资源说明:Worms World Party clone written in D
This is Lumbricus Terrestris. There's also a no info on our project page: https://github.com/dellort/lumbricus Clone of the popular 2D game "Worms World Party" (© Team17). Main focus (in contrast to similar projects) is staying as close as possible to the original game regarding gameplay and visuals while extending it at the right places. We need free graphics. For now, we rely on the original WWP graphics, or alternatively on our horrible programmer art. If you like to draw some worms, you could join us. The source code is licensed at GPLv2 or any later version. There are some exceptions (for example fragments of BSD licensed code), which should be marked in the source code. ---- Status ---- Sorry, it's at a very late alpha/beta state, it is not really ready yet. Working: - it's playable - can use original WWP (Worms World Party) graphics Missing: - free graphics (there are only "stub" graphics) - and free sounds - nicer and more complete user interface - network mode that actually works (or just forget about it) (the current one relies on FP determinism, which is not always given; also it may have too large lag when playing over internet. and in general, the determinism requirement makes it fragile as hell.) - simple way to compile/install - active development The code is written in the D Programming Language version 2.x, see: http://www.d-programming-language.org This project is kind of dead. There are better/popular/more active projects too, and Worms(tm) is being published in new versions. Nothing to see here. Go away. ---- Free unused space ---- YOUR AD HERE ---- Version status for tools and libraries ---- D compiler: You need one of those... dmd: v2.061 works ldc: dunno (but the D2 version seems alpha/unuseable/unavailable) gdc: dunno (there's a chance it works) ---- D2 conversion info - originally written in pre-D1 and D1 - now converted to D2 - the standard library was changed too (Tango -> Phobos2) - it's buggy, ugly, and full of issues - still keeping a D1 branch - D2 version is bound to have regressions because D2 is changed all the time - currently the D2 version probably doesn't build under Windows - network mode is not ported to D2 - due to Phobos2 being from thr 18th century, lumbricus has a giant memory leak that is 100% unfixable (search source code for XXXTANGO) - no idea why I converted it to D2, maybe I thought it's better if the code is not in the DEPRECATED ANCIENT version of an EXPERIMENTAL AND SHITTY language, with all development NOT IN D1 BUT IN D2 and where you need to install an ALTERNATIVE STANDARD LIBRARY (holy oxymoron) where even I HAVE TROUBLE COMPILING AND INSTALLING it... so uh, what... is this my blog? who cares, nobody will read this shit anyway. (This is what happens to you when using D. Don't use D, kids. Not even once.) ---- Building it ---- Linux: - Install dmd (make sure compiling a hello world program works) - ./minibuild.py lumbricus.d - The lumbricus binary will try to find the data directory by looking at ../share/lumbricus/mount.conf relative to the binary's location (i.e. it will work if the binary is located in bin, where minibuild.py puts it). - (Note: the debian packaging stuff might be broken in arbitrary ways) Windows: lol dunno ---- Required libraries ---- Dynamic linked (.dll/.so): - SDL - SDL_image - Freetype - Zlib - OpenGL - Lua 5.1 Optional: - ENet (enet.bespin.org) - FMod - OpenAL + SDL_sound (icculus.org/SDL_sound) For Win32, all required .dll files can be found in/downloads/win32_dlls Static linked D libraries: - Derelict for the 2 SDL libraries ---- Using the WWP data files ---- General stuff about the WWP data files: Lumbricus can use the original WWP (Worms World Party) data files, by loading them directly. For some optional stuff like WWP level themes, there's a converter, extractdata. Both direct loading and conversion require a WWP installation. The WWP datafiles just contain lists of compressed images/animations, which are obviously (?) only addressed by their index-number. So we had to create our own description file, which maps the animation index to a name. This is trunk/share/lumbricus/data/import_wwp/animations.conf. If your WWP datafiles are different, using them may fail randomly. The animation numbers in animations.conf may need to be changed. It appears Worms Armageddon puts each animation into a named .spr file. Supporting Worms Armageddon data files would require us to map the .spr file- names to the actual animations. No clue about later 2D Worms games. Using the WWP data: Start lumbricus with these options: bin/lumbricus[.exe] --game.wwp_data_path=/path/to/WWP (Or hope we will add a more user-friendly way to do it.) The /path/to/WWP should point to the directory that contains the wwp.exe. Lumbricus actually only reads some of the files (mostly .dir and .wav). Unless the game crashes before saving the WWP path to the user's config directory, you don't need to pass the option anymore later on. Converting level themes with extractdata: NOTE: extractdata is broken and I removed it for now extractdata expects the Worms(TM) directory as arguments, and converts the file to images/conf-files Lumbricus can understand. Call it like this: extractdata /path/to/WWP Note that this needs some additional data files from trunk/share/lumbricus/data/import_wwp The files are searched in /../share/lumbricus/data/import_wwp so if you leave your executable in the default output path you should be fine. The converted files will be written to /../share/lumbricus/data2/ Make sure that is writeable by extractdata. Inspecting the WWP data: To inspect the WWP datafiles, you can unpack them with unworms. Compile unworms with "dsss build ../bin/unworms". You can call it on .dir, .bnk, .img and .spr files.
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