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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
e8a7889f82
Most hardcoded form == FORM_* checks all over the place have been replaced. Now, forms change certain avatar properties, which are in turn checked in the places that previously had these explicit form checks. This allows specifying functionality via scripting, for additional forms with new effects or a new combination of existing effects. OT_HURT now deals damage of type DT_WALLHURT, and by setting avatar->setDamageTarget(DT_WALLHURT, false) collision with walls can be made harmless (exactly as nature form used to be). Add related Lua functions: + setWorldType() - Change WT without actually switching to spirit form + setCanActivate() + avatar_setCanBurst() + avatar_canBurst() + avatar_setCanLockToWall() + avatar_canLockToWall() + avatar_setCanSwimAgainstCurrents() + avatar_canSwimAgainstCurrents() + getSceneColor() + DT_WALLHURT |
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Aquaria | ||
BBGE | ||
ExternalLibs | ||
files | ||
game_scripts | ||
tools | ||
win | ||
.gitignore | ||
aquaria.ico | ||
aquaria.rc | ||
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 For Lua, libogg, and libvorbis the included versions can be used instead, thus a system-wide install of these libs is not required. 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. Due to windows lacking package management, it is recommended to set all AQUARIA_INTERNAL_* cmake variables to TRUE for win32 builds, or for statically linked linux builds. 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 $ cp -r ../files/* ~/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