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pokaylib

This project aims to be a Pokemon clone written in C with raylib. The first goal is to make a Pokemon Crystal clone (2D is easier), then implement each generation style from the 1st gen to the 5th.

Structure

pokaylib's organization is such that:

  • src/ is where all *.c files live
    • main.c contains the game, where the gameloop... loops
    • pokaylib.c pokaylib's functions implementations
  • include/ is where all *.h files live
    • pokaylib.h pokaylib's functions declarations
    • abilities.h enum list
    • moves.h enum list
    • pokemons.h enum list
  • assets/ is where all the sprites, music, sfx, and map data are stored

Build

The build process compiles raylib 5.0 and pokaylib with CMake. The script build.sh makes it easier to use CMake if you are not using an IDE and provides some other information.

Usage: ./build.sh [-hcdvsr]
 -h  Show this information
 -c  Remove the build directory, ie. full recompile
 -d  Faster builds that have debug symbols, and enable warnings
 -v  More detailed output from CMake and Make
 -s  Run strip on the executable after compilation (before -r)
 -r  Run the executable after compilation

Example:

~$ cd pokaylib
~$ ./build.sh -d

Will create a build/ directory in which the final executable will be compiled in debug mode. You can change the build directory name in the build.sh script, as well as the final executable name (default is pokexec).

TODO: a build.ps1 or build.bat for Windows.


Additional credits

The sprites found in assets/sprites/pokeprism are taken from the Pokemon Prism fangame. The assets folder is not well organized right now, this will change in the future.

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A Pokemon clone built with raylib.

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