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tobspr_shapez.io/README.md
2021-03-12 18:42:00 -08:00

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shapez.io

shapez.io Logo

This is the source code for shapez.io, 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 etc.
  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/shapez.io/issues
  5. If not, file a new issue here: https://github.com/tobspr/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

Note that this process is for Windows. Use equivalent actions for other operating systems if they are apparent. This guide is also meant to be understandable by users with little to no knowledge of Git.

(credit to Hyperion-21)

SETUP

  1. Download FFmpeg at https://www.gyan.dev/ffmpeg/builds/ffmpeg-release-full.7z
  2. Extract the .zip onto desktop, rename it to FFmpeg
  3. Move the folder into C:\Program Files, anywhere works but there is convenient
  4. Open the start menu and search for "env". Open the second result.
  5. Click on the listing that says PATH and click edit.
    • You should see a list. Click New then type in C:\Program Files\FFmpeg\bin
    • If, instead, you see a singular text field, you should see a window that says Edit User Variable. In the text field that says "Variable value:" you want to type at the end ;C:\Program Files\FFmpeg\bin. The semicolon is for separating the file path from the other file paths in that field.
  6. FFmpeg should now be installed. To test if you did this correctly, run cmd.exe as administrator and type ffmpeg -version and it should spit at you several lines of code. If it says something similar to "not recognized internal or external command," you messed up one of the previous steps.
  7. Install Node.js, Yarn, Git, and GitHub CLI. All four of these softwares use setup wizards, so installation should be easy. If you don't know what setting to put in, use the default. Also make sure you have Java, but it is very commom afaik. Run cmd.exe if you closed it earlier and run java -version and git --version to test if you already have them installed or not.
  8. Run gh auth login in cmd.exe. Login, selecting HTTPS over SSH.
  9. cd %USERPROFILE% to return to your user folder.
  10. It is recommended you create a new folder within your user folder for housing repos, but this is completely optional. Running mkdir [name] creates a new folder without having to open an explorer window. cd into it.
  11. gh repo clone tobspr/shapez.io to make sure the game's code is on your system. If you want to clone it into a different folder, cd into it.
  12. git remote add upstream https://github.com/tobspr/shapez.io.git for resetting branches to the current and official build on GitHub.
  13. Set up branches for development. If you just want to build and not make anything, skip this step. On your fork, you should create a new branch. Each unique pull request should have its own branch. Reserve the master branch to being level with tobspr/master. Run git reset --hard upstream/(username)/master && git push --force to reset your master to be level with the main one. Make sure all of your current work is on the branch you created.

EXECUTION

  1. Start cmd.exe
  2. If you aren't already on C:\Users\[Your user], type cd %USERPROFILE%
  3. cd shapez.io
  4. See below for switching builds. If you wish to perform any of those commands, run them at this step.
  5. yarn && cd gulp && yarn && yarn gulp. This will take a while, but afterwards shapez.io should be running in a browser tab (there may be an error at first, but it should quickly go away).
    • Note that if both yarn commands respond with Already up-to-date, you only have to run cd gulp && yarn gulp in the future, as long as there are no changes to the dependencies.
    • Also note that cd gulp takes you from the shapez.io directory to the gulp directory. If you are already in the gulp directory (current directory is by the prompt), skip the cd gulp command.

SWITCHING BUILD

  • If you want to run a specific pull request, run gh pr checkout [pr number]
  • If you want to run a specific fork, run git remote add [arbitrary name] [HTTPS url, click 'code' on the fork's page and copy the url here] & git fetch --all. You now have the fork as a remote. This will allow you to select the branches of the fork (see below). You only have to do this once per fork, and you can check the remotes you currently have with git remote.
  • If you want to run a specific branch, run git branch -a and choose the branch you want to run. Run git checkout [branch].

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

Build Online with one-click setup

You can use Gitpod (an Online Open Source VS Code-like IDE which is free for Open Source) for working on issues and making PRs to this project. With a single click it will start a workspace and automatically:

  • clone the shapez.io repo.
  • install all of the dependencies.
  • start gulp in gulp/ directory.

Open in Gitpod

Helping translate

Please checkout the Translations readme.

Contributing

Since this game is in the more or less early development, I will only accept pull requests which add an immediate benefit. Please understand that low quality PR's might be closed by me with a short comment explaining why.

If you want to add a new building, please understand that I can not simply add every building to the game! I recommend to talk to me before implementing anything, to make sure its actually useful. Otherwise there is a high chance of your PR not getting merged.

If you want to add a new feature or in generally contribute I recommend to get in touch with me on Discord:

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. 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.

Adding a new component

  1. Create the component file in src/js/game/components/<name_lowercase>.js
  2. Create a component class (e.g. MyFancyComponent) which extends Component
  3. Create a static getId() method which should return the PascalCaseName without component (e.g. MyFancy)
  4. If any data needs to be persisted, create a static getSchema() which should return the properties to be saved (See other components)
  5. Add a constructor. The constructor must be called with optional parameters only! new MyFancyComponent({}) should always work.
  6. Add any props you need in the constructor.
  7. Add the component in src/js/game/component_registry.js
  8. Add the component in src/js/game/entity_components.js
  9. Done! You can use your component now

Adding a new building

(The easiest way is to copy an existing building)

  1. Create your building in src/js/game/buildings/<my_building.js>
  2. Create the building meta class, e.g. MetaMyFancyBuilding extends MetaBuilding
  3. Override the methods from MetaBuilding you want to override.
  4. Most important is setupEntityComponents
  5. Add the building to src/js/game/meta_building_registry.js: You need to register it on the registry, and also call registerBuildingVariant.
  6. Add the building to the right toolbar, e.g. src/js/game/hud/parts/buildings_toolbar.js:supportedBuildings
  7. Add a keybinding for the building in src/js/game/key_action_mapper.js in KEYMAPPINGS.buildings
  8. In translations/base-en.yaml add it to two sections: buildings.[my_building].XXX (See other buildings) and also keybindings.mappings.[my_building]. Be sure to do it the same way as other buildings do!
  9. Create a icon (128x128, prefab) for your building and save it in res/ui/buildings_icons with the id of your building
  10. Create a tutorial image (600x600) for your building and save it in res/ui/building_tutorials
  11. In src/css/resources.scss add your building to $buildings as well as $buildingAndVariants
  12. Done! Optional: Add a new reward for unlocking your building at some point.

Adding a new game system

  1. Create the class in src/js/game/systems/<system_name>.js
  2. Derive it from GameSystemWithFilter if you want it to work on certain entities only which have the given components. Otherwise use GameSystem to do more generic stuff.
  3. Implement the update() method.
  4. Add the system in src/js/game/game_system_manager.js (To this.systems and also call add in the internalInitSystems() method)
  5. If your system should draw stuff, this is a bit more complicated. Have a look at existing systems on how they do it.

Checklist for a new building / testing it

This is a quick checklist, if a new building is added this points should be fulfilled:

  1. The translation for all variants is done and finalized
  2. The artwork (regular sprite) is finalized
  3. The blueprint sprite has been generated and is up to date
  4. The building has been added to the appropriate toolbar
  5. The building has a keybinding which makes sense
  6. The building has a reward assigned and is unlocked at a meaningful point
  7. The reward for the building has a proper translation
  8. The reward for the building has a proper image
  9. The building has a proper tutorial image assigned
  10. The buliding has a proper toolbar icon
  11. The reward requires a proper shape
  12. The building has a proper silhouette color
  13. The building has a proper matrix for being rendered on the minimap
  14. The building has proper statistics in the dialog
  15. The building properly contributes to the shapes produced analytics
  16. The building is properly persisted in the savegame
  17. The building is explained properly, ideally via an interactive tutorial

Assets

For most assets I use Adobe Photoshop, you can find them here.

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

shapez.io Screenshot