https://github.com/technicjelle/walkiesgame
A tiny walking simulator game made for the olc::CodeJam 2024 (Theme: Run)
https://github.com/technicjelle/walkiesgame
Last synced: 2 months ago
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A tiny walking simulator game made for the olc::CodeJam 2024 (Theme: Run)
- Host: GitHub
- URL: https://github.com/technicjelle/walkiesgame
- Owner: TechnicJelle
- License: other
- Created: 2024-08-16T23:32:06.000Z (9 months ago)
- Default Branch: main
- Last Pushed: 2024-08-17T01:07:06.000Z (9 months ago)
- Last Synced: 2025-01-26T11:09:42.498Z (4 months ago)
- Language: C++
- Size: 3.43 MB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# Walkies Game
A tiny walking simulator game made for the [olc::CodeJam 2024](https://itch.io/jam/olc-codejam-2024) (Theme: Run)
See if you can run to the other side the fastest!This game was initially developed in [PGEtinker](https://pgetinker.com/), and then copied over to a local project, based on Moros1138's [olcPixelGameEngine-ProjectTemplate](https://github.com/Moros1138/pge-template-project)
You can play it online, right in your browser, here: https://pgetinker.com/s/X2pdaNPGKH
But you can also build it yourself, locally, if you prefer:## Table of Contents
* [Build instructions](#build-instructions)
* [Preparing your Environment](#preparing-your-environment)
* [Linux](#linux)
* [Requirements](#requirements)
* [Ubuntu and Ubuntu based distros](#ubuntu-and-ubuntu-based-distros)
* [Arch, Manjaro, and Arch based distros](#arch-manjaro-and-arch-based-distros)
* [MacOS](#macos)
* [Requirements](#requirements-1)
* [Windows](#windows)
* [Requirements](#requirements-2)
* [MinGW](#mingw)
* [Visual Studio / NMake](#visual-studio--nmake)
* [Running](#runningrunning)
* [Linux / MacOS (with default toolchains)](#linux--macos-with-default-toolchains)
* [MacOS (with XCode)](#macos-with-xcode)
* [Linux / MacOS (Emscripten)](#linux--macos-emscripten)
* [Windows (MinGW)](#windows-mingw)
* [Windows (NMake)](#windows-nmake)
* [Windows (Visual Studio)](#windows-visual-studio)## Build instructions
This project is built using a CMake script for cross-platform building. Tested environments include:* Linux - with UNIX Makefiles, GNU GCC and LLVM Clang
* MacOS - with UNIX Makefiles, XCode and LLVM Clang
* Windows - with Visual Studio, NMake Makefiles, and MinGW Makefiles
* Emscripten - with UNIX Makefiles, NMake Makefiles, and MinGW Makefiles### Preparing your Environment
The instructions to prepare your environment have been broken up for convenience. Simply follow the instructions that are pertinent to your situation.
### Linux
#### Requirements
* C/C++ Toolchain for your Linux distro
* CMake
* Git
* libpng
* Mesa OpenGL Development Libraries#### Ubuntu and Ubuntu based distros
Update your package manager by issuing the following command:
```
sudo apt update
```Install toolchain and required software by issuing the following command:
```
sudo apt install build-essential cmake git libpng-dev libglu1-mesa-dev
```#### Arch, Manjaro, and Arch based distros
```
sudo pacman -Sy base-devel cmake git libpng mesa
```### MacOS
#### Requirements
* XCode
* [Homebrew Package Manager](https://brew.sh/)
* libpng
* CMake
* gitInstall XCode from the App Store.
Open the ``Terminal`` App from Finder. go to Applications -> Utilities
Follow the instructions at the [Homebrew Website](https://brew.sh/) to install the Homebrew package manager.
Once Homebrew is installed, issue the following command to install ``cmake``,``libpng``, and ``git``:
```
brew install libpng
brew install cmake
brew install git
```### Windows
#### Requirements
* Chocolatey
* CMake
* Toolchain (MinGW or Visual Studio / NMake)The following will be required whether you use MinGW or Visual Studio.You will need to open Powershell, as Administrator.
Visit the [Chocolatey website](https://chocolatey.org/) for instructions on how to install Chocolatey.
Once you've got Chocolatey installed, we can install CMake:
```
choco install cmake
```Say ``yes`` to all of the scripts Chocolatey wants you to run!
After the installation has completed, find the Cmake ``bin`` directory, it is typically ``C:\Program Files\CMake\bin`` and add it to your path!
Confirm CMake is installed and in your path by issuing the following command in a Command Prompt:
```
cmake --version
```If you recieve an ``command not found`` error double check that you have actually added CMake to your path.
### MinGW
Install MinGW via ``choco install mingw`` from Powershell as Administrator
### Visual Studio / NMake
Download and install [Visual Studio: Community Edition](https://visualstudio.microsoft.com/downloads/).
Ensure that you have installed the Desktop C++ option!
## RunningRunning
IF YOU HAVE MADE IT HERE AND YOU HAVE NOT SET UP YOUR DEVELOPMENT ENVIRONMENT, GO BACK UP AND READ THE INSTRUCTIONS AGAIN!
### Linux / MacOS (with default toolchains)
Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:
```
cmake . -B linux-build -G "Unix Makefiles"
```CMake will generate UNIX Makefiles you can use to build the project, like so:
```
cmake --build linux-build
```The compiled binary will be located in ``linux-build/bin`` directory.
**NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!**
### MacOS (with XCode)
Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:
```
cmake . -B xcode-build -G "xcode"
```CMake will generate an XCode project in ``xcode-build``. You can use it like any other XCode project.
### Linux / MacOS (Emscripten)
**These instructions assume you have Emscripten installed, activated, and have the environment set up for an active Terminal.**
Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:
```
emcmake cmake . -B emscripten-build
```Emscripten's ``emcmake`` utility will invoke CMake with all the magic required to make it work with Emscripten. Generating UNIX Makefiles you can use to build the project, like so:
```
cmake --build emscripten-build
```The compiled HTML, Javascript, WebAssembly, and Data will be in the ``emscripten-build/bin`` directory.
If you lack some sort of live server extension to your IDE, you can view it using the ``emrun`` utility, like so:
```
emrun path/to/build/bin/PROJECTNAME.html
```This command should launch the project in your default web browser.
### Windows (MinGW)
Open the ``Command Prompt`` prompt and navigate to the directory which you downloaded the project. Issue the following command:
```
cmake . -B mingw-build -G "MinGW Makefiles"
```CMake will generate MinGW Makefiles you can use to build the project, like so:
```
cmake --build mingw-build
```The compiled binary will be located in the ``mingw-build/bin`` directory.
**NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!**
### Windows (NMake)
Open the ``x64 Native Tools Command Prompt for VS 2022`` prompt and navigate to the directory which you downloaded the project. Issue the following command:
```
cmake . -B nmake-build -G "NMake Makefiles"
```CMake will generate NMake Makefiles you can use to build the project, like so:
```
cmake --build nmake-build
```The compiled binary will be located in ``nmake-build/bin`` directory.
**NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!**
### Windows (Visual Studio)
Open the ``Command Prompt`` prompt and navigate to the directory which you downloaded the project. Issue the following command:
```
cmake . -B vs-build
```CMake will generate a Visual Studio solution and project in ``vs-build``. You can use it like any other Visual Studio Project.