Merge pull request #27 from huaqo-games/pirate

Pirate
This commit is contained in:
Joaquin Gottlebe
2026-03-05 11:19:40 +01:00
committed by GitHub
426 changed files with 2269 additions and 1845 deletions
-63
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name: Build & Release on macOS
# Run on *every push* to "main," and also build on PRs (but only create the release on push).
on:
push:
branches:
- main
pull_request:
branches:
- main
permissions:
contents: write # needed so the workflow can create a tag & release
jobs:
build-and-release-macos:
runs-on: macos-latest
steps:
- name: Check out source
uses: actions/checkout@v3
- name: Install Dependencies (Homebrew & raylib)
run: |
brew update
brew install raylib pkg-config
- name: Build
# Your Makefile from the question
run: make build
- name: Create Tag & GitHub Release
# Only create a release when it's a push (not a pull_request)
if: ${{ github.event_name == 'push' }}
id: create_release
uses: actions/create-release@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
# You need a unique tag each time to avoid "already_exists" errors.
# Here we'll name the tag like "build-123" using the run_number,
# but you could do something like a date-based tag.
tag_name: build-${{ github.run_number }}
# The commit to tag. Usually, this is the push commit SHA:
commitish: ${{ github.sha }}
# The release name can match the tag or be more descriptive
release_name: "Automated build #${{ github.run_number }}"
# Adjust as needed; you could set these to false for a "final" release
draft: false
prerelease: true # Mark as "pre-release" so it's clearly automated
- name: Upload Release Asset
if: ${{ github.event_name == 'push' }}
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: bin/osx/game
asset_name: game
asset_content_type: application/octet-stream
-4
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bin/
.DS_STORE/
.DS_STORE
*.swp
-27
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{
"configurations": [
{
"name": "macOS",
"includePath": [
"${workspaceFolder}/include",
"${workspaceFolder}/external/engine",
"${workspaceFolder}/external/raygui",
"${workspaceFolder}/external/rini",
"/opt/homebrew/Cellar/raylib/5.5/include"
],
"cStandard": "c99",
},
{
"name": "Windows",
"includePath": [
"${workspaceFolder}/include",
"${workspaceFolder}/external/engine",
"${workspaceFolder}/external/raygui",
"${workspaceFolder}/external/rini",
"C:/raylib/include"
],
"cStandard": "c99",
}
],
"version": 4
}
-9
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{
"files.associations": {
"asset.h": "c",
"stdlib.h": "c",
"view.h": "c",
"__node_handle": "c",
"font.h": "c"
}
}
+17 -12
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@@ -1,45 +1,50 @@
COMPILER = gcc
# COMPILER FLAGS
C_FLAG_STD_C99 = -std=c99 # Use the C99 language standard
C_FLAG_DEBUG_INFO = -g # Include debug information
# C_FLAG_HEADERS = -H # Prints paths of all headers
#C_FLAG_HEADERS = -H # Prints paths of all headers
C_FLAG_ALL_WARNINGS = -Wall # Enable most common warning
C_FLAG_PEDANTIC = -Wpedantic # Enforce ISO C standard strictly
C_FLAG_SHADOW = -Wshadow # Warn if a local variable shadows another
C_FLAG_STRICT_PROTOS = -Wstrict-prototypes # Warn if function declarations are missing parameter types
C_FLAG_NO_UNKNOWN_PRAGMAS = -Wno-unknown-pragmas # Suppress warnings about unknown pragmas
C_FLAGS = \
$(C_FLAG_STD_C99) \
$(C_FLAG_DEBUG_INFO) \
$(C_FLAG_HEADERS) \
$(C_FLAG_HEADERS) \
$(C_FLAG_ALL_WARNINGS) \
$(C_FLAG_PEDANTIC) \
$(C_FLAG_SHADOW) \
$(C_FLAG_STRICT_PROTOS) \
$(C_FLAG_STRICT_PROTOS) \
$(C_FLAG_NO_UNKNOWN_PRAGMAS)
# INCLUDE FLGAS
INCLUDE_FLAGS = -Iinclude
EXTERNAL_ENGINE = -Iexternal/engine
EXTERNAL_RAYGUI = -Iexternal/raygui
# EXTERNAL FLAGS
EXTERNAL_RAYGUI = -Iexternal/raygui
EXTERNAL_RINI = -Iexternal/rini
EXTERNAL_FLAGS = \
$(EXTERNAL_ENGINE) \
$(EXTERNAL_RINI) \
$(EXTERNAL_RAYGUI)
# CROSS PLATTFORM
ifeq ($(OS), Windows_NT)
SRC = src\main.c
SRC = $(wildcard src\*.c)
TARGET = bin\win\game.exe
RAYLIB_FLAGS = -I%RAYLIB% -L%RAYLIB% -lraylib -lopengl32 -lgdi32 -lwinmm
else
SRC = src/main.c
TARGET = bin/osx/game
RAYLIB_FLAGS = $(shell pkg-config --libs --cflags raylib)
SRC = $(wildcard src/*.c)
TARGET = bin/unix/game
RAYLIB_FLAGS = $(shell pkg-config --libs --cflags raylib) -lm
endif
$(shell mkdir -p bin/osx bin/win)
# CREATE BIN DIR
$(shell mkdir -p bin/unix bin/win)
# COMMANDS
build: $(SRC)
$(COMPILER) $(SRC) -o $(TARGET) $(C_FLAGS) $(INCLUDE_FLAGS) $(EXTERNAL_FLAGS) $(RAYLIB_FLAGS)
@@ -47,4 +52,4 @@ clean:
rm -f $(TARGET)
run: clean build
./$(TARGET)
./$(TARGET)
-122
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## Requirements
Make 4.4.1
GCC 14.2
RAYLIB 5.5
pkgconf(MACOS)
This document outlines the coding style and conventions to be followed.
## 1. **File Structure**
- Header files should be wrapped with include guards to avoid multiple inclusions:
```c
#ifndef PHYSICS_H
#define PHYSICS_H
...
#endif // PHYSICS_H
```
## 2. **Naming Conventions**
- **Functions:** Function names should use `CamelCase` starting with a upercase letter.
`UpdatePhysicsDirection`, `UpdatePhysicsVelocity`
- **Structs:** Struct names should use `CamelCase` starting with an uppercase letter.
`Physics`
- **Variables:** Use `CamelCase` starting with a lowerase letter for local and parameter variables.
`vector`, `newSpeed`
## 3. **Function Design**
- Functions should be named descriptively, indicating the purpose or action performed.
`UpdatePhysicsDirection`, `UpdatePhysicsVelocity`
- Functions should take pointers when modifying variables outside their scope.
`void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector)`
- Ensure function parameters have clear names to indicate their role.
`UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed)`
- Functions should be concise and focused on a single task. Avoid functions with multiple responsibilities.
## 4. **Struct Design**
- Prefer composition, where structs are composed of other structs or primitive data types. This allows for more flexible and modular designs.
```c
typedef struct {
Vector2 position;
Vector2 direction;
Vector2 velocity;
float speed;
} Physics;
```
Here, instead of trying to create a hierarchy of structs, we compose a Physics struct with relevant fields like `position`, `direction`, and `velocity`.
## 5. **Indentation & Formatting**
- **Indentation:** Use 1 tab for indentation. Never use spaces.
- **Spacing:** Place a single space after keywords like `if`, `for`, and `while`, and around operators (`=`, `+`, `-`, etc.) for readability.
- Example: `*velocity = Vector2Scale(*direction, *speed * GetFrameTime());`
- **Braces:** Use braces `{}` even for single-line blocks for consistency and future-proofing.
```c
if (condition) {
do_something();
}
```
## 6. **Pointer Usage**
- Use pointers when passing large structures or when modifying variables outside the scope of the function.
`Vector2 *position`, `float *speed`
- Avoid unnecessary dereferencing and use `*` clearly to indicate pointer dereferencing.
`*position = Vector2Add(*position, *velocity);`
## 7. **Consistency in Function Calls**
- When calling functions, parameters should be passed clearly, and care should be taken to avoid modifying data unintentionally unless needed.
```c
UpdatePhysicsDirection(&physics->direction, direction);
UpdatePhysicsVelocity(&physics->velocity, &physics->direction, &physics->speed);
UpdatePhysicsPosition(&physics->position, &physics->velocity);
```
## 8. **Comments and Documentation**
- Strive for clarity through descriptive naming and simple logic.
- Add comments to explain non-obvious logic, design decisions, or complex algorithms.
- Do not state the obvious; let the code speak for itself where possible.
## 9. **End of File**
- Always ensure that header files end with the appropriate closing include guard and a new line after the last line of code:
```c
#endif // PHYSICS_H
```
## 10. **General Rules**
- **Modular Design**: Break code into small, focused functions and modules with clear interfaces.
- **Refactoring**: Regularly refactor code to maintain simplicity and performance
- **Don't Repeat Yourself**: Reuse code by creating helper functions to avoid duplication
- **Avoid magic numbers:** Use constants or defines instead of hardcoded values.
- **Code readability:** Prioritize code readability and maintainability over shortness or cleverness.
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-70
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Heyo! Thanks for downloading the Sprout Lands Basic pack !!!
- Made by: Cup Nooble
This asset pack is the start of a series of different asset packs,
so let me know if there are any specific sprites you'd like to be added in future packs.
-------------------------------------------------------------------------------------------------------------
>>> License - Basic Pack
----------
- You can modify the assets.
[ Feel free to get creative and make your own sprites in this style or use them as reference for your own ]
[ Making additional sprites in the same style or using them as reference for your own project is also allowed ]
----------
- You can use these assets in any kind of non-commercial projects.
[ Except anything to do with NFTs or AI training is not allowed ]
----------
- You can not redistribute the asset pack itself or resell it on other platforms, even if it is slightly modified.
[ Of course, you can redistribute your own projects made with these assets like games, software, or other ]
[ Making your project opensource is also allowed ]
[ For open source projects include a note that says some or all assets are made by Cup Nooble together with the licensing terms ]
----------
- Credit is required : (Cup Nooble)
[ Credit example : Assets -From : Sprout Lands -By : Cup Nooble ]
[ If you share your game on itch.io a link to the Asset Packs page would be very appreciated ]
[ But feel free to credit in whatever way fits your project best ]
[ Thanks a lot for reading ^^ ]
----------
~ And most importantly hope you have fun with your project !!!
? And if you have questions or need/want different licensing terms please reach out to me and I can work with you on a license that suits your needs.
My Discord : cup_nooble
-------------------------------------------------------------------------------------------------------------
>>> See updates here :
- Discord server :
Join The Sprout Lands Discord for any hotfixes and updates or for any questions
Link - https://discord.gg/PyDwcnPY
- Twitter :
Link - https://twitter.com/Sprout_Lands
-------------------------------------------------------------------------------------------------------------
>>> Support
If you enjoy this asset pack consider leaving a rating and a comment.
It really helps to support the future of this project ^u^!
----------
Want to find more from Cup Nooble ?
check out their link tree - cupnooble.carrd.co
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