64 lines
1.5 KiB
Markdown
64 lines
1.5 KiB
Markdown
# Shinespark
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Fancy heavily advanced platform fighting game
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## Debugging fixed-point values with lldb
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If using CodeLLDB:
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```json
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"preRunCommands": [
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"command script import ${workspaceFolder}/tools/lldb_fixed.py"
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]
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```
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## Direct P2P Debugging
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```text
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# Process 1 owns player 0 and listens on 7000.
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cargo run -- --debug-match --players 2 --local-port 7000 \
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--net-player 0=local --net-player 1=127.0.0.1:7001
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# Process 2 owns player 1 and listens on 7001.
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cargo run -- --debug-match --players 2 --local-port 7001 \
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--net-player 0=127.0.0.1:7000 --net-player 1=local
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```
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## Hitbox viewer
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Run the live attack-script previewer with a fighter manifest and attack:
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```sh
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cargo run --bin hitbox-editor -- \
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--manifest fighters/test/test.fighter.ron --attack jab
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```
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The timeline is read-only and refreshes through Bevy's asset hot reloading.
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Press Space to pause or resume, use the arrow keys to step, or click and drag
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the timeline to scrub.
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## Production Build
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```sh
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cargo run --locked \
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--bin process-assets --no-default-features --features debug_features
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cargo build --locked \
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--profile production --no-default-features --features debug_features
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```
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## Assets
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Game assets are managed in Lore rather than Git. Install the Lore CLI, then
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bootstrap or update the local checkout with:
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```sh
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scripts/install-lore.sh
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scripts/update-assets.sh
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```
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The default Lore branch is `main`; pass another branch explicitly when testing
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coordinated code and asset changes:
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```sh
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scripts/update-assets.sh my-feature-branch
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```
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