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project.xml
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<?xml version="1.0" encoding="utf-8"?>
<project xmlns="http://lime.software/project/1.0.2"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://lime.software/project/1.0.2 http://lime.software/xsd/project-1.0.2.xsd">
<!-- _________________________ Application Settings _________________________ -->
<app title="Enigma Engine"
file="Enigma"
packageName="com.mastereric.enigmaengine"
package="com.mastereric.enigmaengine"
main="Main"
version="0.3.0"
company="mastereric" />
<!-- I wanted to print a cool ASCII logo at the start of each build,
but apparently the "echo" command breaks the Lime VSCode integration on Windows.
See: https://github.com/haxelime/lime-vscode-extension/issues/88 -->
<!-- <echo value="_____________________________________________" />
<echo value="___________________6666666___________________" />
<echo value="____________66666__________66666_____________" />
<echo value="_________6666___________________666__________" />
<echo value="_______666__6____________________6_666_______" />
<echo value="_____666_____66_______________666____66______" />
<echo value="____66_______66666_________66666______666____" />
<echo value="___66_________6___66_____66___66_______666___" />
<echo value="__66__________66____6666_____66_________666__" />
<echo value="_666___________66__666_66___66___________66__" />
<echo value="_66____________6666_______6666___________666_" />
<echo value="_66___________6666_________6666__________666_" />
<echo value="_66________666_________________666_______666_" />
<echo value="_66_____666______66_______66______666____666_" />
<echo value="_666__666666666666666666666666666666666__66__" />
<echo value="__66_______________6____66______________666__" />
<echo value="___66______________66___66_____________666___" />
<echo value="____66______________6__66_____________666____" />
<echo value="_______666___________666___________666_______" />
<echo value="_________6666_________6_________666__________" />
<echo value="____________66666_____6____66666_____________" />
<echo value="___________________6666666___________________" />
<echo value="_____________________________________________" />
<echo value="II" />
<echo value="I _____ _ _ _____ _____ ___ ___ ___ I" />
<echo value="I | ___| \ | |_ _| __ \| \/ | / _ \ I" />
<echo value="I | |__ | \| | | | | | \/| . . |/ /_\ \ I" />
<echo value="I | __|| . ` | | | | | __ | |\/| || _ | I" />
<echo value="I | |___| |\ |_| |_| |_\ \| | | || | | | I" />
<echo value="I \____/\_| \_/\___/ \____/\_| |_/\_| |_/ I" />
<echo value="I _____ _ _ _____ _____ _ _ _____ I" />
<echo value="I | ___| \ | | __ \_ _| \ | || ___| I" />
<echo value="I | |__ | \| | | \/ | | | \| || |__ I" />
<echo value="I | __|| . ` | | __ | | | . ` || __| I" />
<echo value="I | |___| |\ | |_\ \_| |_| |\ || |___ I" />
<echo value="I \____/\_| \_/\____/\___/\_| \_/\____/ I" />
<echo value="I I" />
<echo value="II" />
<echo value="Initializing build..." /> -->
<!-- Make sure people don't try to build for a weird platform. -->
<!-- I can't support iOS right now, since I don't have the ability to build -->
<error value="Target platform iOS is not supported."
if="ios" />
<!-- Emscripten is a compiler for WebAssembly. This could result in high-performance browser builds. -->
<error value="Target platform Emscripten is not supported."
if="emscripten" />
<!-- I don't know why you'd want to build the game for one of these other ones.
If you have a good reason, post an issue about it on the GitHub repo, I'll read it.
-->
<error value="Target platform tvOS is not supported."
if="tvos" />
<error value="Target platform Adobe AIR is not supported."
if="air" />
<error value="Target platform Flash is not supported"
if="flash" />
<error value="Target platform Java is not supported"
if="java" />
<error value="Target platform FirefoxOS is not supported."
if="firefox" />
<error value="Target platform NodeJS is not supported"
if="nodejs" />
<error value="Target platform Electron is not supported"
if="html5 electron" />
<!-- Print out the target platform. -->
<!-- <echo value="Target platform: Windows" if="windows" />
<echo value="Target platform: MacOS" if="mac" />
<echo value="Target platform: Linux" if="linux" />
<echo value="Target platform: HTML5/Web" if="html5" unless="electron" />
<echo value="Target platform: Android" if="android" />
<echo value="Platform host: Desktop" if="desktop" />
<echo value="Platform host: Mobile" if="mobile" />
<echo value="Platform host: Web" if="web" />
<echo value="Platform architecture: 32-bit" if="HXCPP_M32" />
<echo value="Platform architecture: 64-bit" if="HXCPP_M64" /> -->
<!-- The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file
or you can set the actual size of your file manually at "FlxPreloaderBase-onUpdate-bytesTotal" -->
<!-- <app preloader="Preloader" resizable="true" /> -->
<app preloader="flixel.system.FlxPreloader" />
<!-- ____________________________ Window Settings ___________________________ -->
<!-- These window settings apply to all targets -->
<window width="1280"
height="720"
fps="0"
background="#000000"
hardware="true"
vsync="false" />
<!-- HTML5-specific -->
<window if="html5"
resizable="true" />
<!-- Desktop-specific -->
<window if="desktop"
orientation="landscape"
fullscreen="false"
resizable="true"
vsync="false" />
<!-- Mobile-specific -->
<window if="mobile"
orientation="landscape"
fullscreen="true"
resizable="false"
width="0"
height="0" />
<!-- Switch-specific -->
<window if="switch"
orientation="landscape"
fullscreen="true"
resizable="true"
width="0"
height="0" />
<!-- _____________________________ Path Settings ____________________________ -->
<!-- Builds go to the export/ folder, depending on build type and operating system. -->
<set name="BUILD_DIR"
value="export/debug"
if="debug" />
<set name="BUILD_DIR"
value="export/release"
unless="debug" />
<define name="excludeDefaultWeeks" unless="includeDefaultWeeks" />
<section if="includeDefaultWeeks">
<section unless="embedAssets">
<assets path="assets/_includeDefaultWeeks"
rename="assets"
embed="false"
exclude="*.md" />
</section>
</section>
<section if="excludeDefaultWeeks">
<section if="embedAssets">
<assets path="assets/_excludeDefaultWeeks"
rename="assets"
embed="true"
exclude="*.md" />
</section>
<section unless="embedAssets">
<assets path="assets/_excludeDefaultWeeks"
rename="assets"
embed="false"
exclude="*.md" />
</section>
</section>
<!-- All the code files are in the `source` folder. -->
<classpath path="source" />
<define name="PRELOAD_ALL"
unless="web" />
<section if="embedAssets">
<!-- <echo value="NOTICE: Build will embed assets to create a standalone executable!" /> -->
<assets path="assets/preload"
rename="assets"
embed="true"
exclude="*.md,*.ogg"
if="web" />
<assets path="assets/preload"
rename="assets"
embed="true"
exclude="*.md,*.mp3"
unless="web" />
</section>
<section unless="embedAssets">
<assets path="assets/preload"
rename="assets"
embed="false"
exclude="*.md,*.ogg"
if="web" />
<assets path="assets/preload"
rename="assets"
embed="false"
exclude="*.md,*.mp3"
unless="web" />
</section>
<section if="PRELOAD_ALL">
<library name="songs"
preload="true" />
<library name="shared"
preload="true" />
<library name="sm"
preload="true" />
</section>
<section unless="PRELOAD_ALL">
<library name="songs"
preload="false" />
<library name="shared"
preload="false" />
<library name="sm"
preload="false" />
</section>
<!-- Always embed scripts. -->
<library name="scripts" preload="true" />
<library name="core"
preload="true"
embed="true" />
<!-- Use -DembedAssets to put the base game's files INSIDE the exe.
If users want to access them they can view the repo, and if they want to replace them they can use a mod. -->
<section if="embedAssets">
<!-- Exclude .md files to add documentation to the codebase without including them in builds. -->
<assets path="assets/core"
library="core"
embed="true" />
<assets path="assets/songs"
library="songs"
embed="true"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/songs"
library="songs"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/shared"
library="shared"
embed="true"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/shared"
library="shared"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/scripts"
library="scripts"
embed="true"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/scripts"
library="scripts"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
</section>
<section unless="embedAssets">
<assets path="assets/core"
library="core"
embed="false" />
<assets path="assets/songs"
library="songs"
embed="false"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/songs"
library="songs"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/shared"
library="shared"
embed="false"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/shared"
library="shared"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/scripts"
library="scripts"
embed="false"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/scripts"
library="scripts"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
</section>
<section if="includeDefaultWeeks">
<section if="embedAssets">
<assets path="assets/_includeDefaultWeeks/tutorial"
rename="assets/tutorial"
library="tutorial"
embed="true"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/tutorial"
rename="assets/tutorial"
library="tutorial"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/week3"
rename="assets/week3"
library="week3"
embed="true"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/week3"
rename="assets/week3"
library="week3"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/week4"
rename="assets/week4"
library="week4"
embed="true"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/week4"
rename="assets/week4"
library="week4"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/week5"
rename="assets/week5"
library="week5"
embed="true"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/week5"
rename="assets/week5"
library="week5"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/week6"
rename="assets/week6"
library="week6"
embed="true"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/week6"
rename="assets/week6"
library="week6"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/songs"
rename="assets/songs"
library="songs"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/shared"
rename="assets/shard"
library="shard"
embed="true"
exclude="*.md|*.mp3"
unless="web" />
</section>
<section unless="embedAssets">
<assets path="assets/_includeDefaultWeeks/tutorial"
rename="assets/tutorial"
library="tutorial"
embed="false"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/tutorial"
rename="assets/tutorial"
library="tutorial"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/week3"
rename="assets/week3"
library="week3"
embed="false"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/week3"
rename="assets/week3"
library="week3"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/week4"
rename="assets/week4"
library="week4"
embed="false"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/week4"
rename="assets/week4"
library="week4"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/week5"
rename="assets/week5"
library="week5"
embed="false"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/week5"
rename="assets/week5"
library="week5"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/week6"
rename="assets/week6"
library="week6"
embed="false"
exclude="*.md|*.ogg"
if="web" />
<assets path="assets/_includeDefaultWeeks/week6"
rename="assets/week6"
library="week6"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/songs"
rename="assets/songs"
library="songs"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
<assets path="assets/_includeDefaultWeeks/shared"
rename="assets/shared"
library="shared"
embed="false"
exclude="*.md|*.mp3"
unless="web" />
</section>
</section>
<!-- Assets that provide weeks 1-6 are in a separate folder.
To include them in a game build, run with the `-DincludeDefaultWeeks` argument.
NOTE: When embedding, the default weeks need to be included after. If you set embed=false, you need to move them before the EXE. -->
<section if="includeDefaultWeeks">
<!-- <echo value="NOTICE: Build will include default weeks!" /> -->
<section if="embedAssets">
<assets path="assets/_includeDefaultWeeks"
rename="assets"
embed="true"
exclude="*.md" />
</section>
<section if="PRELOAD_ALL">
<library name="tutorial"
preload="true" />
<library name="week3"
preload="true" />
<library name="week4"
preload="true" />
<library name="week5"
preload="true" />
<library name="week6"
preload="true" />
</section>
<section unless="PRELOAD_ALL">
<library name="tutorial"
preload="false" />
<library name="week3"
preload="false" />
<library name="week4"
preload="false" />
<library name="week5"
preload="false" />
<library name="week6"
preload="false" />
</section>
</section>
<!-- Localization data comes from the i18n folder,
which is provided by a separate repository. -->
<section if="embedAssets">
<assets path="i18n"
rename="assets/locale"
embed="true" />
</section>
<section unless="embedAssets">
<assets path="i18n"
rename="assets/locale"
embed="false" />
</section>
<!-- Move the example mods to the `mods` folder of the build. -->
<section unless="excludeExampleMods">
<assets path="example_mods"
rename="mods"
embed="false" />
</section>
<assets path="art/readme.txt"
rename="do NOT readme.txt" />
<assets path="LICENSE"
rename="LICENSE.txt" />
<!-- NOTE FOR FUTURE SELF SINCE FONTS ARE ALWAYS FUCKY
TO FIX ONE OF THEM, I CONVERTED IT TO OTF. DUNNO IF YOU NEED TO
THEN UHHH I USED THE NAME OF THE FONT WITH SETFORMAT() ON THE TEXT!!!
NOT USING A DIRECT THING TO THE ASSET!!! -->
<assets path="assets/fonts"
embed="true" />
<!-- _______________________________ Libraries ______________________________ -->
<!-- HaxeFlixel is the game engine that the game runs on. It handles rendering, game loop, inputs, etc. -->
<haxelib name="flixel" />
<!-- <haxedev set='webgl' /> -->
<!-- A set of powerful additional -->
<haxelib name="flixel-addons" />
<!-- A set of additional functions for working with strings. -->
<haxelib name="haxe-strings" />
<!-- A localization library. We'll start using this eventually for multiple language support. -->
<haxelib name="firetongue" />
<!-- Used for parsing and executing uncompiled Haxe code. This will be useful for future modding stuff. -->
<haxelib name="hscript" />
<!-- A motion library. Used by VideoHandler. -->
<haxelib name="actuate" />
<!-- A library which allows loading and parting of WEBM video files. Used for cutscenes. -->
<haxelib name="extension-webm" />
<!-- A library providing a consistent set of user interface widgets. -->
<haxelib name="flixel-ui" />
<!-- A library for tolerant JSON parsing. Fewer bugs caused by typos means fewer issues on GitHub. -->
<haxelib name="tjson" />
<!-- An FMOD wrapper for Haxe. Includes APIs for sound manipulation. -->
<!-- <haxelib name="haxefmod" /> -->
<!-- Allows for atomic mod loading and asset replacement. Powers the ModCore system. -->
<haxelib name="polymod" />
<!-- Discord API, powers presence integration. -->
<haxelib name="discord_rpc"
if="desktop" />
<!-- LuaJIT is used for parsing Lua files. Required for modcharts. -->
<haxelib name="linc_luajit"
if="desktop" />
<haxelib name="hxvm-luajit"
if="desktop" />
<haxedef name="LINC_LUA_RELATIVE_DYNAMIC_LIB" />
<!-- ______________________________ Haxedefines _____________________________ -->
<!-- Disable the Flixel core focus lost screen -->
<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />
<!-- Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode! -->
<haxedef name="FLX_NO_DEBUG"
unless="debug" />
<!-- Enable this for Nape release builds for a serious peformance improvement -->
<haxedef name="NAPE_RELEASE_BUILD"
unless="debug" />
<haxeflag name="--no-traces"
unless="debug" />
<haxeflag name="--dce full"
if="release" />
<haxedef name="HXCPP_CHECK_POINTER" />
<haxedef name="HXCPP_STACK_LINE" />
<!-- On desktop debug builds, you can use '-Dtelemetry' to enable the hxtelemetry library. -->
<!-- Download the program hxScout to see memory usage and frame timings. -->
<!-- I can't for the life of me get this stuff to work. -->
<!-- <section if="telemetry">
<haxedef name="HXCPP_STACK_TRACE" />
<haxelib name="hxtelemetry" />
<config:hxtelemetry app_name="Funkin" host="localhost" port="7934" profiler="true" allocations="true" />
</section> -->
<!-- _________________________________ Custom _______________________________ -->
<!-- Place custom nodes like icons here (higher priority to override the HaxeFlixel icon) -->
<icon path="art/icon8.png"
size="8" />
<icon path="art/icon16.png"
size="16" />
<icon path="art/icon32.png"
size="32" />
<icon path="art/icon64.png"
size="64" />
<icon path="art/icon128.png"
size="128" />
<icon path="art/icon256.png"
size="256" />
<icon path="art/icon512.png"
size="512" />
<icon path="art/iconOG.png" />
<!-- On mobile targets, optimize by disabling keyboard- and mouse-related logic. -->
<haxedef name="FLX_NO_KEYBOARD"
if="mobile" />
<haxedef name="FLX_NO_MOUSE"
if="mobile" />
<!-- We also disable touch on computers. Some computers have touch but who cares. -->
<haxedef name="FLX_NO_TOUCH"
if="desktop"
unless="html5" />
<!-- Use defines to ensure compile-time definitions have readable context. -->
<!-- Allowed inputs are mobile,desktop,web,ios,android,windows,mac,linux,switch,html5,cpp,neko,flash,js -->
<!-- Defines whether the Discord presence client should be enabled. Only works on desktop. -->
<haxedef name="FEATURE_DISCORD"
if="desktop" unless="neko" />
<echo value="Platform supports feature: Discord"
if="FEATURE_DISCORD" />
<haxedef name="FEATURE_GAMEPAD"
unless="FLX_NO_GAMEPAD" />
<echo value="Platform supports feature: Gamepad"
if="FEATURE_GAMEPAD" />
<!-- Defines whether the file system can be read/written directly. Does not work in browser. -->
<haxedef name="FEATURE_FILESYSTEM"
if="desktop" />
<echo value="Platform supports feature: File System Access"
if="FEATURE_FILESYSTEM" />
<!-- Defines whether Lua Modcharts should be enabled. Only works on Windows. -->
<haxedef name="FEATURE_LUAMODCHART"
if="windows" unless="neko" />
<echo value="Platform supports feature: LUA Modcharts"
if="FEATURE_LUAMODCHART" />
<!-- Defines whether WebM videos should be enabled. Currently only enabled on Windows. -->
<haxedef name="FEATURE_WEBM"
if="windows" unless="neko" />
<echo value="Platform supports feature: WebM"
if="FEATURE_WEBM" />
<!-- Defines whether the Thread class can be used. -->
<haxedef name="FEATURE_MULTITHREADING"
if="cpp" />
<echo value="Platform supports feature: Multithreading"
if="FEATURE_MULTITHREADING" />
<!-- Defines whether mods are supported on this platform. -->
<haxedef name="FEATURE_MODCORE"
if="desktop" />
<echo value="Platform supports feature: ModCore"
if="FEATURE_MODCORE" />
<!-- Defines whether GameJolt integration is supported on this platform. -->
<haxedef name="FEATURE_GAMEJOLT"
if="html5" />
<echo value="Platform supports feature: GameJolt"
if="FEATURE_GAMEJOLT" />
<!-- Defines whether Kongregate integration is supported on this platform. -->
<haxedef name="FEATURE_KONGREGATE"
if="html5" />
<echo value="Platform supports feature: Kongregate"
if="FEATURE_KONGREGATE" />
<!-- Use defines to configure the behavior of Polymod. -->
<haxedef name="POLYMOD_SCRIPT_EXT"
value=".hscript" />
<haxedef name="POLYMOD_SCRIPT_LIBRARY"
value="scripts" />
<haxedef name="POLYMOD_USE_NAMESPACE"
value="false" />
<haxedef name="POLYMOD_ROOT_PATH"
value="assets/scripts/" />
<haxedef name="POLYMOD_DEBUG" if="debug" />
</project>