NOTE: the 'cgame' executable looks for data in './data' so make sure you run it
with the repository root as working directory
test/platformer/main.lua has code for a simple platform game. Shows
how to make systems in Lua.
test/keyboard_controlled.{c,h} shows a simple system implemented in C.
It allows control of the transform of an object through the arrow
keys, M/N keys to rotate and I/K keys to scale. This works even when
attached to the camera, in which case I/K can be used to zoom in and
out (this is an effect of how transform scaling affects the camera).
Building
CMake should make it easy to set up. GLFW,
GLEW,
stb_image,
LuaJIT,
chipmunk, Gorilla
Audio are dependencies and
are included in ext/. From the repository root,
cmake -E make_directory build
cmake -E chdir build cmake ..
cmake --build build
The above instructions have been tested under OSX with clang+make, and
less recently on Linux with gcc+make and Windows with Visual Studio 2013.
Running
After building just run the 'cgame' executable. This is put in the
build directory by clang+make, and under build/Debug or build/Release
by Visual Studio 2013. Make sure your working directory is the root of
the project (cgame looks for core data in './data'). It takes a
startup script as the first argument. So after running the commands in
the previous section, you could do,
./build/cgame test/platformer/main.lua
There are some other tests in test/. Try test/physics.lua! You could
also just fire up cgame with no startup script and write stuff in
usr/scratch.lua to code live! It'll run the contents of that file
whenever it is modified.