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JamTemplateCpp

Build Status codecov

About

This is the JamTemplate for kickstarting your gamejam entry. It will compile C++17 code for native (Win, Linux) and web (webassembly) games. Internally it uses SFML and SDL.

Some games created with this JamTemplate are

and some more at my game portfolio.

Setup

Windows & Visual studio (code)

  1. create build directory build at root level
  2. open command line (win+r cmd)
  3. navigate to the just created build folder
  4. type cmake ../

Clion

  1. open project folder in clion

Hint: There is a file template available in the .idea folder that will make take away some of the boilerplate code during creation of Gameobject classes.

Windows 32 bit

There should be no need for a 32 bit executable anymore. However, if strictly required, perform the steps from above except:

  1. Get the win32 zip from the sfml website
  2. cmake -A Win32 ../

Web

I run it with WSL2, but every system capable of running webassembly / emscripten should work.

Preconditions:

Setup

  1. emcmake cmake -DJT_ENABLE_WEB=ON ../
  2. on the first run emmake make (do not pass -j, otherwise emscripten will get stuck with pulling libraries)
  3. on consecutive runs: emmake make -j
  4. http-server . to start a webserver locally. (needs to be installed separately)
  5. open browser on http://127.0.0.1:8080/ to test locally

Mac

For mac os you have to install cmake and sfml via homebrew: brew install cmake sfml If you use another package manager or want to install the dependencies yourself, you have to modify the paths in CMakeLists.txt.

Deployment

Automatic creation of the files is automated via github actions. If a release is created with semantic versioning ( e.g. v1.2.3), a deployment build is triggered, which builds the game executable for windows, linux, mac and web and attaches the zipped files to the release once the build is finished. The archives can directly be uploaded on itch, gamejolt or any other website.

Note: Only the game executable and the assets folder is included in the archive. If more files are required, either adjust the deployment script or place them in the assets folder.

Cmake options

All of those options can be set to ON or OFF via the cmake commandline

  • JT_ENABLE_UNITTESTS - Enables gtest and the unit tests
  • JT_ENABLE_DEMOS - Enables the demos (small example programs which showcase a specific theme)
  • JT_ENABLE_WEB - Webbuild
  • USE_SFML - If ON, SFML will be used, if OFF, SDL will be used (SDL works best on linux)
  • JT_ENABLE_AUDIO_TESTS - Some of the tests rely on a working audio setup, which seemingly cannot be faked easily. This switch disables those specific tests, in case no audio is available on the respective machine.
  • JT_ENABLE_CLANG_TIDY - Enable clang tidy checker

e.g. calling cmake ../ -DJT_ENABLE_UNITTESTS=ON -DENABLE_DEMOS=ON

Code Coverage

Code Coverage is reported via CodeCov

A local run (without the artifacts) can be executed on Windows via OpenCppCoverage:

OpenCppCoverage.exe --sources C:\projects\JamTemplateCpp\* --excluded_sources C:\projects\JamTemplateCpp\test\* --excluded_sources C:\projects\JamTemplateCpp\ext\* --excluded_sources C:\projects\JamTemplateCpp\cmake-build-debug\* .\cmake-build-debug\test\unit\jt_test\jt_tests.exe

Performance benchmark

Please check the performance benchmark report.

gamejam setup recommended steps

  • Use this repo as a template
  • Clone the new repository
  • remove the folders
    • test
    • assets/test
    • .github/workflows/ everything except deploy.yml
  • Changes in CMakeLists.txt:
    • Set the project name
    • Remove or comment the line add_subdirectory(test)
  • Change js filename in index.html
  • Set most cmake variables to OFF in config/cmake/cache_variables.cmake
  • Import a new palette into impl/gamelib/game_properties.cpp, e.g. from this website ( save as gpl and paste file content)
  • Change impl/gamelib/game_properties.hpp settings as needed (window size, jam, author and date)