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To add a new background music track, add an MP3 file (that you have permission to use) to the /music and add a new entry to the tracks array in sound.js. #START_OF_START_LEVEL# and #END_OF_START_LEVEL# should be the first and last line of the startLevel method, respectively.nextBonusLevel: load another level automatically when this one is solved.

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version: increase the level version whenever you update a level.startingMessage: message displayed at the bottom of the screen when the level starts (if any).music: name of the background track for the level (see sound.js).showDummyDom: if true, a dummy DOM will be displayed instead of the regular map.showDrawingCanvas: if true, the drawing canvas overlay is displayed.refreshRate: the refresh rate of the level, in milliseconds (required for dynamic objects with interval properties to work correctly).keyDelay: specifies the lag, in milliseconds, between player keystrokes (default: 0).allowOverwrite: if true, placed static objects can be overwritten by other objects.mapProperties: optionally contains any of the following:.commandsIntroduced: array of new commands introduced in the level (see reference.js).

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  • #BEGIN_PROPERTIES# and #END_PROPERTIES# surround the properties object at the start of the file.
  • # wrap editable sections (parts of lines).
  • #BEGIN_EDITABLE# and #END_EDITABLE# surround editable lines.
  • Jsx files are like regular JavaScript files, but have some additional syntax: If you are adding any new commands that the player can use, make sure to add them to reference.js. To add a new level, create a jsx file in /levels/bonus and add the level filename to the bonusLevels array in game.js.

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    To run the game locally, you need to set up a local server to serve index.html (this step is necessary due to Access-Control-Allow-Origin restrictions).įirst install http-server if you haven't already: npm install http-serverīuild your own mod in the mods directory: make mod=example_mod Merges and minifies the JavaScript files into scripts/build/ (and disables debug features). To merge the JavaScript files into scripts/build/untrusted.js (and enables debug features). The challenge is to open a path to the next level using only the limited tools left open to you. As loaded, each level is unbeatable, and most of the JavaScript is blocked from editing.

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    The game presents you with a roguelike-like playing environment and a console window with the JavaScript code generating each level. Eval from this dark and confusing reality! Overview Eval through a mysterious MACHINE CONTINUUM, wherein, using only his trusty computer and the TURING-COMPLETE power of JavaScript, he must literally ALTER HIS REALITY in order to find his freedom! You must literally edit and re-execute the very JavaScript running the game in your browser to save Dr. Eval is an exciting Meta-JavaScript Adventure Game wherein you guide the dashing, steadfast Dr. You can also compile Teeworlds with bam, a custom build system.Untrusted -or- the Continuing Adventures of Dr. Building with bam, guides for all operating systems You can now build Teeworlds by executing mingw32-make in the build directory. Wait a bit (until the progress bar is full).

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    Select "MinGW Makefiles" as the generator andĬlick "Finish". Next,Ĭlick "Browse Build" and create a subdirectory for the build (e.g. (first line) and select the directory with the Teeworlds source code. Open CMake ("CMake (cmake-gui)" in the start menu). Wait for the compilation to finish.įor subsequent builds you only have to click the button with the green arrowĭownload and install MinGW with at least the following components:Īlso install Git (for downloading the source Select teeworlds.exe in the Select Startup Item… combobox next to the greenĪrrow. Wait until the CMake configuration is done (watch the Output windows at the

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    Click Clone (in the Team Explorer, Connect → Local Git Repositories).įor the download to complete (terminals might pop up). Open the Team Explorer (View → Team Explorer, Ctrl+^,Ĭtrl+M).

  • Git for Windows (in Individual Components → Code tools).
  • Desktop development with C++ (on the main page).
  • Studio (as of writing, MSVS Community 2017)

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    Building on Windows with Visual Studioĭownload and install some version of Microsoft Visual Headless servers which don't have graphics libraries like SDL2 installed. DCLIENT=OFF: Disable generation of the client target. DDEV=ON: Enable debug mode and disable some release mechanics. (Needs sudo apt install ninja-build on Debian, sudo dnf install ninja-build on Fedora, and sudo pacman -S -needed ninja on Arch Linux.) Parallizes the build and is generally faster. GNinja: Use the Ninja build system instead of Make. The following options can be passed to the cmake. On subsequent builds, you only have to repeat the make step.















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