action-bomberman's Introduction
ACTION BOMBERMAN **************** Zápočtová práce Programování 2 Autor: Lukáš Doležal, 2010 School of Computer Science Charles Univerisity in Prague Faculty of Mathematics and Physics CREDITS ======= Programming: Lukáš Doležal Graphics: Theme from Granatier project by Arturo Silva ([email protected]) Character stripes by Lukáš Doležal BUILD ===== Requiremenets: * qmake * Qt 4.6 (qt-core, qt-gui, qt-svg) Building on Linux: --------------- cd <path_to_this_directory> mkdir build cd build qmake ..\actionbomberman.pro make rm *.o *.h *.cpp MakeFile copy "data" folder to build folder. Building on Windows: ----------------- Download QtSDK minGW version from qt.nokia.com and install it. in command line PATH=%PATH%;C:\Qt\qt\bin;C:\Qt\mingw\bin cd <path_to_this_directory> mkdir build cd build qmake.exe ..\actionbomberman.pro mingw32-make.exe release and copy needed DLLs: cd Release cp C:\Qt\qt\bin\QtCore4.dll . cp C:\Qt\qt\bin\QtGui4.dll . cp C:\Qt\qt\bin\QtSvg4.dll . cp C:\Qt\mingw\bin\libgcc_s_dw2-1.dll . cp C:\Qt\mingw\bin\mingwm10.dll . delete *.o files and copy data folder ARENA FILES =========== All files located in data/arenas directory are treated as map definition files. They are listed in pre-game menu. These files have to be in right format (see ARENA FILE FORMAT). ARENA FILE FORMAT ================= Arena file is simple text file which consists of 3 sections. First is dimension declaration, second is map tiles definition and third is starting positions list. All sections is immediately after each other without spaces. First section is only one line with number of rows and columns of map, in that order. For example (4 rows, 5 columns) 4 5 Second section contains "bitmap" of arena map. Each tile have two letters and each tile is seperated with space and each map row is on separated line. First tile letter defines surface, second bonus on tile. Surfaces: G .. ground W .. unexplosive wall B .. explosive bricks R .. randomly B or G Bonuses: N .. none R .. random (from both good and bad and none) G .. random from good D .. random from bad B .. bomb (good) P .. power (good) S .. speed inc (good) K .. kick (add ability to kick bombs) (good) I .. shield (good) L .. temprary slowness (bad) H .. hyperactive (placing bombs all time) (bad) W .. wet (cannot place bombs) (bad) For example (4x5 map with wall around and some bonuses) WN WN WN WN WN WN GB GN GS WN WN GP GN GK WN WN WN WN WN WN Third section is list of starting positions in format similar to first section. 2 numbers per line. This positions are used for creating game. If there is less positions than players, more players can be placed at one position. So create at least 4 or 5 positions. Columns and rows are counted from 0 (first column is 0, second 1,...) For example (positions on tiles w/o bonuses from above): 1 2 2 2
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