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Aquaria open source, forked from icculus.org due to inactivity. Has many enhancements compared to the official repo.
http://bit-blot.com/aquaria
7ff0caaed8
- Pointer typechecks are now enabled by default. - enabled all script warnings for non-FULL or DEMO builds by default - Added generic obj_* functions that operate on any type of RenderObject. These give quite low-level control about the renderer, and are quite dangerous too. Subsequently, many functions sharing the same code (*_setPosition, for example) could be removed, and simply call the generic functions after a type check. - Added interface function deathNotify(). The original logic of death notifiers was never used, so i thought i'd make use of it. This is useful in scripts to safely drop dangling pointers. - removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage, which were essentially no-ops. - Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0), now it does only push a return value on the stack if the function is actually supposed to have a retun value. - Allow variadic calling of entity_msg(). Now any parameters can be passed to the function, and the target entity will receive all of them. Any values returned from the entity's msg() callback will be returned by entity_msg() to the original caller. This allows nice RPC-like entity communication. - fixed possible crash in debugLog, bone_update, entity_debugText - added an override function for loadfile() that is case-insensitive like dofile() - entity_createEntity returns the created entity now - spawnParticleEffect returns the associated RenderObject - Added some text rendering functions - Added beam_setFirer() - removed the underflow check in avatar_decrLeaches() I added earlier - added a panic function for Lua. - added the Lua debug library - fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate - misc stuff I forgot |
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Aquaria | ||
BBGE | ||
ExternalLibs | ||
game_scripts | ||
.gitignore | ||
CMakeLists.txt | ||
CONTENT-LICENSE.txt | ||
COPYING.txt | ||
README.txt |
This folder contains all Aquaria sources and necessary build scripts. However, it does *not* contain any graphical file nor sound. If you want to play the game, you first need to buy the original full-featured version (http://www.bit-blot.com/aquaria/) and install it. Once you have done that, you need to build the files in this folder (see below for how to do that) and copy the resulting files to the place where you installed the original full-featured version. BUILDING -------- Follow these steps to build Aquaria. 1- Install required dependencies first. This includes a C++ compiler and a handful of libraries. Here is a list of the Debian names for some of these dependencies: build-essential cmake liblua5.1-0-dev libogg-dev libvorbis-dev libopenal-dev libsdl1.2-dev 2- Create a sub-directory 'cmake-build' and move into it $ mkdir cmake-build $ cd cmake-build 3- run cmake $ cmake .. 4- If you miss some dependencies, install them and run cmake again. 5- run make $ make 6- Copy necessary files to where you installed the original full-featured version of Aquaria (e.g., ~/aquaria which is the default) $ cp aquaria ~/aquaria/ $ cp -r ../games_scripts/* ~/aquaria You should *not* remove any file from the aquaria installation, just replace some of them with the versions included in this folder. MODS ---- If you plan to use any of the Aquaria mods, you'll also need to update the copies in your personal data directory: cp -a ~/aquaria/_mods ~/.Aquaria/ LINUX RUMBLE SUPPORT -------------------- SDL 1.2 does not support rumble features, even though Linux does. This feature will be added in SDL 1.3, which is still a long time coming. In the meantime there is a hackish rumble implementation for Linux that needs environment variables to be set that map joysticks via their indices to event devices. E.g. to map the first joystick to the event device "/dev/input/event6" you need to run aquaria like this: $ export AQUARIA_EVENT_JOYSTICK0=/dev/input/event6 $ aquaria Because aquaria is a single player game you never need to map another joystick than the first one. Also keep in mind that your joystick event device has another path. E.g. I use this command to run aquaria: $ export AQUARIA_EVENT_JOYSTICK0=/dev/input/by-id/usb-©Microsoft_Corporation_Controller_0709960-event-joystick $ aquaria