Added Build target for AngelScript, Updated Readme,txt
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@@ -250,11 +250,7 @@ target_link_libraries(supertuxkart
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${IRRLICHT_XF86VM_LIBRARY}
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${OPENAL_LIBRARY}
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${OPENGL_LIBRARIES})
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#LINUX
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#target_link_libraries(supertuxkart ${PROJECT_SOURCE_DIR}/dependencies/lib/libangelscript.a)
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#WINDOWS
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target_link_libraries(supertuxkart ${PROJECT_SOURCE_DIR}/dependencies/lib/angelscriptd.lib)
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if(APPLE)
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# In theory it would be cleaner to let CMake detect the right dependencies. In practice, this means that if a OSX user has
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@@ -1,42 +1,17 @@
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This is currently only a tiny prototype to get an idea of what the scripting engine can do/ check it's performance.
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TODO:
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set up a build target for angelscript
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get file manager support for loading scripts
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move scripts to stk-data, etc.
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Steps to get this working.
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1)get AngelScript SDK 2.28.1
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http://www.angelcode.com/angelscript/downloads.html
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2)Build the AngelScript library
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IF LINUX{
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Build AngelScript by going to
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cd ANGELSCRIPT_DIR\sdk\angelscript\projects\gnuc
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make
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==> angelscript.a
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==>change stk-code/cmakefilelists.txt (ctrl + f "angelscript)
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==>change stk-code/src/scriptengine/scriptengine.cpp line 254 as appropriate
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}
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IF WINDOWS{
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Load the VS Project, Build the .lib
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==>angelscriptd.lib
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==>change stk/cmakefilelists.txt (ctrl + f "angelscript)
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==>change stk-code/src/scriptengine/scriptengine.cpp line 254 as appropriate
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}
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Copy the generated library file (.a or .lib) to stk-code/dependencies/lib
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Comment/Uncomment the lines in CMakeLists in stk-code as necessary (for Linux/Windows)
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(add the required directory)
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Build the game.
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Test by changing the strings in stk-code/src/tracks/
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Play the tutorial
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Test by changing the strings in stk-code/src/tracks/tutorial_bananas.as
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