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* Fix tsconfig scopes affecting html.js Since it's quite hard to use a DOM library type there, remove the type entirely. * Remove environment variables check Nothing is using them anymore. It can be added back if needed later. * Refactor Texture Packer downloading Refactor local-config.js tasks file into a generic "environment" category consisting of checking if Java is installed, downloading the runnable Texture Packer if it's not yet downloaded and copying the local configuration template; update README accordingly. * Prepare environment only at postinstall Remove environment.prepare task from default build pipelines, add a postinstall script that calls the task, using environment.js as the gulpfile to speed it up. * Remove "docs" tasks and types generation script Remove tasks from docs.js as they are unlikely to do anything meaningful nowadays. Also remove the buildTypes script as it doesn't work anymore. A better solution will be provided in the future. * Simplify some globs Use additional gulp.src options instead of specifying more or complex globs. * Extract built-temp location to a variable Add the src/js/built-temp directory as a new variable in config.js, replace all existing references to built-temp with this variable.
85 lines
4.3 KiB
Markdown
85 lines
4.3 KiB
Markdown
# shapez Community Edition <img src="./electron/favicon.png" alt="shapez Logo" align="right" height="40">
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**shapez Community Edition** (abbreviated as **CE**) is a community-maintained version of [shapez](https://store.steampowered.com/app/1318690/shapez/)!
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CE was created as the tobspr Games team moved away from shapez to work full-time on the upcoming [Shapez 2](https://store.steampowered.com/app/2162800/shapez_2/).
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CE aims to:
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- Continue the development of shapez as guided by the community.
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- Allow contributors to continue submitting new features and improvements to the game.
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- Provide an experimental and forgiving environment for faster development.
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> [!IMPORTANT]
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> CE is different from the official game published on Steam and other platforms.
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> CE was forked off of the official shapez, which has [its own repository](https://github.com/tobspr-games/shapez.io).
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> No plans exist to merge the two versions of shapez.
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As of now, CE must be built from source and supports only a standalone build,
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with no plans for re-supporting a web version.
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In the future, builds of CE may provided for owners of the full version of shapez.
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## Contributing
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We communicate on the [official shapez Discord server](https://discord.com/invite/HN7EVzV).
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For historical reasons, we have communicated in a private channel,
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but we are moving to the public `#contributing` channel.
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If you would like to contribute to CE, feel free to share your ideas, plans, etc. there.
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In our current workflow, we (the "collaborators" of the repository) create internal branches and corresponding pull requests to work on a feature, refactor, etc.
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We discuss changes in the Discord, and when 2 collaborators (including the PR creator) approve of a change, it can be merged.
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See our existing [pull requests](https://github.com/tobspr-games/shapez-community-edition/pulls?q=) for examples.
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If you are not a collaborator and want to submit a change,
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you can fork our repo and make a pull request.
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Note that because of plans to overhaul many parts of the game,
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unless you are improving translations, you should probably communicate with us on Discord!
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> [!TIP]
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> Be aware that [pull requests to the official shapez repository](https://github.com/tobspr-games/shapez.io/pulls) are unlikely to get merged in the near future. Instead, submit them to CE!
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> In fact, because the game is licensed under the [GNU GPL v3.0](https://www.gnu.org/licenses/gpl-3.0.html),
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> existing pull requests can be resubmitted to CE even if you aren't the author! **This is not legal advice.**
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### Code
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The game uses a custom engine originally based on the YORG.io 3 game engine.
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The code within the engine is relatively clean with some code for the actual game on top being hacky.
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We are in the process of migrating to TypeScript and JSX/TSX.
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New changes should be implemented in TypeScript if possible,
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but because we are planning on overhauling many parts of the game,
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there is no need to convert existing code to TypeScript.
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This project is fine with using cutting-edge and bleeding-edge features
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and does not intend to provide compatibility for older clients.
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## Building
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### Prerequisites
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- [Node.js](https://nodejs.org)
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- [ffmpeg](https://www.ffmpeg.org/download.html) for audio transcoding
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- [Java](https://www.oracle.com/java/technologies/downloads/) (or [OpenJDK](https://openjdk.org/)) to run the texture packer
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### Development
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- Run `npm i` in the root folder and in `electron/`.
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- Run `npm run gulp` in the root folder to build and serve files.
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If a new browser tab opens, ignore it.
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- Open a new terminal and run `npm start` in `electron/` to open an Electron window.
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- Use `npm start -- --dev` to run in development mode.
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- Tip: If you open the Electron window too early, you can reload it when focused on DevTools.
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### Release
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- Run `npm i` in the root folder and in `electron/`.
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- In the root folder, run `npm run package-$PLATFORM-$ARCH` where:
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- `$PLATFORM` is `win32`, `linux` or `darwin` depending on your system.
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- `$ARCH` is the target system architecture (`x64` or `arm64`)
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- The build will be found under `build_output/standalone` as `shapez-...`.
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## Credits
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Thanks to [tobspr](https://tobspr.io) for creating this project!
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[<img src="https://i.imgur.com/uA2wcUy.png" alt="tobspr Games">](https://tobspr.io)
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