Compare commits
6 Commits
editor
...
d9baf7c5ef
| Author | SHA1 | Date | |
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d9baf7c5ef
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701dd6b120
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2225151f72
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aef0cf4d95
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550ff3aeec
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127fa1fcb8
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@@ -12,6 +12,7 @@ class GameState : public ClientState {
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game::WorldPtr m_World;
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sim::ClientSimulation m_Simulation;
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float m_CurrentLerp;
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float m_ElapsedTime;
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public:
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
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@@ -23,6 +24,10 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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}
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float GetElapsedTime() const {
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return m_ElapsedTime;
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}
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game::WorldPtr GetWorld() const {
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return m_World;
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}
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@@ -183,6 +183,51 @@ T Lerp(T v0, T v1, T t) {
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} // namespace maths
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template<typename T>
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Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
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return {vect.x + other.x, vect.y + other.y};
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}
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template<typename T>
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Vec2<T> operator- (const Vec2<T>& vect) {
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return { -vect.x, -vect.y };
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}
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template<typename T>
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Vec2<T> operator- (const Vec2<T>& vect, const Vec2<T>& other) {
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return vect + (-other);
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}
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template<typename T>
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Vec3<T> operator- (const Vec3<T>& vect) {
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return { -vect.x, -vect.y, -vect.z };
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}
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template<typename T>
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Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
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return { vect.x + other.x, vect.y + other.y, vect.z + other.z };
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}
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template<typename T>
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Vec3<T> operator- (const Vec3<T>& vect, const Vec3<T>& other) {
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return vect + (-other);
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}
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template<typename T>
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Vec4<T> operator- (const Vec4<T>& vect) {
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return { -vect.x, -vect.y, -vect.z, -vect.w };
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}
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template<typename T>
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Vec4<T> operator+ (const Vec4<T>& vect, const Vec4<T>& other) {
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return { vect.x + other.x, vect.y + other.y, vect.z + other.z, vect.w + other.w };
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}
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template<typename T>
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Vec4<T> operator- (const Vec4<T>& vect, const Vec4<T>& other) {
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return vect + (-other);
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}
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template <typename T>
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
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return a_Buffer << a_Vec.x << a_Vec.y;
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@@ -1,127 +0,0 @@
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#pragma once
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#include <td/display/DisplayState.h>
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#include <imgui_node_editor.h>
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namespace ed = ax::NodeEditor;
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namespace td {
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class NodeEditorState : public DisplayState {
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public:
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enum class PinType {
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Flow,
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Bool,
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Int,
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Float,
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String,
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Object,
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Function,
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Delegate,
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};
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enum class PinKind { Output, Input };
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enum class NodeType { Blueprint, Simple, Tree, Comment, Houdini };
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struct Pin;
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struct Node {
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ed::NodeId ID;
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std::string Name;
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std::vector<Pin> Inputs;
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std::vector<Pin> Outputs;
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ImColor Color;
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NodeType Type;
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ImVec2 Size;
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std::string State;
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std::string SavedState;
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Node(int id, const char* name, ImColor color = ImColor(255, 255, 255)) :
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ID(id), Name(name), Color(color), Type(NodeType::Blueprint), Size(0, 0) {}
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};
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struct Pin {
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ed::PinId ID;
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::td::NodeEditorState::Node* Node;
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std::string Name;
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PinType Type;
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PinKind Kind;
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Pin(int id, const char* name, PinType type) : ID(id), Node(nullptr), Name(name), Type(type), Kind(PinKind::Input) {}
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};
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struct Link {
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ed::LinkId ID;
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ed::PinId StartPinID;
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ed::PinId EndPinID;
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ImColor Color;
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Link(ed::LinkId id, ed::PinId startPinId, ed::PinId endPinId) :
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ID(id), StartPinID(startPinId), EndPinID(endPinId), Color(255, 255, 255) {}
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};
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struct NodeIdLess {
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bool operator()(const ed::NodeId& lhs, const ed::NodeId& rhs) const {
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return lhs.AsPointer() < rhs.AsPointer();
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}
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};
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int m_NextId = 1;
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const int m_PinIconSize = 24;
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std::vector<Node> m_Nodes;
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std::vector<Link> m_Links;
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ImTextureID m_HeaderBackground = 0;
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ImTextureID m_SaveIcon = 0;
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ImTextureID m_RestoreIcon = 0;
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const float m_TouchTime = 1.0f;
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std::map<ed::NodeId, float, NodeIdLess> m_NodeTouchTime;
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bool m_ShowOrdinals = false;
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public:
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NodeEditorState(Display& a_Display);
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~NodeEditorState();
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virtual void Update(float a_Delta) override;
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private:
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int GetNextId();
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ed::LinkId GetNextLinkId();
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void TouchNode(ed::NodeId id);
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float GetTouchProgress(ed::NodeId id);
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void UpdateTouch();
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Node* FindNode(ed::NodeId id);
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Link* FindLink(ed::LinkId id);
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Pin* FindPin(ed::PinId id);
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bool IsPinLinked(ed::PinId id);
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bool CanCreateLink(Pin* a, Pin* b);
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void BuildNode(Node* node);
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Node* SpawnInputActionNode();
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Node* SpawnBranchNode();
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Node* SpawnDoNNode();
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Node* SpawnOutputActionNode();
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Node* SpawnPrintStringNode();
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Node* SpawnMessageNode();
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Node* SpawnSetTimerNode();
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Node* SpawnLessNode();
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Node* SpawnWeirdNode();
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Node* SpawnTraceByChannelNode();
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Node* SpawnTreeSequenceNode();
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Node* SpawnTreeTaskNode();
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Node* SpawnTreeTask2Node();
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Node* SpawnComment();
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Node* SpawnHoudiniTransformNode();
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Node* SpawnHoudiniGroupNode();
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void BuildNodes();
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ImColor GetIconColor(PinType type);
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void DrawPinIcon(const Pin& pin, bool connected, int alpha);
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void ShowStyleEditor(bool* show = nullptr);
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void ShowLeftPane(float paneWidth);
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};
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} // namespace td
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@@ -35,6 +35,7 @@ class Camera {
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void UpdatePerspective(float a_AspectRatio);
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void SetCamPos(const Vec3f& a_NewPos);
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const Vec3f& GetCamPos() const;
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};
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} // namespace render
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21
include/td/render/renderer/TimerRenderer.h
Normal file
21
include/td/render/renderer/TimerRenderer.h
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include "client/state/GameState.h"
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#include <td/render/Renderer.h>
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#include <client/PlayerManager.h>
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namespace td {
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namespace render {
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class TimerRenderer : public BasicRenderer {
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private:
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const client::GameState& m_State;
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public:
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virtual void Render(float a_Lerp) override;
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TimerRenderer(const client::GameState& a_State);
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~TimerRenderer() {}
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};
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} // namespace render
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} // namespace td
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@@ -17,6 +17,9 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
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virtual ~WorldRenderer();
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virtual void Render(float a_Lerp) override;
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private:
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void UpdateControls();
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};
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} // namespace render
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@@ -1,6 +0,0 @@
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target("imgui-node-editor")
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set_kind("static")
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add_files("imgui-node-editor/**.cpp")
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add_includedirs("imgui-node-editor", {public = true})
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add_packages("imgui")
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@@ -20,6 +20,7 @@ void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockSt
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void GameState::Update(float a_Delta) {
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m_CurrentLerp = m_Simulation.Update(a_Delta);
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m_ElapsedTime += a_Delta;
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}
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} // namespace client
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@@ -1,12 +1,12 @@
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#include <chrono>
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#include <td/display/state/NodeEditorState.h>
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#include <td/display/state/MainMenuState.h>
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#include <td/misc/Time.h>
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int main(int argc, char** argv) {
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// init GL context
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td::Display display(1920, 1080, "Tower-Defense 2");
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display.ChangeState<td::NodeEditorState>();
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display.ChangeState<td::MainMenuState>();
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td::Timer timer;
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while (!display.IsCloseRequested()) {
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@@ -25,8 +25,8 @@ void GameState::Update(float a_Delta) {
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// TODO: don't make STEP_TIME constant
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static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
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m_Time += a_Delta;
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if (m_Time > stepTimeSecond) {
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m_Time = std::fmod(m_Time, stepTimeSecond);
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while (m_Time > stepTimeSecond) {
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m_Time -= stepTimeSecond;
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auto lockStepPacket = m_Simulation.Update();
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BroadcastPacket(lockStepPacket);
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}
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@@ -7,6 +7,7 @@
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#include <td/protocol/packet/Packets.h>
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#include <td/render/renderer/EntityRenderer.h>
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#include <td/render/renderer/PlayerListRenderer.h>
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#include <td/render/renderer/TimerRenderer.h>
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#include <td/render/renderer/TowerRenderer.h>
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#include <td/render/renderer/WorldRenderer.h>
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@@ -41,6 +42,7 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TimerRenderer>(*gameState);
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auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
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@@ -85,6 +87,7 @@ void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
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void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
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// temporary tests
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constexpr int SECONDS = 10;
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switch (a_Key) {
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case SDLK_A:
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m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
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@@ -94,6 +97,11 @@ void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
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m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
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break;
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case SDLK_F:
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m_Server->Update(SECONDS);
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m_Client->Update(SECONDS);
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break;
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default:
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break;
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}
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,7 +1,10 @@
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#include <cassert>
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#include <td/Maths.h>
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#include <td/game/World.h>
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#include <td/game/WorldTypes.h>
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#include <td/simulation/WorldTicker.h>
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#include <td/protocol/packet/PacketSerialize.h>
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#include <td/simulation/WorldTicker.h>
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namespace td {
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namespace game {
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@@ -89,5 +92,14 @@ void World::ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::
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m_NextState = a_Next;
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}
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TilePtr World::GetTile(std::int32_t x, std::int32_t y) const {
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ChunkCoord coords{static_cast<std::int16_t>(x / Chunk::ChunkWidth), static_cast<std::int16_t>(y / Chunk::ChunkHeight)};
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auto it = m_Chunks.find(coords);
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assert(it != m_Chunks.end());
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auto chunk = it->second;
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Vec2i inchunkCoords{x % Chunk::ChunkWidth, y % Chunk::ChunkHeight};
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return GetTilePtr(chunk->GetTileIndex(inchunkCoords.y * Chunk::ChunkWidth + inchunkCoords.x));
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}
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} // namespace game
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} // namespace td
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@@ -1,3 +1,4 @@
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#include "td/Maths.h"
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#include <td/render/Camera.h>
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#include <cmath>
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@@ -24,5 +25,9 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
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OnViewChange();
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}
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const Vec3f& Camera::GetCamPos() const {
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return m_CamPos;
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}
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} // namespace render
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} // namespace td
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@@ -22,7 +22,7 @@ void EntityRenderer::Render(float a_Lerp) {
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float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
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float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
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m_Shader->SetModelPos({x, 1, z});
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m_Shader->SetModelPos({x, .001, z});
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Renderer::Render(*m_EntityVao);
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}
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}
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18
src/td/render/renderer/TimerRenderer.cpp
Normal file
18
src/td/render/renderer/TimerRenderer.cpp
Normal file
@@ -0,0 +1,18 @@
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#include <client/state/GameState.h>
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#include <td/render/renderer/TimerRenderer.h>
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#include <imgui.h>
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namespace td {
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namespace render {
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void TimerRenderer::Render(float a_Lerp) {
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ImGui::Begin("Timer");
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ImGui::Text("Time : %02d:%02d", static_cast<int>(m_State.GetElapsedTime()) / 60, static_cast<int>(m_State.GetElapsedTime()) % 60);
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ImGui::End();
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}
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TimerRenderer::TimerRenderer(const client::GameState& a_State) : m_State(a_State) {}
|
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} // namespace render
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} // namespace td
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@@ -18,7 +18,7 @@ TowerRenderer::~TowerRenderer() {}
|
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void TowerRenderer::Render(float a_Lerp) {
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m_Shader->Start();
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for (const auto& tower : m_World->GetTowers()) {
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m_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
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m_Shader->SetModelPos({tower->GetCenterX(), .001, tower->GetCenterY()});
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Renderer::Render(*m_EntityVao);
|
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}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include <td/Maths.h>
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#include <td/render/renderer/WorldRenderer.h>
|
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|
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#include <td/render/loader/WorldLoader.h>
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@@ -13,7 +14,17 @@ WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) :
|
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|
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WorldRenderer::~WorldRenderer() {}
|
||||
|
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void WorldRenderer::UpdateControls() {
|
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if (ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
|
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constexpr float sensitivity = 1.0f;
|
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float delta = ImGui::GetIO().DeltaTime;
|
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auto mouseDelta = ImGui::GetIO().MouseDelta;
|
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m_Camera.SetCamPos(m_Camera.GetCamPos() + Vec3f{-mouseDelta.x * delta * sensitivity, 0, -mouseDelta.y * delta * sensitivity});
|
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}
|
||||
}
|
||||
|
||||
void WorldRenderer::Render(float a_Lerp) {
|
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UpdateControls();
|
||||
m_Shader->Start();
|
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Renderer::Render(*m_WorldVao);
|
||||
}
|
||||
|
||||
@@ -51,8 +51,8 @@ float ClientSimulation::Update(float a_Delta) {
|
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// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
|
||||
static const float stepTimeSecond = static_cast<float>(m_StepTime) / 1000.0f;
|
||||
m_CurrentTime += a_Delta;
|
||||
if (m_CurrentTime > stepTimeSecond) {
|
||||
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
|
||||
while (m_CurrentTime > stepTimeSecond) {
|
||||
m_CurrentTime -= stepTimeSecond;
|
||||
Step();
|
||||
}
|
||||
return (float)m_CurrentTime / stepTimeSecond;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include <td/Types.h>
|
||||
#include <td/simulation/CommandApply.h>
|
||||
|
||||
namespace td {
|
||||
@@ -24,6 +25,10 @@ void CommandApply::Handle(const protocol::commands::PlayerJoinCommand& a_PlayerJ
|
||||
void CommandApply::Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) {
|
||||
auto zombie = std::make_shared<game::Zombie>();
|
||||
zombie->m_Position = a_SpawnTroop->m_Position;
|
||||
|
||||
// TODO: make it spawn dependant
|
||||
zombie->m_Direction = Direction::PositiveY;
|
||||
|
||||
m_Snapshot.m_Mobs.push_back(zombie);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,11 +1,61 @@
|
||||
#include <td/Maths.h>
|
||||
#include <td/Types.h>
|
||||
#include <td/game/WorldTypes.h>
|
||||
#include <td/simulation/system/EntityMove.h>
|
||||
|
||||
#include <td/game/World.h>
|
||||
|
||||
namespace td {
|
||||
namespace sim {
|
||||
|
||||
static Vec2i GetUnitDirection(Direction a_Direction) {
|
||||
switch (a_Direction) {
|
||||
case Direction::PositiveX:
|
||||
return {1, 0};
|
||||
case Direction::NegativeX:
|
||||
return {-1, 0};
|
||||
case Direction::PositiveY:
|
||||
return {0, 1};
|
||||
case Direction::NegativeY:
|
||||
return {0, -1};
|
||||
}
|
||||
return {0, 0};
|
||||
}
|
||||
|
||||
class DirectionTileVisitor : public game::TileHandler {
|
||||
private:
|
||||
Direction m_Direction;
|
||||
|
||||
public:
|
||||
DirectionTileVisitor() {}
|
||||
|
||||
virtual void Handle(const game::EmptyTile& a_Tile) override {}
|
||||
|
||||
virtual void Handle(const game::TowerTile& a_Tile) override {}
|
||||
|
||||
virtual void Handle(const game::DecorationTile& a_Tile) override {}
|
||||
|
||||
virtual void Handle(const game::WalkableTile& a_Tile) override {
|
||||
m_Direction = a_Tile->m_Direction;
|
||||
}
|
||||
|
||||
const Direction GetDirection() {
|
||||
return m_Direction;
|
||||
}
|
||||
};
|
||||
|
||||
void EntityMove::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) {
|
||||
for (auto& mob : a_State.m_Mobs) {
|
||||
mob->m_Position.x += a_Delta;
|
||||
auto tile = a_World.GetTile(static_cast<std::int32_t>(mob->m_Position.x), static_cast<std::int32_t>(mob->m_Position.y));
|
||||
Direction direction = mob->m_Direction;
|
||||
if (tile) {
|
||||
DirectionTileVisitor visitor;
|
||||
tile->Dispatch(visitor);
|
||||
direction = visitor.GetDirection();
|
||||
}
|
||||
auto directVector = GetUnitDirection(direction);
|
||||
mob->m_Position.x += directVector.x * a_Delta;
|
||||
mob->m_Position.y += directVector.y * a_Delta;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,7 +2,8 @@ add_rules("mode.debug", "mode.release")
|
||||
|
||||
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
||||
|
||||
add_requires("imgui[sdl3,opengl3] 1.92.1", "splib 2.3.2", "zlib", "glew", "fpm", "enet6")
|
||||
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
|
||||
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6")
|
||||
|
||||
set_languages("c++20")
|
||||
|
||||
@@ -16,8 +17,6 @@ else
|
||||
set_policy("build.sanitizer.undefined", true)
|
||||
end
|
||||
|
||||
includes("lib/*.lua")
|
||||
|
||||
target("Tower-Defense2")
|
||||
add_includedirs("include", {public = true})
|
||||
set_kind("binary")
|
||||
@@ -25,7 +24,6 @@ target("Tower-Defense2")
|
||||
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
|
||||
set_rundir(".")
|
||||
add_defines("TD_GL_LOADER_GLEW")
|
||||
add_deps("imgui-node-editor")
|
||||
|
||||
|
||||
-- Tests
|
||||
|
||||
Reference in New Issue
Block a user