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-rw-r--r--Makefile7
l---------android/app/src/main/assets1
-rw-r--r--main.cpp20
3 files changed, 15 insertions, 13 deletions
diff --git a/Makefile b/Makefile
index 5f4ab76..4e59e53 100644
--- a/Makefile
+++ b/Makefile
@@ -1,12 +1,13 @@
CPPFLAGS = $(shell sdl2-config --cflags --libs)
-CPPFLAGS = -I/Library/Fraemework/SDL2.framework/Headers --std=c++11
-LINKFLAGS = -framework SDL2 --std=c++11
+#MAC-CPPFLAGS = -I/Library/Fraemework/SDL2.framework/Headers --std=c++11
+#MAC-LINKFLAGS = -framework SDL2 --std=c++11
run: game
./game
game: World.o main.o PerlinNoise.o
- $(CXX) -o $@ $(LINKFLAGS) $^
+ $(CXX) -o $@ $(CPPFLAGS) $^
+#MAC $(CXX) -o $@ $(LINKFLAGS) $^
clean:
rm -f game
diff --git a/android/app/src/main/assets b/android/app/src/main/assets
new file mode 120000
index 0000000..e88c345
--- /dev/null
+++ b/android/app/src/main/assets
@@ -0,0 +1 @@
+../../../../assets/ \ No newline at end of file
diff --git a/main.cpp b/main.cpp
index 59e1e4a..31bca71 100644
--- a/main.cpp
+++ b/main.cpp
@@ -129,10 +129,10 @@ void sdl_play_sound()
if (first)
{
- SDL_LoadWAV("music.wav", &wavSpec, &wavBuffer2, &wavLength2);
+ SDL_LoadWAV("assets/music.wav", &wavSpec, &wavBuffer2, &wavLength2);
std::cout << "---music.wav---" << std::endl;
show_AudioSpec(&wavSpec);
- SDL_LoadWAV("coin.wav", &wavSpec, &wavBuffer, &wavLength);
+ SDL_LoadWAV("assets/coin.wav", &wavSpec, &wavBuffer, &wavLength);
std::cout << "---coin.wav---" << std::endl;
show_AudioSpec(&wavSpec);
sample=wavLength;
@@ -499,14 +499,14 @@ int main(int, char**){
ctx->ren=ctx->sdl_init.second.second;
// init Textures
- ctx->textures.push_back(sdl_load_texture("guy01.bmp",0,0,255,ctx->ren));
- ctx->textures.push_back(sdl_load_texture("guy02.bmp",0,0,255,ctx->ren));
- ctx->textures.push_back(sdl_load_texture("coin.bmp",255,255,255,ctx->ren));
- ctx->textures.push_back(sdl_load_texture("fonts.bmp",0,0,0,ctx->ren));
- ctx->textures.push_back(sdl_load_texture("earth01.bmp",0,0,0,ctx->ren));
- ctx->textures.push_back(sdl_load_texture("gridder01.bmp",255,255,255,ctx->ren));
- ctx->textures.push_back(sdl_load_texture("gridder02.bmp",255,255,255,ctx->ren));
- ctx->textures.push_back(sdl_load_texture("gridder03.bmp",255,255,255,ctx->ren));
+ ctx->textures.push_back(sdl_load_texture("assets/guy01.bmp",0,0,255,ctx->ren));
+ ctx->textures.push_back(sdl_load_texture("assets/guy02.bmp",0,0,255,ctx->ren));
+ ctx->textures.push_back(sdl_load_texture("assets/coin.bmp",255,255,255,ctx->ren));
+ ctx->textures.push_back(sdl_load_texture("assets/fonts.bmp",0,0,0,ctx->ren));
+ ctx->textures.push_back(sdl_load_texture("assets/earth01.bmp",0,0,0,ctx->ren));
+ ctx->textures.push_back(sdl_load_texture("assets/gridder01.bmp",255,255,255,ctx->ren));
+ ctx->textures.push_back(sdl_load_texture("assets/gridder02.bmp",255,255,255,ctx->ren));
+ ctx->textures.push_back(sdl_load_texture("assets/gridder03.bmp",255,255,255,ctx->ren));
// PERLIN GENEARTED MAP
#ifndef __EMSCRIPTEN__
ctx->textures.push_back(SDL_CreateTexture(ctx->ren, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 1024, 768));