* added flixel-animate to libs * I BROKE THE OFFSETS FUCK . * yes it does blehtty wdym?? * Removed flxanimate entirely + Fixed transition + Fixed offsets * Deleted caches (relaunching actions) * frameOffset for atlases (need testing) * useRenderTexture added to xml * Fixed atlases for mods * a simple redirect so old mods wont break that badly (#879) * Update FunkinSprite.hx * remove trace * Fixed ghosts for atlases * usable character editor (not entirely fixed) * fixed zoomFactor + temp fix for atlas popping * early structure for character editor atlas anim display * zoomFactor for atlases * Animate Atlas character editor previews * FlxAnimateSettings specification * fixed animation swapping on atlas characters * OH YEA BABY NEW FLXANIMATE UPDATE THAT MADE CODE 50X SIMPLER **AGAIN** 💖 /pos * Added label checkbox in Character Editor * Fixed culling issues with FlxAnimate (fr this time) * fixed some atlases * HOW THE FUCK * gf sad fix + AliasMacro (for backwards comp, manual impl for now) * Fixed pop-ins * Update Character.hx * applyStageMatrix * FlxAnimate pull request merge (empty commit) * flixel-animate** i'm clumsy asf i meant the lib not the class name fuck * Update libs.xml * Merge changes from main (#892) * repair ScriptableShader.shader = null (#877) * optimize updateInput (#878) * optimize updateInput * resize optimize * __notePerStrum optimize * Update StrumLine.hx * NoteGroup optimize (#881) * NoteGroup optimize * CoolUtil.bound faster * makes commit with github desktop W FRAKITS * Use fastSinCos for notes (#889) * Update Strum.hx * Update Strum.hx --------- Co-authored-by: HEIHUAa <112499486+HEIHUAa@users.noreply.github.com> Co-authored-by: Frakits <90983918+Frakits@users.noreply.github.com> --------- Co-authored-by: Kolze <53307233+KolzeYT@users.noreply.github.com> Co-authored-by: HEIHUAa <112499486+HEIHUAa@users.noreply.github.com> Co-authored-by: Frakits <90983918+Frakits@users.noreply.github.com>
Compiling Codename Engine
Do you want to turn your source code into a playable build to play? Then you want to compile the source code, follow this guide.
Open the instructions for your platform.
Windows
- Install version 4.3.7 of Haxe.
- Download and install
git-scm.- Leave all installation options as default.
- Run
setup-windows.batusing cmd or double-clicking it and wait for the libraries to install. - Once the libraries are installed, run
haxelib run lime test windowsto compile and launch the game (may take a long time)- ℹ You can run
haxelib run lime setupto make the lime command global, allowing you to executelime test windowsdirectly.
- ℹ You can run
Linux
- Install version 4.3.7 of Haxe.
- Install
libvlcif not present already.- ℹ On certain Arch based distros installing
vlc-plugins-allmight solve iflibvlcalone doesn't work.
- ℹ On certain Arch based distros installing
- Install
g++, if not present already. - Download and install
git-scmif not present already. - Run
setup-unix.shusing the terminal or double-clicking it and wait for the libraries to install. - Once the libraries are installed, run
haxelib run lime test linuxto compile and launch the game (may take a long time)- ℹ You can run
haxelib run lime setupto make the lime command global, allowing you to executelime test linuxdirectly.
- ℹ You can run
MacOS
- Install version 4.3.7 of Haxe.
- Install
Xcodeto allow C++ app building. - Download and install
git-scm. - Run
setup-unix.shusing the terminal and wait for the libraries to install. - Once the libraries are installed, run
haxelib run lime test macto compile and launch the game (may take a long time)- ℹ You can run
haxelib run lime setupto make the lime command global, allowing you to executelime test macdirectly.
- ℹ You can run
Tip
You can also run
./cne-windows.bat -helpor./cne-unix.sh -help(depending on your platform) to check out more useful commands!
For example./cne-windows testor./cne-unix.sh testbuilds the game and uses the source assets folder instead of the export one for easier development (although you can still uselime testnormally).
- If you're running the terminal from the project's main folder, use instead
./building/cne-windows.bat -COMMAND HEREor./building/cne-unix.sh -COMMAND HEREdepending on your platform.
Generating Codename Engine's API documentation
Mainly recommended if you intend to fork the engine and make your own custom version to publish.
Do you want to generate an API documentation so people can understand and mod your playable build? This documentation can be uploaded to your website.
If you just want to compile the engine normally for your hardcoded mod or for yourself you can skip this step.
Select your platform to continue.
Windows
- Run
generate-docs-windows.batusing cmd or double-clicking it and wait for thedoc.xmlto be generated inside thedocsfolder.
MacOS/Linux
- Run
generate-docs-unix.shusing the terminal or double-clicking it and wait for thedoc.xmlto be generated inside thedocsfolder.
- You can use this
doc.xmlfile to generate a full HTML documentation (that you can open in your browser for example) using Haxe's dox generator; check Codename Engine's webiste for example.
Caution
The doc.xml might contain some sensible paths of your computer: make sure to filter the file before publishing it for everyone if you want to keep those paths private!
To filter and delete those paths, you may use Codename Engine's website's doc filter Python script by simply running it in the same folder of yourdoc.xmlfile. This script will also delete everything irrelevant to the engine that was generated in your documentation, such as libraries' (like OpenFL or Flixel) APIs.