- Visual Studio
git clone https://github.com/Dimitry-bit/Captain-Claw-Remake.git
cd ./Captain-Claw-Remake
premake5 vs2022
mkdir -p ./vendor/sfml
cp -r /path/to/SFML/lib ./vendor/sfml/
cp -r /path/to/SFML/include ./vendor/sfml/
mkdir -p ./bin/Captain-Claw/Debug-x86_64
mkdir -p ./bin/Captain-Claw/Release-x86_64
cp /path/to/SFML/bin/*.dll ./bin/Captain-Claw/Debug-x86_64/
cp /path/to/SFML/bin/*.dll ./bin/Captain-Claw/Release-x86_64/
- CLion
NOTE: ✅ Reload CMake profile sequentially
git clone https://github.com/Dimitry-bit/Captain-Claw-Remake.git
Open Project in CLion
Code element | Convention | Example |
---|---|---|
Defines | ALL_CAPS | #define PLATFORM_DESKTOP |
Variables | lowerCase | int screenWidth = 0; , float targetFrameTime = 0.016f; |
Local variables | lowerCase | Vector2 playerPosition = { 0 }; |
Global variables | lowerCase | bool windowReady = false; |
Constants | lowerCase | const int maxValue = 8; |
Pointers | snake_case_t *pointer | texture2D_t *array = NULL; |
float values | always x.xf | float gravity = 10.0f |
Operators | value1*value2 | int product = value*6; |
Operators | value1/value2 | int division = value/4; |
Operators | value1 + value2 | int sum = value + 10; |
Operators | value1 - value2 | int res = value - 5; |
Enum | snake_case_t | enum texture_format_t |
Enum members | ALL_CAPS | PIXELFORMAT_UNCOMPRESSED_R8G8B8 |
Struct | snake_case_t | struct texture2D_t , struct material_t |
Struct members | lowerCase | texture.width , color.r |
Functions | TitleCase | InitWindow() , LoadImageFromMemory() |
Functions params | lowerCase | width , height |
Ternary Operator | (condition) ? result1 : result2 | printf("Value is 0: %s", (value == 0) ? "yes" : "no"); |
NOTE: Avoid using namespace
using namespace std;
using namespace sf;
- Some other conventions to follow:
- ALWAYS initialize all defined variables.
- Do not use TABS, use 4 spaces instead.
- Avoid trailing spaces, please, avoid them
- Control flow statements always are followed by a space:
if (condition) {
value = 0;
}
while (!WindowShouldClose()) {
}
for (int i = 0; i < NUM_VALUES; i++) {
printf("%d", i);
}
// Be careful with the switch formatting!
switch (value) {
case 0: {
} break;
case 2: break;
default: break;
}
- All conditions checks are always between parenthesis but not boolean values:
if ((value > 1) && (value < 50) && valueActive) {
}
- When dealing with braces or curly brackets, open-close them in aligned mode (Functions):
void SomeFunction()
{
// TODO: Do something here!
}
- Naming Convention
- Directories will be named using
snake_case
:resources/models
,resources/fonts
- Files will be named using
snake_case
:main_title.png
,cubicmap.png
,sound.wav
- Directories will be named using
NOTE: Avoid any space or special character in the files/dir naming!
- Data files should be organized by context and usage in the game, think about the loading requirements for data and put all the resources that need to be loaded at the same time together.
- Use descriptive names for the files, it would be perfect if just reading the name of the file, it was possible to know what is that file and where fits in the game.
- Here it is an example, note that some resources require to be loaded all at once while other require to be loaded only at initialization (gui, font).
resources/audio/fx/long_jump.wav
resources/audio/music/main_theme.ogg
resources/screens/logo/logo.png
resources/screens/title/title.png
resources/screens/gameplay/background.png
resources/characters/Player.png
resources/characters/enemy_slime.png
resources/common/font_arial.ttf
resources/common/gui.png