Under development
Arrow keys to walk around Space to plant sugar In the shop the following items can be bought from left to right:
- Movement speed
- Planting speed
- Planting shape
- Building blocks (not implemented)
Every item costs only one sugar, so you should have no problem farming enough to improve planting performance.
Doubleclick the executable in the dist directory! You might have to install the libsdl2 runtime, something like
sudo apt install libsdl2-2.0-0
Doubleclick the executable in the dist directory! There should not be anything else needed, except for maybe the visual C++ runtime:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
Make sure you have SDL2 installed. For ubuntu:
sudo apt install libsdl2-dev
Assumed path is /usr/include/SDL2
for headers. libSDL2.a is assumed to be in path.
Then:
mkdir build && cd build
cmake ..
make
Open the visual studio dev console (possibly in adiminstrator mode). Create a build directory in the bobetex directory. Then,
cd build
cmake .. -G "Visual Studio 14 2015 Win64"
Then open the solution in your visual studio and build it!
It seems that the version you choose depends on the VS that you have available; I only tested with visual studi 2015 community edition. The most important part is that you type the Win64 part, since that SDL library (the x64 one) is hardcoded in the CMakeLists.txt. This is easily changed though.
After compiling, copy the binary from the Release or Debug folder together with SDL2.dll (from the SDL2 directory) and the media and scripts folder into a new folder. Then doubleclick the executable to play!
To ensure that the MSVC runtime is compiled with the executable, follow the following steps:
For the C-runtime go to the project settings, choose C/C++ then 'Code Generation'. Change the 'runtime library' setting to 'multithreaded' instead of 'multithreaded dll'.
If you are using any other libraries you may need to tell the linker to ignore the dynamically linked CRT explicitly.
Make sure to do this for both Release and Debug to avoid confusion. (this is hard to automate in cmake apparently)