSpades.Client.Program</StartupObject>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x86\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<OutputPath>bin\x86\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x64\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
<OutputPath>bin\x64\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup>
<RunPostBuildEvent>OnBuildSuccess</RunPostBuildEvent>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="Microsoft.CSharp" />
</ItemGroup>
<ItemGroup>
<Compile Include="CameraFX.cs" />
<Compile Include="ClientWorld.cs" />
<Compile Include="Gamemodes\CTFGamemode.cs" />
<Compile Include="Gui\ChatBox.cs" />
<Compile Include="Gui\ControlsWindow.cs" />
<Compile Include="Gui\ConnectWindow.cs" />
<Compile Include="GameScreen.cs" />
<Compile Include="Gui\Leaderboard.cs" />
<Compile Include="MainMenuScreen.cs" />
<Compile Include="Gui\MultiplayerLoadingBar.cs" />
<Compile Include="Gui\MultiplayerMenu.cs" />
<Compile Include="Gui\SingleplayerMenu.cs" />
<Compile Include="Gui\StaticGui.cs" />
<Compile Include="Net\FakeServerPlayer.cs" />
<Compile Include="Net\MultiplayerScreen.cs" />
<Compile Include="Net\ClientMPPlayer.cs" />
<Compile Include="Net\ClientPlayer.cs" />
<Compile Include="Net\Handshake.cs" />
<Compile Include="Net\HandshakeTerrainData.cs" />
<Compile Include="Gui\HUD.cs" />
<Compile Include="MainWindow.cs" />
<Compile Include="Net\MPWorld.cs" />
<Compile Include="Net\AOSClient.cs" />
<Compile Include="Net\MovementState.cs" />
<Compile Include="Net\CharacterSnapshotSystem.cs" />
<Compile Include="Net\NetComponent.cs" />
<Compile Include="Net\NetPlayerComponent.cs" />
<Compile Include="Net\NetworkedGamemode.cs" />
<Compile Include="Net\NetworkedScreen.cs" />
<Compile Include="Net\ObjectNetComponent.cs" />
<Compile Include="Net\ReplicatedPlayer.cs" />
<Compile Include="Net\SnapshotNetComponent.cs" />
<Compile Include="NewTextScreen.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SingleplayerScreen.cs" />
<Compile Include="SPPlayer.cs" />
<Compile Include="SPWorld.cs" />
<Compile Include="Gamemodes\TDMGamemode.cs" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
<EmbeddedResource Include="cfg\**\*.cfg" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\AceOfSpades\AceOfSpades.csproj">
<Project>{4d2374ba-5b6a-4591-bdbb-3770260fa210}</Project>
<Name>AceOfSpades</Name>
</ProjectReference>
<ProjectReference Include="..\Dash.Engine.Graphics.Context\Dash.Engine.Graphics.Context.csproj">
<Project>{581817a7-1621-4a74-9261-819ebd1e0f23}</Project>
<Name>Dash.Engine.Graphics.Context</Name>
</ProjectReference>
<ProjectReference Include="..\Dash.Engine\Dash.Engine.csproj">
<Project>{b8a7fe96-939b-4f3b-a8f8-acb914960aa8}</Project>
<Name>Dash.Engine</Name>
</ProjectReference>
<ProjectReference Include="..\Dash.Net\Dash.Net.csproj">
<Project>{94deb6c7-352c-40ef-b4a5-623ac2c69591}</Project>
<Name>Dash.Net</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- Start AOSCommon -->
<Import Project="$(SolutionDir)\BuildTargets\AOSCommon.targets" />
<!-- Call AOSCommon on AfterBuild -->
<Target Name="AfterBuild">
<CallTarget Targets="AfterBuildOrganize" />
</Target>
</Project>
11 changes: 11 additions & 0 deletions src/AceOfSpades.Client/App.config
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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6"/>
</startup>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<probing privatePath="Lib"/>
</assemblyBinding>
</runtime>
</configuration>
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