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we-ball
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| 5184064a26 | |||
| 6a43363539 | |||
| b9195fbbad | |||
| f715ad2176 |
@@ -1,455 +0,0 @@
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# Dusk — Claude Code rules
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## File headers
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Every C, H, and JS file starts with:
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```c
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/**
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* Copyright (c) 2026 Dominic Masters
|
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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|
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```
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JS files use `//` comment style instead.
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|
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---
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|
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## C conventions
|
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|
|
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### Types
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Always use the project-defined aliases instead of bare C primitives:
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| Use | Not |
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|-----------|--------------|
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| `bool_t` | `bool` |
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| `int_t` | `int` |
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| `float_t` | `float` |
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| `char_t` | `char` |
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Use `uint8_t`, `uint16_t`, `int32_t`, etc. for fixed-width integers.
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All struct and enum types end in `_t` (`animation_t`, `errorret_t`, …).
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|
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### Naming
|
|
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- **Functions** — snake_case, prefixed with their module:
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|
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`assetLock()`, `entityPositionInit()`, `moduleAssetBatchCtor()`
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|
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- **Struct fields** — camelCase: `keyframeCount`, `localPosition`
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|
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- **Macros / constants** — UPPER_SNAKE_CASE:
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`ENTITY_ID_INVALID`, `ERROR_OK`, `COMPONENT_TYPE_COUNT`
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|
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- **Files** — snake_case matching the primary type: `entityposition.c`,
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|
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`moduleassetbatch.c`
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|
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|
|
||||||
### Header files (`.h`)
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|
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- Use `#pragma once` — no include guards.
|
|
||||||
- Declare every public function, `#define`, and `extern` global.
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|
||||||
- Write a JSDoc block (`/** … */`) above every declaration explaining
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|
||||||
purpose, `@param`s, and `@returns`.
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|
||||||
- Only include headers that the `.h` file itself strictly requires for
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|
||||||
the types it exposes. Move everything else to the `.c` file.
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|
||||||
Do not use forward declarations as a workaround — use the real
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|
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include in the `.c` file instead.
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|
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|
|
||||||
### Implementation files (`.c`)
|
|
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- Contain function bodies only; no declarations.
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|
||||||
- Pull in whatever additional includes the implementation needs.
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|
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- Do not use `static` or `inline` on **functions**. Every function,
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including internal helpers, must be declared in the matching `.h` and
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defined in the `.c` file. Internal helpers belong near the bottom of
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the `.c` file, not at the top with a `static` qualifier.
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|
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`static` and `inline` on functions are only appropriate when the
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function body is written directly inside a `.h` file.
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|
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`static` on **variables** (file-scope state) is fine and expected.
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|
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|
|
||||||
### Formatting
|
|
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- Hard-wrap all lines at **80 characters**.
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|
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|
|
||||||
### Error handling
|
|
||||||
Return `errorret_t` from fallible functions. Use these macros:
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|
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|
|
||||||
```c
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|
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errorOk(); // return success
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|
||||||
errorThrow("msg %d", val); // return failure with message
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|
||||||
errorChain(someCall()); // propagate failure, continue on success
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|
||||||
errorIsOk(ret) / errorIsNotOk(ret) // test a result
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|
||||||
errorCatch(ret); // handle + free an error
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|
||||||
```
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|
||||||
|
|
||||||
Never return raw error codes or use `errno` for in-engine errors.
|
|
||||||
|
|
||||||
### Memory
|
|
||||||
Use the project allocator — never raw `malloc`/`free`:
|
|
||||||
|
|
||||||
```c
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|
||||||
memoryAllocate(size) // allocate
|
|
||||||
memoryFree(ptr) // free
|
|
||||||
memoryZero(dest, size) // zero a block
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|
||||||
memoryCopy(dest, src, size) // copy
|
|
||||||
```
|
|
||||||
|
|
||||||
### Asserts
|
|
||||||
Prefer specific assert macros over bare `assert()`:
|
|
||||||
|
|
||||||
```c
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|
||||||
assertNotNull(ptr, "msg");
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|
||||||
assertTrue(cond, "msg");
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|
||||||
assertFalse(cond, "msg");
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|
||||||
assertUnreachable("msg");
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|
||||||
assertIsMainThread("msg");
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Build system
|
|
||||||
Each subdirectory has its own `CMakeLists.txt` that adds sources with:
|
|
||||||
|
|
||||||
```cmake
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|
||||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
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|
||||||
PUBLIC
|
|
||||||
myfile.c
|
|
||||||
)
|
|
||||||
```
|
|
||||||
|
|
||||||
Never add source files to the root `CMakeLists.txt` directly.
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|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Platform support
|
|
||||||
|
|
||||||
### Targets
|
|
||||||
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
|
|
||||||
|
|
||||||
| `DUSK_TARGET_SYSTEM` | Macro defined | Platform |
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|
||||||
|----------------------|-------------------|------------------|
|
|
||||||
| `linux` | `DUSK_LINUX` | Linux desktop |
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|
||||||
| `knulli` | `DUSK_KNULLI` | Knulli (handheld)|
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|
||||||
| `psp` | `DUSK_PSP` | Sony PSP |
|
|
||||||
| `vita` | `DUSK_VITA` | PlayStation Vita |
|
|
||||||
| `gamecube` | `DUSK_GAMECUBE` | Nintendo GameCube|
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|
||||||
| `wii` | `DUSK_WII` | Nintendo Wii |
|
|
||||||
|
|
||||||
### Layer structure
|
|
||||||
```
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|
||||||
src/dusk/ core, platform-agnostic game logic
|
|
||||||
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
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|
||||||
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
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|
||||||
src/dusklinux/ Linux + Knulli platform impl
|
|
||||||
src/duskpsp/ PSP platform impl
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|
||||||
src/duskvita/ Vita platform impl
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|
||||||
src/duskdolphin/ GameCube / Wii platform impl (no SDL2/OpenGL)
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|
||||||
```
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|
||||||
|
|
||||||
Dolphin is the only target that bypasses SDL2 and OpenGL entirely —
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|
||||||
it uses native GameCube/Wii rendering and input APIs.
|
|
||||||
|
|
||||||
### Platform guards
|
|
||||||
Use the compile-time macros for platform-specific code:
|
|
||||||
|
|
||||||
```c
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|
||||||
#ifdef DUSK_PSP
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|
||||||
// PSP-only path
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|
||||||
#elif defined(DUSK_GAMECUBE) || defined(DUSK_WII)
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|
||||||
// GameCube / Wii path
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|
||||||
#else
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|
||||||
// Generic / Linux fallback
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|
||||||
#endif
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|
||||||
```
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|
||||||
|
|
||||||
Additional capability macros set per-target:
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|
||||||
`DUSK_SDL2`, `DUSK_OPENGL`, `DUSK_OPENGL_ES`, `DUSK_OPENGL_LEGACY`,
|
|
||||||
`DUSK_INPUT_GAMEPAD`, `DUSK_INPUT_KEYBOARD`, `DUSK_INPUT_POINTER`,
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|
||||||
`DUSK_PLATFORM_ENDIAN_BIG` / `DUSK_PLATFORM_ENDIAN_LITTLE`.
|
|
||||||
|
|
||||||
### Abstraction pattern
|
|
||||||
Platform-specific implementations are wired in via `#define` macros in
|
|
||||||
each platform's `displayplatform.h` / `inputplatform.h` etc., which
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|
||||||
the core calls through. Functions that a platform does not support are
|
|
||||||
simply left undefined — the core guards calls with `#ifdef`.
|
|
||||||
|
|
||||||
### Adding platform-specific code
|
|
||||||
- Put it under `src/dusk<platform>/` in the matching subsystem folder.
|
|
||||||
- Gate any core call-site with the appropriate `#ifdef DUSK_<PLATFORM>`
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|
||||||
or capability macro.
|
|
||||||
- Keep the `src/dusk/` core free of platform ifdefs — delegate through
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|
||||||
the platform header macros instead.
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|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Adding a new asset loader type
|
|
||||||
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
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|
||||||
`src/dusk/asset/loader/assetloader.h`.
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|
||||||
2. Add fields to the input/loading/output unions in `assetloader.h`.
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|
||||||
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
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|
||||||
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
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|
||||||
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
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|
||||||
`src/dusk/asset/loader/assetloader.c`.
|
|
||||||
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Adding a new entity component
|
|
||||||
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
|
|
||||||
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
|
|
||||||
`entityMyCompDispose()`.
|
|
||||||
2. Add the include to `src/dusk/entity/componentlist.h` header block.
|
|
||||||
3. Add a row to `src/dusk/entity/componentlist.h`:
|
|
||||||
```c
|
|
||||||
X(MYCOMP, entityMyComp_t, myComp, entityMyCompInit, NULL, NULL)
|
|
||||||
```
|
|
||||||
This auto-generates the enum, union field, and definition entry.
|
|
||||||
4. If JS-facing, create the script module and `.d.ts` (see below).
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Adding a new script (JS) module
|
|
||||||
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
|
|
||||||
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
|
|
||||||
- Use `moduleBaseFunction(name)` to define JS-callable functions.
|
|
||||||
- Register props/funcs in `moduleMyModInit()` with
|
|
||||||
`scriptProtoDefineProp` / `scriptProtoDefineFunc` /
|
|
||||||
`scriptProtoDefineStaticFunc`.
|
|
||||||
2. `#include` the header in
|
|
||||||
`src/dusk/script/module/modulelist.c` and call
|
|
||||||
`moduleMyModInit()` in `moduleListInit()` (and `Dispose` in
|
|
||||||
`moduleListDispose()`).
|
|
||||||
3. For component modules also register in
|
|
||||||
`src/dusk/script/module/entity/component/modulecomponentlist.c`
|
|
||||||
so `entity.add()` returns the typed wrapper.
|
|
||||||
4. Create `types/<category>/mymod.d.ts` and add a
|
|
||||||
`/// <reference path="..." />` line to `types/index.d.ts`.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Script module type declarations
|
|
||||||
Whenever a `src/dusk/script/module/**/*.c` file is created or modified,
|
|
||||||
check whether the corresponding `types/**/*.d.ts` needs updating and
|
|
||||||
apply any changes before finishing the task.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## JavaScript (asset scripts)
|
|
||||||
- Use `var` for module-level state; `const` for values that never
|
|
||||||
change.
|
|
||||||
- Always use semicolons.
|
|
||||||
- Scene objects are plain objects (`var scene = {}`) with assigned
|
|
||||||
methods.
|
|
||||||
- Export via `module.exports = scene`.
|
|
||||||
- Async scene init should use `async function` and `await`.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Coding style
|
|
||||||
|
|
||||||
### ASCII only
|
|
||||||
Source files (`.c`, `.h`, `.js`) must contain only ASCII characters (U+0000–U+007F).
|
|
||||||
Non-ASCII characters are banned even in comments and string literals.
|
|
||||||
Use ASCII-only substitutes instead:
|
|
||||||
- `--` or `-` instead of `—` (em dash)
|
|
||||||
- `->` instead of `→` (arrow)
|
|
||||||
- `x` or `*` instead of `×` (multiplication)
|
|
||||||
|
|
||||||
Only non-script asset files (e.g. `.po` locale files) may contain non-ASCII text.
|
|
||||||
|
|
||||||
### Indentation
|
|
||||||
2 spaces. No tabs.
|
|
||||||
|
|
||||||
### Keyword and operator spacing
|
|
||||||
No space between a keyword or function name and its opening parenthesis:
|
|
||||||
|
|
||||||
```c
|
|
||||||
if(!ptr) return;
|
|
||||||
for(uint8_t i = 0; i < count; i++) {
|
|
||||||
while(entry->state != DONE) {
|
|
||||||
switch(type) {
|
|
||||||
sizeof(assetbatch_t)
|
|
||||||
memoryZero(ptr, size)
|
|
||||||
```
|
|
||||||
|
|
||||||
Spaces around all binary operators and after every comma:
|
|
||||||
|
|
||||||
```c
|
|
||||||
pos->flags |= ENTITY_POSITION_FLAG_WORLD_DIRTY;
|
|
||||||
(size_t)end - (size_t)start
|
|
||||||
foo(a, b, c)
|
|
||||||
```
|
|
||||||
|
|
||||||
### Braces
|
|
||||||
Opening brace on the **same line** as the statement (K&R style) for all
|
|
||||||
constructs — functions, `if`, `else`, `for`, `while`, `switch`:
|
|
||||||
|
|
||||||
```c
|
|
||||||
void assetEntryLock(assetentry_t *entry) {
|
|
||||||
...
|
|
||||||
}
|
|
||||||
|
|
||||||
if(dirty) {
|
|
||||||
...
|
|
||||||
} else {
|
|
||||||
...
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
### Guard returns
|
|
||||||
Short guards go on one line with no braces:
|
|
||||||
|
|
||||||
```c
|
|
||||||
if(!ptr) return;
|
|
||||||
if(!b || !b->batch) return jerry_undefined();
|
|
||||||
if(!(flags & DIRTY)) return;
|
|
||||||
```
|
|
||||||
|
|
||||||
### Blank lines
|
|
||||||
- One blank line between functions; no blank line at the start or end of
|
|
||||||
a function body.
|
|
||||||
- One blank line between logical blocks inside a function body.
|
|
||||||
- No trailing blank lines at the end of a file.
|
|
||||||
|
|
||||||
### Pointer placement
|
|
||||||
`*` is attached to the variable name, not the type:
|
|
||||||
|
|
||||||
```c
|
|
||||||
assetentry_t *entry
|
|
||||||
const char_t *name
|
|
||||||
void *ptr
|
|
||||||
uint8_t *d = (uint8_t *)dest;
|
|
||||||
```
|
|
||||||
|
|
||||||
### Casts
|
|
||||||
Space between cast and operand:
|
|
||||||
|
|
||||||
```c
|
|
||||||
(assetbatch_t *)user
|
|
||||||
(uint8_t *)dest
|
|
||||||
(textureformat_t)v
|
|
||||||
```
|
|
||||||
|
|
||||||
### Return
|
|
||||||
No parentheses around the return value:
|
|
||||||
|
|
||||||
```c
|
|
||||||
return ptr;
|
|
||||||
return MEMORY_POINTERS_IN_USE;
|
|
||||||
```
|
|
||||||
|
|
||||||
### switch / case
|
|
||||||
`case` indented 2 spaces from `switch`; body indented 2 more from `case`:
|
|
||||||
|
|
||||||
```c
|
|
||||||
switch(type) {
|
|
||||||
case ASSET_LOADER_TYPE_TEXTURE:
|
|
||||||
descs[i].input.texture = (textureformat_t)v;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
### Multi-line function signatures
|
|
||||||
When parameters don't fit on one line, put each on its own line indented
|
|
||||||
2 spaces; the closing `) {` (definition) or `);` (declaration) goes on
|
|
||||||
its own line at column 0:
|
|
||||||
|
|
||||||
```c
|
|
||||||
void assetEntryInit(
|
|
||||||
assetentry_t *entry,
|
|
||||||
const char_t *name,
|
|
||||||
const assetloadertype_t type,
|
|
||||||
assetloaderinput_t *input
|
|
||||||
) {
|
|
||||||
|
|
||||||
errorret_t memoryCompare(
|
|
||||||
const void *a,
|
|
||||||
const void *b,
|
|
||||||
const size_t size
|
|
||||||
);
|
|
||||||
```
|
|
||||||
|
|
||||||
### Structs and enums
|
|
||||||
Anonymous inner struct or enum with a `typedef`, `_t` suffix, closing
|
|
||||||
brace and name on the same line:
|
|
||||||
|
|
||||||
```c
|
|
||||||
typedef struct {
|
|
||||||
errorcode_t code;
|
|
||||||
char_t *message;
|
|
||||||
} errorstate_t;
|
|
||||||
|
|
||||||
typedef enum {
|
|
||||||
ASSET_LOADER_TYPE_NULL,
|
|
||||||
ASSET_LOADER_TYPE_COUNT
|
|
||||||
} assetloadertype_t;
|
|
||||||
```
|
|
||||||
|
|
||||||
### Designated initialisers
|
|
||||||
Spaces inside braces; `.field = value`:
|
|
||||||
|
|
||||||
```c
|
|
||||||
jsassetentry_t e = { .entry = entry };
|
|
||||||
assetbatchloadedpend_t init = { .batch = batch };
|
|
||||||
```
|
|
||||||
|
|
||||||
### Ternary operator
|
|
||||||
Spaces around `?` and `:`:
|
|
||||||
|
|
||||||
```c
|
|
||||||
const float val = psx > 0.0f ? pt[0][0] / psx : 0.0f;
|
|
||||||
```
|
|
||||||
|
|
||||||
### const placement
|
|
||||||
`const` before the type, `*` attached to the variable:
|
|
||||||
|
|
||||||
```c
|
|
||||||
const char_t *name
|
|
||||||
const void *src
|
|
||||||
const size_t size
|
|
||||||
```
|
|
||||||
|
|
||||||
### Comments in `.c` files
|
|
||||||
- Do not use section dividers (`/* ---- ... ---- */`). Just let the
|
|
||||||
functions follow one another with a single blank line between them.
|
|
||||||
- Multi-line explanatory comments inside function bodies use `//` lines:
|
|
||||||
```c
|
|
||||||
// Script modules are freed; orphaned JS wrapper objects now get GC'd
|
|
||||||
// so their finalizers fire before assetDispose() checks ref counts.
|
|
||||||
jerry_heap_gc(JERRY_GC_PRESSURE_HIGH);
|
|
||||||
```
|
|
||||||
- Do not use `/* */` for inline or inline-block comments inside `.c`
|
|
||||||
function bodies.
|
|
||||||
|
|
||||||
### Comments in `.h` files
|
|
||||||
Every public declaration gets a Javadoc block (`/** … */`) with
|
|
||||||
`@param` and `@returns` where relevant. Keep it on the lines immediately
|
|
||||||
above the declaration with no blank line in between.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Color system
|
|
||||||
|
|
||||||
Colors are defined in `src/dusk/display/color.csv` and code-generated
|
|
||||||
into a `color.h` header by `tools/color/csv/__main__.py`.
|
|
||||||
|
|
||||||
Each row in the CSV has `name,r,g,b,a` with channel values in `[0.0, 1.0]`.
|
|
||||||
The script emits four `#define` variants per color plus a bare alias:
|
|
||||||
|
|
||||||
```
|
|
||||||
COLOR_<NAME>_4B color4b(r8, g8, b8, a8) // default alias target
|
|
||||||
COLOR_<NAME>_3B color3b(r8, g8, b8)
|
|
||||||
COLOR_<NAME>_3F color3f(rf, gf, bf)
|
|
||||||
COLOR_<NAME>_4F color4f(rf, gf, bf, af)
|
|
||||||
COLOR_<NAME> COLOR_<NAME>_4B
|
|
||||||
```
|
|
||||||
|
|
||||||
`color_t` is `color4b_t` (four `uint8_t` channels).
|
|
||||||
|
|
||||||
To add a new color, append a row to `color.csv` and rebuild — do not
|
|
||||||
hand-edit the generated header.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Tests
|
|
||||||
- Tests live in `test/` mirroring `src/dusk/` structure.
|
|
||||||
- Use cmocka; include `dusktest.h`.
|
|
||||||
- Test functions: `static void test_something(void **state)`.
|
|
||||||
- After each test, assert `memoryGetAllocatedCount() == 0` to catch
|
|
||||||
leaks.
|
|
||||||
- Build with `-DDUSK_BUILD_TESTS=ON`.
|
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
# Dusk
|
# Documentation
|
||||||
RPG Game Project, small and able to run on a PSP.
|
- [Scripting](docs/SCRIPTING.md) — writing gameplay logic in JavaScript.
|
||||||
|
- [UI](docs/UI.md) — building buttons/menus/etc from engine/game C code.
|
||||||
|
|
||||||
# Building
|
# Building
|
||||||
Each build target has different requirements. You can take a look at the git
|
Each build target has different requirements. You can take a look at the git
|
||||||
|
|||||||
Binary file not shown.
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Binary file not shown.
@@ -0,0 +1,47 @@
|
|||||||
|
var Actions;
|
||||||
|
var camera, cameraPosition;
|
||||||
|
var cube, cubePosition, cubeRenderable, cubeMesh;
|
||||||
|
var ground, groundPosition, groundRenderable;
|
||||||
|
|
||||||
|
// init() is called via scriptManagerCallGlobal(), which pumps the asset
|
||||||
|
// system + job queue until any promise it returns settles - so it's safe
|
||||||
|
// to await include() here even though this runs before the main loop.
|
||||||
|
async function init() {
|
||||||
|
Actions = await include("input.js");
|
||||||
|
|
||||||
|
camera = new Entity();
|
||||||
|
cameraPosition = camera.add(POSITION);
|
||||||
|
camera.add(CAMERA);
|
||||||
|
cameraPosition.position = new Vec3(3, 3, -6);
|
||||||
|
cameraPosition.lookAt(new Vec3(0, 0, 0));
|
||||||
|
|
||||||
|
cube = new Entity();
|
||||||
|
cubePosition = cube.add(POSITION);
|
||||||
|
cubeRenderable = cube.add(RENDERABLE);
|
||||||
|
cubeMesh = Mesh.createCube();
|
||||||
|
cubeRenderable.mesh = cubeMesh;
|
||||||
|
cubeRenderable.color = Color.red();
|
||||||
|
|
||||||
|
ground = new Entity();
|
||||||
|
groundPosition = ground.add(POSITION);
|
||||||
|
groundRenderable = ground.add(RENDERABLE);
|
||||||
|
groundRenderable.mesh = Mesh.createCube();
|
||||||
|
groundRenderable.color = Color.dark_gray();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Runs every frame (including dynamic/interpolation frames) - use for
|
||||||
|
// smooth, purely presentational animation.
|
||||||
|
function update() {
|
||||||
|
cubePosition.rotation.y += TIME.delta * 1.5;
|
||||||
|
cubePosition.rotation.x += TIME.delta * 0.7;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Runs once per fixed timestep only - use for gameplay logic that should
|
||||||
|
// be deterministic and independent of display refresh rate.
|
||||||
|
function fixedUpdate() {
|
||||||
|
}
|
||||||
|
|
||||||
|
function deinit() {
|
||||||
|
cube.dispose();
|
||||||
|
camera.dispose();
|
||||||
|
}
|
||||||
@@ -0,0 +1,27 @@
|
|||||||
|
// Binds physical buttons to abstract actions, then exports the action
|
||||||
|
// constants so other scripts don't need to know raw INPUT_ACTION_* names.
|
||||||
|
Input.bind("w", INPUT_ACTION_UP);
|
||||||
|
Input.bind("s", INPUT_ACTION_DOWN);
|
||||||
|
Input.bind("a", INPUT_ACTION_LEFT);
|
||||||
|
Input.bind("d", INPUT_ACTION_RIGHT);
|
||||||
|
Input.bind("space", INPUT_ACTION_ACCEPT);
|
||||||
|
Input.bind("escape", INPUT_ACTION_RAGEQUIT);
|
||||||
|
|
||||||
|
if(typeof INPUT_GAMEPAD !== "undefined") {
|
||||||
|
Input.bind("gamepad_up", INPUT_ACTION_UP);
|
||||||
|
Input.bind("gamepad_down", INPUT_ACTION_DOWN);
|
||||||
|
Input.bind("gamepad_left", INPUT_ACTION_LEFT);
|
||||||
|
Input.bind("gamepad_right", INPUT_ACTION_RIGHT);
|
||||||
|
Input.bind("gamepad_a", INPUT_ACTION_ACCEPT);
|
||||||
|
Input.bind("gamepad_start", INPUT_ACTION_RAGEQUIT);
|
||||||
|
}
|
||||||
|
|
||||||
|
module = {
|
||||||
|
UP: INPUT_ACTION_UP,
|
||||||
|
DOWN: INPUT_ACTION_DOWN,
|
||||||
|
LEFT: INPUT_ACTION_LEFT,
|
||||||
|
RIGHT: INPUT_ACTION_RIGHT,
|
||||||
|
ACCEPT: INPUT_ACTION_ACCEPT,
|
||||||
|
CANCEL: INPUT_ACTION_CANCEL,
|
||||||
|
RAGEQUIT: INPUT_ACTION_RAGEQUIT
|
||||||
|
};
|
||||||
+2
-66
@@ -1,66 +1,2 @@
|
|||||||
msgid ""
|
msgid "test.string"
|
||||||
msgstr ""
|
msgstr "This is a test string"
|
||||||
"Project-Id-Version: ExampleApp 1.0\n"
|
|
||||||
"Language: en\n"
|
|
||||||
"Content-Type: text/plain; charset=UTF-8\n"
|
|
||||||
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n==2 ? 1 : (n<7 ? 2 : 3));\n"
|
|
||||||
|
|
||||||
#: ui/menu.c:10
|
|
||||||
msgid "ui.title"
|
|
||||||
msgstr ""
|
|
||||||
"Welcome"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.general"
|
|
||||||
msgstr "General"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.input"
|
|
||||||
msgstr "Input"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.display"
|
|
||||||
msgstr "Display"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.audio"
|
|
||||||
msgstr "Audio"
|
|
||||||
|
|
||||||
msgid "ui.settings.input.deadzone"
|
|
||||||
msgstr "Deadzone"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
|
|
||||||
msgid "ui.settings.general.language"
|
|
||||||
msgstr "Language"
|
|
||||||
|
|
||||||
msgid "ui.settings.general.language_detail"
|
|
||||||
msgstr "Takes effect after restarting the application."
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.apply"
|
|
||||||
msgstr "Apply"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/uiconfirm.c
|
|
||||||
msgid "ui.confirm.discard_changes"
|
|
||||||
msgstr "Discard unsaved changes?"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.characters"
|
|
||||||
msgstr "Characters"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.items"
|
|
||||||
msgstr "Items"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.settings"
|
|
||||||
msgstr "Settings"
|
|
||||||
|
|
||||||
msgid "item.potion.name"
|
|
||||||
msgstr "Potion"
|
|
||||||
|
|
||||||
msgid "item.potato.name"
|
|
||||||
msgstr "Potato"
|
|
||||||
|
|
||||||
msgid "item.apple.name"
|
|
||||||
msgstr "Apple"
|
|
||||||
@@ -1,70 +0,0 @@
|
|||||||
msgid ""
|
|
||||||
msgstr ""
|
|
||||||
"Project-Id-Version: ExampleApp 1.0\n"
|
|
||||||
"Language: es\n"
|
|
||||||
"Content-Type: text/plain; charset=UTF-8\n"
|
|
||||||
"Plural-Forms: nplurals=2; plural=(n==1 ? 0 : 1);\n"
|
|
||||||
|
|
||||||
#: ui/menu.c:10
|
|
||||||
msgid "ui.title"
|
|
||||||
msgstr ""
|
|
||||||
"Bienvenido"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.general"
|
|
||||||
msgstr "General"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.input"
|
|
||||||
msgstr "Entrada"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.display"
|
|
||||||
msgstr "Pantalla"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.audio"
|
|
||||||
msgstr "Audio"
|
|
||||||
|
|
||||||
msgid "ui.settings.input.deadzone"
|
|
||||||
msgstr "Deadzone"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
|
|
||||||
msgid "ui.settings.general.language"
|
|
||||||
msgstr "Idioma"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
|
|
||||||
msgid "ui.settings.general.language_detail"
|
|
||||||
msgstr "Se aplica después de reiniciar la aplicación."
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.apply"
|
|
||||||
msgstr "Aplicar"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/uiconfirm.c
|
|
||||||
msgid "ui.confirm.discard_changes"
|
|
||||||
msgstr "¿Descartar los cambios no guardados?"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.characters"
|
|
||||||
msgstr "Personajes"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.items"
|
|
||||||
msgstr "Objetos"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.settings"
|
|
||||||
msgstr "Configuración"
|
|
||||||
|
|
||||||
#: src/dusk/rpg/item/item.json
|
|
||||||
msgid "item.potion.name"
|
|
||||||
msgstr "Poción"
|
|
||||||
|
|
||||||
#: src/dusk/rpg/item/item.json
|
|
||||||
msgid "item.potato.name"
|
|
||||||
msgstr "Papa"
|
|
||||||
|
|
||||||
#: src/dusk/rpg/item/item.json
|
|
||||||
msgid "item.apple.name"
|
|
||||||
msgstr "Manzana"
|
|
||||||
@@ -1,70 +0,0 @@
|
|||||||
msgid ""
|
|
||||||
msgstr ""
|
|
||||||
"Project-Id-Version: ExampleApp 1.0\n"
|
|
||||||
"Language: ja\n"
|
|
||||||
"Content-Type: text/plain; charset=UTF-8\n"
|
|
||||||
"Plural-Forms: nplurals=1; plural=(0);\n"
|
|
||||||
|
|
||||||
#: ui/menu.c:10
|
|
||||||
msgid "ui.title"
|
|
||||||
msgstr ""
|
|
||||||
"歓迎"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.general"
|
|
||||||
msgstr "一般"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.input"
|
|
||||||
msgstr "入力"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.display"
|
|
||||||
msgstr "表示"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.tabs.audio"
|
|
||||||
msgstr "オーディオ"
|
|
||||||
|
|
||||||
msgid "ui.settings.input.deadzone"
|
|
||||||
msgstr "デッドゾーン"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
|
|
||||||
msgid "ui.settings.general.language"
|
|
||||||
msgstr "言語"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
|
|
||||||
msgid "ui.settings.general.language_detail"
|
|
||||||
msgstr "アプリケーションを再起動すると適用されます。"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/settings/uisettings.c
|
|
||||||
msgid "ui.settings.apply"
|
|
||||||
msgstr "適用"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/uiconfirm.c
|
|
||||||
msgid "ui.confirm.discard_changes"
|
|
||||||
msgstr "未保存の変更を破棄しますか?"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.characters"
|
|
||||||
msgstr "キャラクター"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.items"
|
|
||||||
msgstr "アイテム"
|
|
||||||
|
|
||||||
#: src/dusk/ui/frame/game/uigamemenu.c
|
|
||||||
msgid "ui.game_menu.settings"
|
|
||||||
msgstr "設定"
|
|
||||||
|
|
||||||
#: src/dusk/rpg/item/item.json
|
|
||||||
msgid "item.potion.name"
|
|
||||||
msgstr "ポーション"
|
|
||||||
|
|
||||||
#: src/dusk/rpg/item/item.json
|
|
||||||
msgid "item.potato.name"
|
|
||||||
msgstr "ジャガイモ"
|
|
||||||
|
|
||||||
#: src/dusk/rpg/item/item.json
|
|
||||||
msgid "item.apple.name"
|
|
||||||
msgstr "リンゴ"
|
|
||||||
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@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_1_1.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_1_2.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_1_3.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_1_4.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_1_5.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_1_6.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_1_7.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_1_8.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_2_1.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_2_2.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_2_3.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_2_4.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_2_5.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_2_6.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_2_7.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_2_8.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"mesh": "meshes/buildings/house_3_1.dmf",
|
|
||||||
"color": [255, 0, 255, 255]
|
|
||||||
}
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user