a CGE framework for a ZDoom's DECORATE script-like system.
- Pascal 100%
| code | Testing TTimeSensor node as well alternative way to animate sprites | |
| data | Testing TTimeSensor node as well alternative way to animate sprites | |
| .gitignore | Clean this branch | |
| castleautogenerated.pas | First commit | |
| CastleEngineManifest.xml | Renaming files | |
| README.md | First commit | |
| SpriteMachine_standalone.dpr | Testing TTimeSensor node as well alternative way to animate sprites | |
| SpriteMachine_standalone.dproj | Some work | |
| SpriteMachine_standalone.lpi | Testing TTimeSensor node as well alternative way to animate sprites | |
| SpriteMachine_standalone.lps | First commit | |
SpriteMachine
Using Castle Game Engine.
Building
Compile by:
-
CGE editor. Just use menu item "Compile".
-
Or use CGE command-line build tool. Run
castle-engine compilein this directory. -
Or use Lazarus. Open in Lazarus
SpriteMachine_standalone.lpifile and compile / run from Lazarus. Make sure to first register CGE Lazarus packages.