This is an opensource crossplatform clone of WeeWar pixelart turn based strategy with AI. Done in C++14 with OpenGL 2.0 ES / 3.2 Core. With native applications for each platform (iOS, macOS, Linux, Windows, Android, HTML5, Raspberry-Pi)
Basically this should run on modern sandwich toasters:
- 32Bit operating system
- Single core CPU running at about 800Mhz (dual core 1Ghz recommended)
- 128MB RAM (256 recommended)
- GPU able to run GL2.0 ES or 3.2Core Profile with about 128MB (256 recommended)
- About 20MB disk space (depends on platform and build type)
- Music card (PC)
- Mouse (PC)
- Monitor capable of running in 16bit colour mode with at least 1024x768 resolution (PC)
Desktop:
- RMB move map
- LMB select
- Scroll wheel to zoom
Mobile:
- pinch to scale
- use two fingers to move
- tap to select unit
Your main task is to capture all bases on the map, to do that you need infantry units. Capturing the base take 2 turns. You can repair a damaged unit (not infantry unit) if you move it back into your own base. Repair cost 1 turn. If a unit stays on base it gets extra defence bonus. Each turn you earn (N+1 * 100) of cash where N is amount of bases captured by you.
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Click / tap on base to open build menu
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After selecting a unit it will show its area of movement, tap within grey area to select path and confirm it by tapping again by tapping / clicking on destination point.
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To attack tap/klick on your unit and select a unit to attack (if you are close enough / artillery uses range of movement)
- Can capture bases.
- Strong against other infantry units.
- Weak against Jeep.
- Attack: 4
- Defence: 6
- Move: 5
- Can capture bases.
- Strong against mobile units.
- Weak against Jeep.
- Attack: 6
- Defence: 6
- Move: 4
- Strong against infantry units.
- Weak against Tank or Artillery.
- Attack: 8
- Defence: 8
- Move: 6
- Strong against mobile and infantry units.
- Weak against Bazooka unit.
- Attack: 10
- Defence: 10
- Move: 4
- Powerful but vulnerable.
- May shoot at distance.
- If you move it first it cannot shoot.
- Attack: 10
- Defence: 3
- Move: 3
Latest stable versions:
Android
Windows
Linux - Please follow building instructions to run it
Raspberry Pi - Please follow building instructions to run it
macOS
iOS - Please download the source code and build it using Xcode
HTML5
Map Editor
Q: Can you provide a *.ipa for me?
A: No, if you want to run this game on iPhone/iPad please download Xcode and build it for yourself.
Q: Do you consider support for other platforms like Switch, PS4?
A: Yes, but I don't have access to the hardware required to build it or test it.
Q: Can I contribute ?
A: Yes! If you think you are able to help adding another platform drop me a line or fork this repo and make a pull request.
Q: Why did you not make it a true cross-platform (Raw OpenGL + C++) ?
A: I wanted to learn new languages and libraries and understand how to connect C++ code to native applications.
1. Idea
2. Credits
3. 3rd party libraries
4. Building
5. Next steps
6. License
The root idea behind this project is to show how to integrate C++ code with some 3rd party libraries into your native application, done in other platforms as a "business logic" Core game logic is written in C++14 and uses FMOD, OpenGL and freetype2 as dependencies. Each platform uses this Core to render game in their native environment. (e.g: Android in Java, iOS in objC etc.)
AI in this game is based on the following article from gamasutra
Inspiration for the game comes from WeeWar (no longer exists)
Big thanks to infullmobile for providing textures for this project.
Parseus - for kicking of RaspberryPi version
Parseus - for Refactoring Android version
This project use the following 3rd party libraries:
2D Helper library - FurionGL
Graphics library - OpenGL
Sound library - FMOD
Font loading - freetype2
Image loading - stb_image
UI components on Linux and Windows - nuclear
Window creation and input on Linux and Windows GLFW
OpenGL extensions GLEW
Sockets library clsocket
Music - dl-sounds
Sound - freesound
iOS freetype2 library taken from cdave1
- Navigate to pixfight/PLATFORM/iOS
- Open
PixFight.xcodeproj
- Set target to Simulator or use your appleid to enable codesign for device
- Connect device (if needed)
- Press
cmd+b
or press play to build.
To enable freetype on macOS you need to download it by using eg brew install freetype
from terminal
- Navigate to pixfight/PLATFORM/macOS
- Open
PixFight.xcodeproj
- Press
cmd+b
or press play to build.
Android freetype2 library taken from cdave1
To compile the project you need to download:
SDK Platforms
API21, 22 (tested also on 27)
SDK Tools
CMake, LLDB, NDK
- Open Android Studio
- Select open and navigate to pixfight/PLATFORM/Android and open project
- Open emulator or connect your Android device
- Press
crtl+r
or press play button to build.
You need to install codeblocks to compile this project.
Before compiling and running you need to download additional libraries:
sudo apt-get install libfreetype6-dev
sudo apt-get install libglfw3-dev
sudo apt-get install libglew-dev
Also run codeblocks from terminal with sudo command to let it copy FMOD libs to usr/lib/x86_64-linux-gnu
or copy them manually and remove following lines from pre-build steps in project:
cp "$(PROJECT_DIR)/FMOD/lib/x86_64/libfmod.so" "/usr/lib/x86_64-linux-gnu"
cp "$(PROJECT_DIR)/FMOD/lib/x86_64/libfmodL.so" "/usr/lib/x86_64-linux-gnu"
cp "$(PROJECT_DIR)/FMOD/lib/x86_64/libfmod.so.10" "/usr/lib/x86_64-linux-gnu"
cp "$(PROJECT_DIR)/FMOD/lib/x86_64/libfmodL.so.10" "/usr/lib/x86_64-linux-gnu"
cp "$(PROJECT_DIR)/FMOD/lib/x86_64/libfmod.so.10.3" "/usr/lib/x86_64-linux-gnu"
cp "$(PROJECT_DIR)/FMOD/lib/x86_64/libfmodL.so.10.3" "/usr/lib/x86_64-linux-gnu"
- Navigate to pixfight/PLATFORM/Linux
- Open pixfight.cbp project file
- Press F9 or play button to build and run.
You need to install codeblocks to compile this project.
Before compiling and running you need to download additional libraries:
sudo apt-get install libfreetype6-dev
sudo apt-get install libglfw3-dev
sudo apt-get install freeglut3-dev
sudo apt-get install libgles2-mesa-dev
Also run codeblocks from terminal with sudo command to let it copy FMOD libs to usr/lib/arm-linux-gnueabihf
Before compiling and running make sure your RaspberryPi is working with hardware driver for opengl:
Keep in mind this is experimental Driver and its not finished
Open terminal and type:
sudo apt-get update
sudo apt-get upgrade
sudo raspi-config
You will now see RPi configuration menu.
- Go to 7 Advanced Options
- A3 Memory Split
- Set Amount to at least 256
- Get back to Advanced Options
- Choose A7 GL Driver
- Set it to G1 GL (Full KMS)
- Confirm and reboot
More info can be found here
After reboot you are ready to go.
- Navigate to pixfight/PLATFORM/RaspberryPi
- Open pixfight.cbp project file
- Press F9 or play button to build and run.
This project require at least Visual Studio 2017 community version
- Navigate to pixfight/PLATFORM/Windows/pixfight
- Open pixfight.sln
- Press F5 or play button to build and run.
HTML5 version is experimental. It's a fully working game but lacks saving and multithreading* (read below how to enable threads)
To build it you need to download and install Emscripten (please follow instructions on site)
- Open Terminal or shell
- Navigate to pixfight/PLATFORM/HTML5
- Type
emmake make
- Build will be placed in
bin
directory
To run game you will need to start some local server e.g: by running python -m SimpleHTTPServer 8000
in the same directory where you run enmake make
Now open browser and type localhost:8000
it will open in HTML5
directory. Navigate to bin
and klick on pixfight.html
the game will now run.
Threads support: (Chrome)
To enable threads in HTML5 you need to open Makefile
in text editor and uncomment line 14 EMFLAGS += -s USE_PTHREADS=1
Next you need to open chrome and type: chrome://flags/
and activate:
Experimental enabled SharedArrayBuffer support in JavaScript.
This will give support for real multithreading in game (using std::thread) simply rebuild game and run it again.
Editor uses Makefile
, you need to install cmake
to compile and build.
- Open bash console (on Windows you can use mingw)
- Navigate to pixfight/MAPEDITOR/
- Type
make
and tap enter - Binaries with additional catalogues will be placed in
bin
directory
To run on macOS / Linux navigate to bin
directory and type ./editor
. Windows will generate appropriate *.exe
file
To build it on Windows you will need to install MinGW with gcc
compiler as dependency. Also you need to download glew and glfw and copy content of lib
and include
directories to appropriate folders in C:\MinGW\
(Please choose mingw32 libraries)
If you have problems running editor on macOS (mostly High Sierra) you will need to manually download glfw source code and follow this steps: (then rebuild)
- Download and extract the GLFW source code
- Open the Terminal
cd
to the extracted directory- Type in
cmake .
, hit return - A Makefile will be created for you
- Type in
make
, hit return - After the compilation process, type in
sudo make install
- The libraries will be copied to
/usr/local/lib/
, the header files to/usr/local/include/
Server uses Makefile
, you need to install cmake
to compile and build.
- Open bash console (on Windows you can use mingw)
- Navigate to pixfight/SERVER/PFServer/
- Type
make
and tap enter - Binaries with additional catalogues will be placed in
bin
directory
If you want to run your own dedicated server on e.g: vps, build server on linux and replace DEFAULT_SERVER_ADDR
with your server IP and rebuild game.
Current server location is in Europe - UK
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Nintendo Switch Version
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Map terrain types will affect unit stats. (Grass, Woods, Sand, Mud etc)
MIT
Copyright 2018 Marcin Małysz
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.