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v1.0
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README.md
23
README.md
@@ -4,10 +4,9 @@ Modern stacker game with every polyominoes from size 1 to 15, made in C++ with [
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## Download
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// TODO when the game is finished //
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This game has been tested on and built for Windows 11 and WSL2 Ubuntu.
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If your OS isn't compactible with either of theses two, you can try [manually building the project](#manual-build).
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You can download the latest release [here](https://git.ale-pri.com/TetrisNerd/jminos/releases)!
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This game has been tested on Windows 11 and Linux, and releases are provided for theses two systems.
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If your OS isn't compatible, you can try [manually building the project](#manual-build).
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## How to play
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@@ -60,6 +59,8 @@ AutoRS demonstration
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This project uses xmake for compiling, xmake is cross-platform and works in most OS, xmake also automatically install supported librairies.
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To be able to build this project, you need to [have xmake installed](https://xmake.io) and have a compiler with C++20 compatibility.
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If you want to contribute or are simply curious, you can check the [wiki](https://git.ale-pri.com/TetrisNerd/jminos/wiki)!
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### Build the project
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``cd jminos``
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@@ -69,6 +70,9 @@ To be able to build this project, you need to [have xmake installed](https://xma
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If you need to change the toolchain (for example using gcc):
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``xmake f --toolchain=gcc``
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If you want to build for another platform (for example with mingw):
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``xmake f -p mingw``
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### Run the project
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``xmake run``
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@@ -86,7 +90,13 @@ The command line version is **not** updated.
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### Package the project
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// TODO when the game is finished //
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To package the executable manually properly, follow theses steps:
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1. Clone the project into a new folder.
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2. If you already have all 15 pieces files, copy them over to the ``data/pieces`` folder, else you will be generating them at the next step.
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3. Go into release mode (``xmake f -m release``) and run the project once (``xmake`` and ``xmake run``). This is to generate the default config files, close the game immediately after it started.
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4. Make a new folder named ``jminos`` and copy the executable (should be located somewhere like ``build/linux/x86_64/release/graph``) as well as the ``data/pieces`` and ``data/config`` folders.
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5. Zip the newly created ``jminos`` folder into a file named ``jminos_{platform}``.
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## Benchmarks
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@@ -112,7 +122,6 @@ The command line version is **not** updated.
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_File storing includes type checking and sorting all polyominoes before writing them to the file._
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The files are compressed, they used to be about 5x as large.
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If you want to know more details about the generation and storage of polyominoes, [check the documentation](/doc/)!
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Run it yourself by typing:
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``xmake f -m release``
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@@ -128,4 +137,4 @@ Inspired by other modern stacker games such as Techmino, jstris, tetr.io, etc.
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This game isn't affiliated with any of them.
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Special thanks to my friend [Simon](https://git.ale-pri.com/Persson-dev) who did most of the outside stuff (github actions, files compression, asset manager, xmake).
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All the code in src/Common and src/Utils comes from him.
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All the code in src/Common/, src/Utils/ and xmake/ comes from him.
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BIN
doc/diagrams/class_diagramm_graphicalUI.png
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doc/diagrams/class_diagramm_graphicalUI.png
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doc/diagrams/package_diagramm.png
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doc/diagrams/package_diagramm.png
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@@ -2,11 +2,11 @@
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## Pieces
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If you don't know what a polyomino is, check [this other file](Pieces_representation.md#what-are-polyominoes).
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_Note: the current algorithm has been adapted to use file compression. There is currently no documentation on how the compression work, but you can check the code in the [src/Common](https://git.ale-pri.com/TetrisNerd/jminos/src/branch/main/src/Common) folder._
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Generating polyominoes of size n is exponential in regard to n. Because of this, we will store the pieces beforehand and load them upon launching the game.
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We want the pieces to be always sorted in the same order, always attributed the same block type, and always set at the same spawn position, no matter how they were generated. We also want them to be separated in 3 categories : convex, not convex but without a hole, and with a hole. Theses problematics are already resolved internally, but will be calculated before storage as to not need extra calculcations upon load (except for the block type which is trivially computed).
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We want the pieces to be always sorted in the same order, always attributed the same block type, and always set at the same spawn position, no matter how they were generated. We also want them to be separated in 3 categories : convex, not convex but without a hole, and with a hole. Theses problematics are already solved internally, but will be calculated before storage as to not need extra calculcations upon load (except for the block type which is trivially computed).
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Pieces are stored in binary files. Each file simply contains every polyomino of one size, one after the other. Since each file contains all polyominoes of the same size, we know how much stuff to read and don't need delimiters. We know we've read all pieces simply when we reach the end of file character.
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@@ -55,5 +55,4 @@ The settings file has the following format:
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- For every single piece, use 1 byte for (the size + encoding that it is a single piece),
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and 3 bytes to store the number of the piece (allows number up to 16M, size 15 has 6M pieces).
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The current file format version is 11.
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If the file starts with a number lower than that, it will be regenerated upon launching the game.
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When starting the game, it will verify if the current settings file is in the latest format, if it is not it will be regenerated with default values.
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@@ -1,7 +1,7 @@
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# Game logic
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This section will detail how the player's action are interpreted into the game.
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We will only talk about pieces and not polyominoes. In this project, pieces are an abstraction of a polyomino. Though if you want to know more the polyominoes in this project, check [this other file](Pieces_representation.md).
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We will only talk about pieces and not polyominoes. In this project, pieces are an abstraction of a polyomino.
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## Order of operations
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@@ -49,14 +49,14 @@ void benchmarking(int min_size, int max_size) {
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ms_double = t2 - t1;
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std::cout << " | " << polyominoes.size();
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std::flush(std::cout);
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std::cout << " | " << (int) ms_double.count() / 1000 << "s " << std::fmod(ms_double.count(), 1000) << "ms ";
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std::cout << " | " << (int) ms_double.count() / 1000 << "s " << std::fmod(ms_double.count(), 1000) << "ms";
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std::flush(std::cout);
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t1 = high_resolution_clock::now();
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ok = pf.savePieces(i, polyominoes);
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t2 = high_resolution_clock::now();
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ms_double = t2 - t1;
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std::cout << " | " << (int) ms_double.count() / 1000 << "s " << std::fmod(ms_double.count(), 1000) << "ms ";
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std::cout << " | " << (int) ms_double.count() / 1000 << "s " << std::fmod(ms_double.count(), 1000) << "ms";
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std::flush(std::cout);
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if (!ok) {
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@@ -76,7 +76,7 @@ void benchmarking(int min_size, int max_size) {
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ok = pf.loadPieces(i, pieces, convexPieces, holelessPieces, otherPieces);
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t2 = high_resolution_clock::now();
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ms_double = t2 - t1;
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std::cout << " | " << (int) ms_double.count() / 1000 << "s " << std::fmod(ms_double.count(), 1000) << "ms ";
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std::cout << " | " << (int) ms_double.count() / 1000 << "s " << std::fmod(ms_double.count(), 1000) << "ms";
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std::flush(std::cout);
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if (!ok) {
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