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>
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3 changed files with 437 additions and 2 deletions
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pyrightconfig.json
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pyrightconfig.json
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{
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"include": ["src/scripts", "shade_sprite", "tests"],
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"extraPaths": ["stubs"],
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"pythonVersion": "3.14",
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"pythonPlatform": "Linux",
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"typeCheckingMode": "basic",
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"reportMissingModuleSource": false
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}
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