Prepare the assets folder for custom asset inclusion.

* Add individual ignore rules for each asset that was in the original MCPE (there aren't many)
* Make the working directory of the game (when run from VS) `game/`.
* Don't gitignore the *.user part of the VCXProj as that contains our working dir setting for some reason.
This commit is contained in:
iProgramInCpp
2023-08-09 18:39:25 +03:00
parent 939b2b3711
commit a6845ca582
3 changed files with 58 additions and 9 deletions

39
.gitignore vendored
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@@ -10,6 +10,9 @@
*.userosscache
*.sln.docstates
# Don't actually ignore our user config - it contains the working directory
!/windows_vs/minecraftcpp.vcxproj.user
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
@@ -376,15 +379,33 @@ FodyWeavers.xsd
# Ignore sound data extracted from the game.
/sound_data
/windows_vs/games/com.mojang
/windows_vs/assets
/windows_vs/assetsO
/assets
/games
# Ignore linux build artifacts.
/build
# Ignore wasm build artifacts.
/wasm
/assets/
/games/
/options.txt
/windows_vs/options.txt
#-- The 'game' directory is the default working directory for Minecraft PE if running from VS directly.
# Ignore original Minecraft PE assets.
/game/assets/font/default.png
/game/assets/gui/background.png
/game/assets/gui/default_world.png
/game/assets/gui/gui.png
/game/assets/gui/gui_blocks.png
/game/assets/gui/icons.png
/game/assets/gui/items.png
/game/assets/gui/title.png
/game/assets/item/camera.png
/game/assets/mob/char.png
/game/assets/particles.png
/game/assets/terrain.png
# Ignore keep directory - where you can keep files for later use
/keep
# Ignore the games directory - where levels will be saved
/game/games
# Ignore options.txt - where your configuration will be saved
/game/options.txt

1
game/assets/readme.txt Normal file
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@@ -0,0 +1 @@
Paste your MCPE v0.1.0 assets here. Make sure to merge the directories, and overwrite any files, if necessary.

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@@ -0,0 +1,27 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='DebugAsan|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='DebugAsan|x64'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)\..\game</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
</Project>