Get debugging in wasm working, change action str

main
Cameron Murphy Reikes 2 years ago
parent d028d96786
commit abc6abe1a2

@ -13,7 +13,8 @@ copy marketing_page\favicon.ico build_web\favicon.ico
copy main.c build_web\main.c || goto :error
@echo on
emcc -sEXPORTED_FUNCTIONS=_main,_end_text_input,_stop_controlling_input,_start_controlling_input,_read_from_save_data,_dump_save_data,_in_dialog -sEXPORTED_RUNTIME_METHODS=ccall,cwrap -O0 -s ALLOW_MEMORY_GROWTH %FLAGS% --source-map-base http://localhost:8000/ -gsource-map -g3 -gdwarf -DDEVTOOLS -Ithirdparty -Igen main.c -o build_web\index.html --preload-file assets --shell-file web_template.html || goto :error
@REM emcc -sEXPORTED_FUNCTIONS=_main,_end_text_input,_stop_controlling_input,_start_controlling_input,_read_from_save_data,_dump_save_data,_in_dialog -sEXPORTED_RUNTIME_METHODS=ccall,cwrap -O0 -s ALLOW_MEMORY_GROWTH %FLAGS% --source-map-base http://localhost:8000/ -gsource-map -g3 -gdwarf -DDEVTOOLS -Ithirdparty -Igen main.c -o build_web\index.html --preload-file assets --shell-file web_template.html || goto :error
emcc -sEXPORTED_FUNCTIONS=_main,_end_text_input,_stop_controlling_input,_start_controlling_input,_read_from_save_data,_dump_save_data,_in_dialog -sEXPORTED_RUNTIME_METHODS=ccall,cwrap -O0 -s ALLOW_MEMORY_GROWTH %FLAGS% --source-map-base http://localhost:8000/ -g3 -gdwarf -DDEVTOOLS -Ithirdparty -Igen main.c -o build_web\index.html --preload-file assets --shell-file web_template.html || goto :error
@echo off
goto :EOF

@ -2492,7 +2492,7 @@ void frame(void)
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip);
Level * cur_level = &level_level0;
Level *cur_level = &level_level0;
// tilemap drawing
#if 1

@ -1,7 +1,7 @@
Happening by END OF STREAM:
DONE - Payment working
DONE - Fixed timesep the gameplay (which means separate player rendering)
- Make action between stars much more technical sounding so AI doesn't hallucinate responses
- Maybe factor actions! into the game to replace ** stuff. In beginning of each line before quotes, have ACT@fights_player, or other actions, and by default ACT@nothing to force AI to say something about what action is performed
- Help you fight and fight you actions
- New characters/items from fate
- New art in

@ -11,7 +11,7 @@
{
name: "Block",
prompt: "Block wants to block the player from going to the secret artifact. He has no idea how long he's been alive for, his entire existence is just standing there doing nothing. He'll let the player pass if they bring him Tripod, as he's fascinated by it.",
actions_str: "*lets player pass*",
actions_str: "ACT@[ALLOW_PASS]",
}
@character Hunter:

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