BeamNG.Earth
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Blocks 5 - Bob's Amazing Adventures
===================================
A 2D tile-based puzzle/action game in C++, on SDL 1.2, OpenGL and OpenAL Soft.
Run Build.bat from the repository root. It locates MSBuild, builds all three projects for
Win32, and then packs data.zip, levels/skins/*.zip and levels/campaigns/blocks.zip —
build products that are not in Git and that the game cannot start without.README 전문 보기 ↗A 2D tile-based puzzle/action game in C++, on SDL 1.2, OpenGL and OpenAL Soft.
Run Build.bat from the repository root. It locates MSBuild, builds all three projects for
Win32, and then packs data.zip, levels/skins/*.zip and levels/campaigns/blocks.zip —
build products that are not in Git and that the game cannot start without.
Build.bat Release, newest toolset this Visual Studio has
Build.bat Debug
Build.bat /toolset:v143 pin one toolset instead of taking the newest
Build.bat /stage also assemble a redistributable tree in Blocks5\stage
Build.bat /clean delete every build product again, and exit
Build.bat /run -windowed build, then run the game with these arguments
Build.bat /? all options
For a compiler-only setup, "Build Tools for Visual Studio" — 2022 or any later year — is
enough; no IDE is needed. Tested with v143 and v145; the toolset notes at the top of
Build.bat say what that does and does not mean for older ones.
The game must run with Blocks5\ as its working directory, because it opens data.zip
relative to the current directory:
cd Blocks5
..\Release\blocks5.exe -windowed
Build.bat /run does exactly that for you. It has to come last on the command line, because
everything after it is handed to blocks5.exe untouched — that is what keeps the game's own
switches from colliding with Build.bat's:
Build.bat /run -windowed
Build.bat Debug /rebuild /run -fullscreen
Two of these are there to double-click from Explorer, so that building and playing needs no command prompt at all:
Build and run.bat Build.bat /run
Build and run -nosplash.bat Build.bat /run -nosplash
The second one skips the logo and the jingle, which is what you want when you are starting the game for the twentieth time that afternoon.
To build from the IDE instead, open Blocks5.sln, build all three projects, and run
zip_data.bat, zip_skins.bat and zip_campaign.bat in Blocks5\ once.
LinuxBuild/build.sh builds a native Linux binary. It needs a compiler, SDL 1.2, OpenAL,
OpenGL and GLU; everything else comes from Blocks5/libs, the same vendored sources the
other two builds use.
sudo apt install build-essential libsdl1.2-dev libopenal-dev \
libglu1-mesa-dev libgl1-mesa-dev
LinuxBuild/build.sh incremental
LinuxBuild/build.sh clean from scratch
LinuxBuild/build.sh run build, then run from Blocks5/
libsdl1.2-dev is sdl12-compat on every current distribution — the 1.2 API reimplemented on
SDL 2 — which is what a player gets and what this is tested against.
data.zip, levels/skins/*.zip and levels/campaigns/blocks.zip are build products that
are not in Git, and the game will not start without them. Blocks5/pack.sh builds them here —
it is zip_data.bat, zip_skins.bat and zip_campaign.bat in one script, with the
distribution's 7za and optipng (7za and not zip, so that the same tool writes the
same archive as under Windows):
sudo apt install p7zip-full optipng
Blocks5/pack.sh everything
Blocks5/pack.sh --optipng and squeeze the PNGs first
The port is the same source as the Windows build: eight #ifdef branches, plus one
translation unit for the fullscreen switch, which goes through the window manager
(_NET_WM_STATE) rather than through SDL. LinuxBuild/README.md describes what differs —
the user directory, the file dialog, the update check, video recording without sound — and
LinuxBuild/test/smoke.sh drives the built game under Xvfb.
WebBuild/ holds an Emscripten port that runs the game in a browser. WebBuild/build.sh
builds it from a clean clone with nothing but the Emscripten SDK; WebBuild/README.md
describes what works, what is left out, and the shims it needs.
There is no unit test suite, but two things do run on every change.
python3 Tools/verify.py is a set of static checks over the tree: element paths that no
dialog XML knows, $IDs missing from languages.txt, XML attributes written and never
read, a source file missing from the Visual Studio project, the version number drifting
apart across the four places it lives, encoding and indentation, and more.
python3 Tools/selftest.py proves those checks still bite by injecting each fault in turn.
sh Tools/syntax.sh compiles every source with mingw's -fsyntax-only, which is the only
way to put a compiler over the Windows code from a Linux machine. Tools/README.md lists
them one by one.
WebBuild/build.sh hooks builds the browser port with a small read-only introspection hook
(WebBuild/test_hooks.cpp, compiled out of the shipped build), which lets
WebBuild/test/smoke.js drive the real game through its menus by element name rather than
by guessed pixel coordinates. See WebBuild/test/README.md.
LinuxBuild/test/smoke.sh does the same for the native build, under Xvfb and openbox, with
the same hook (Blocks5/src/testhooks.cpp, compiled in by LinuxBuild/build.sh hooks and
answering through a file, since there is no JavaScript to call it): the menus, the options
dialog and the manager open, a played level starts and its menu opens, Alt+Return reaches
fullscreen and comes back, F11 writes a screenshot, and quitting writes config.xml.
LinuxBuild/test/frames.sh renders twenty named scenes as byte-reproducible PNGs, which is the
oracle a rendering change is checked against.
CLAUDE.md how the tree is built, checked and put together; the orientation
.claude/rules/ the detail, one file per area, loaded when a file of that area is read
ROADMAP.md planned work and what stands in the way of each item
SDL3-MIGRATION.md a plan for moving off SDL 1.2, surveyed and deliberately not started
Tools/ the static checks (verify.py, selftest.py, syntax.sh) and the generators
Blocks5/ the game: sources in src/, assets in data/, levels and skins in levels/
PWEncrypt/ CLI that encrypts an archive password into the bracket form used in paths
ShowUserDir/ opens the user data folder in Explorer
WebBuild/ the Emscripten port and its glue
LinuxBuild/ the native Linux build and the one file that needs Xlib
The window is resizable, keeps its 4:3 shape with black bars, and toggles borderless
fullscreen with Alt+Return — none of which loses the GL context, because SDL's video flags
never change and fullscreen goes behind SDL's back: a Win32 style flip on Windows, an EWMH
request to the window manager on Linux. The scaling filter
(SharpFit, Sharp, Smooth, Crt) is an in-game option under Options → Scaling, saved
alongside the window size and fullscreen state in config.xml.
The game needs no Visual C++ redistributable, no system-wide OpenAL and no codec pack: the
three executables link the CRT statically, SDL 1.2.15 is compiled in from
Blocks5/libs/sdl-1.2.15/src, video recording writes H.264 and MP3 into an MP4 that Windows
plays out of the box, and the only DLL that ships is Blocks5/OpenAL32.dll — OpenAL Soft,
whose only CRT import is msvcrt.dll, part of Windows, rather than a versioned runtime that
would need a redistributable. Every vendored library under Blocks5/libs has a
PROVENANCE.txt saying where it came from, what was compared against upstream, which of its
files are compiled, what was changed locally and why, and how to update it.
The Inno Setup installer script is Blocks5/setup/Blocks 5.iss. Its version number has to
stay in sync with p_localVersion in Blocks5/src/main.cpp, with Blocks5/readme.txt, and
with FILEVERSION/PRODUCTVERSION in Blocks5/src/resources.rc.
Saves, progress, custom levels and screenshots live under My Documents\Blocks 5\ — on Linux
under $XDG_DATA_HOME/blocks5/, or ~/.local/share/blocks5/ — never next to the executable.