Add mcrf-init.sh: game project scaffolding without engine recompilation

New workflow for game developers: run mcrf-init to create a project
directory with symlinks to a pre-built engine, then just write Python
scripts and assets. Games package for distribution (Linux/Windows/WASM)
without ever rebuilding the engine.

mcrf-init.sh creates:
- build/ with symlinked binary and libs, game content in assets/ + scripts/
- build-windows/ (if engine has a Windows build)
- Makefile with run, wasm, dist-linux, dist-windows, dist-wasm targets
- Starter game.py, .gitignore, pyrightconfig.json, VERSION file

CMakeLists.txt: WASM preload paths (assets, scripts) are now
configurable via MCRF_ASSETS_DIR / MCRF_SCRIPTS_DIR cache variables,
so game project Makefiles can point WASM builds at their own content
without modifying the engine.

Also adds pyrightconfig.json for the engine repo itself (IDE support
via stubs/).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
John McCardle 2026-02-20 23:17:59 -05:00
commit 9176dca055
3 changed files with 437 additions and 2 deletions

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pyrightconfig.json Normal file
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{
"include": ["src/scripts", "shade_sprite", "tests"],
"extraPaths": ["stubs"],
"pythonVersion": "3.14",
"pythonPlatform": "Linux",
"typeCheckingMode": "basic",
"reportMissingModuleSource": false
}