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mirror of https://github.com/tobspr/shapez.io.git synced 2025-12-09 16:21:51 +00:00
tobspr_shapez.io/README.md
Даниїл Григор'єв 1be520afb9
Clean up and update workspace files
* Remove deprecated TSLint config

* Remove jsconfig.json

jsconfig.json is an alternative name for tsconfig.json that has allowJs
set to true. Since the directory already contains a tsconfig.json file,
this file does nothing.

* Remove Gitpod configuration

Gitpod is not as useful in CE because we're focusing on standalone.
Also, the configuration was added just to promote the service and there
are other similar services which may be preferred by the user.

* Remove Travis CI configuration

Travis CI is not used in shapez anymore in favor of GitHub Actions. In
addition to that, CI setup for the community edition will be done once
the codebase is in a better condition.

* Remove CONTRIBUTORS and CONTRIBUTING.md

The contributors file is out of date and unneeded as GitHub now shows
all collaborators anyway - however it could be still used in the future
to show a list of contributors in the game. CONTRIBUTING.md contains the
text of CLA, which is not enforced in this repository.

* Replace VSC workspaces with regular settings files

VSCode workspaces don't provide much benefit in a source tree like
shapez. This commit also adds EditorConfig and ESLint VSCode extensions
to the recommended extensions list.

* Remove CI workflow for building the game

It hasn't been updated in a while and we don't need it for now. Once the
codebase is in a more managable state, a new workflow will be added.

* Remove some unused resources

There are still many resources left, but they will be removed along with
the relevant code later.
2023-10-25 08:05:56 +03:00

3.7 KiB

NEW: Shapez 2!

We are currently working on a successor to shapez, with 3D Graphics, Exploration, Layers, Mass transport, New Shape Mechanics, Research and a lot more! Be sure to check it out:

shapez 2 Announcement

shapez

shapez Logo
This is the source code for shapez, an open source base building game inspired by Factorio. Your goal is to produce shapes by cutting, rotating, merging and painting parts of shapes.

Reporting issues, suggestions, feedback, bugs

  1. Ask in #bugs / #feedback / #questions on the Official Discord if you are not entirely sure if it's a bug
  2. Check out the trello board: https://trello.com/b/ISQncpJP/shapezio
  3. See if it's already there - If so, vote for it, done. I will see it. (You have to be signed in on trello)
  4. If not, check if it's already reported here: https://github.com/tobspr-games/shapez.io/issues
  5. If not, file a new issue here: https://github.com/tobspr-games/shapez.io/issues/new
  6. I will then have a look (This can take days or weeks) and convert it to trello, and comment with the link. You can then vote there ;)

Building

  • Make sure ffmpeg is on your path
  • Install Node.js 16 and Yarn
  • Install Java (required for texture packer)
  • Run yarn in the root folder
  • cd into gulp folder
  • Run yarn and then yarn gulp - it should now open in your browser

Notice: This will produce a debug build with several debugging flags enabled. If you want to disable them, modify src/js/core/config.js.

Creating Mods

Mods can be found here. The documentation for creating mods can be found here, including a bunch of sample mods.

Helping translate

Please checkout the Translations readme.

Contributing

I will only accept pull requests which add a benefit to a large portion of the player base. If the feature is useful but only to a fraction of players, or is controversial, I recommend making a mod instead.

If you want to add a new feature or in generally contribute I recommend to get in touch on Discord in advance, which largely increases the chance of the PR to get merged:

discord logo

Code

The game is based on a custom engine which itself is based on the YORG.io 3 game engine (Actually it shares almost the same core). The code within the engine is relatively clean with some code for the actual game on top being hacky.

This project is based on ES5 (If I would develop it again, I would definitely use TypeScript). Some ES2015 features are used but most of them are too slow, especially when polyfilled. For example, Array.prototype.forEach is only used within non-critical loops since its slower than a plain for loop.

Assets

You can find most assets here.

All assets will be automatically rebuilt into the atlas once changed (Thanks to dengr1065!)

shapez Screenshot

Check out our other games!

tobspr Games