On Linux, we support Ubuntu 16.04. Run the following command to obtain the required packages.
apt-get install cmake make g++ libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev libglew-dev libvorbis-dev
Next, you can build by cd-ing into the repository root directory, and running the following commands.
mkdir build cd build cmake .. make
On Mac, the project can be built with both the Xcode and make generators using the standard Cmake build process. Make sure to have SDL2, SDL2_image, SDL2_mixer, SDL2_tff, and GLEW installed on the system, such as though Homebrew.
To build for iOS, first make sure that Xcode and cmake are installed on the system. Now, if you haven't yet added the external libraries to
build-scripts/apple/external, you can do so by running:
Now, to generate the project files, run:
mkdir build-ios cd build-ios cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../build-scripts/apple/toolchain-ios.cmake
To build the Xcode project, first open the project with
open laserpenguins.xcodeproj. In the laserpenguins project, open up the
laserpenguins project, and select the
game target, and select
General. Under identity, change the bundle identifier to be unique for the specific developer (such as
com.cuglbuddies.laser-penguins.developer-name). Next under
Signing, enable automatic signing and then select a development team. Now, the project is ready to be built by selecting the
game target for a specific development device.
To build for android, first download and extract the prebuilt libraries into the directory
build-scripts/android/external by running:
From here, you should be able to use the contents of
build-scripts/android as a normal android gradle project, and either import it into android studio (untested), or build/install on the command line as follows.
./gradlew build ./gradlew installDebug