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Funkin/docs/COMPILING.md
2024-10-08 14:15:30 -04:00

4.1 KiB

Compiling Friday Night Funkin'

  1. Setup
    • Download Haxe from Haxe.org
    • Download Git from git-scm.com
    • Do NOT download the repository using the Download ZIP button on GitHub or you may run into errors!
    • Instead, open a command prompt and do the following steps...
  2. Run cd the\directory\you\want\the\source\code\in to specify which folder the command prompt is working in.
    • For example, cd C:\Users\YOURNAME\Documents would instruct the command prompt to perform the next steps in your Documents folder.
  3. Run git clone https://github.com/FunkinCrew/funkin.git to clone the base repository.
  4. Run cd funkin to enter the cloned repository's directory.
  5. Run git submodule update --init --recursive to download the game's assets.
    • NOTE: By performing this operation, you are downloading Content which is proprietary and protected by national and international copyright and trademark laws. See the LICENSE.md file for the Funkin.assets repo for more information.
  6. Run haxelib --global install hmm and then haxelib --global run hmm setup to install hmm.json
  7. Run hmm install to install all haxelibs of the current branch
  8. Run haxelib run lime setup to set up lime
  9. Perform additional platform setup
  10. If you are targeting for native, you may need to run lime rebuild <PLATFORM> and lime rebuild <PLATFORM> -debug
  11. lime test <PLATFORM> to build and launch the game for your platform (for example, lime test windows)

Build Flags

There are several useful build flags you can add to a build to affect how it works. A full list can be found in project.hxp, but here's information on some of them:

  • -debug to build the game in debug mode. This automatically enables several useful debug features.
    • This includes enabling in-game debug functions, disables compile-time optimizations, enabling asset redirection (see below), and enabling the VSCode debug server (which can slow the game on some machines but allows for powerful debugging through breakpoints).
    • -DGITHUB_BUILD will enable in-game debug functions (such as the ability to time travel in a song by pressing PgUp/PgDn), without enabling the other stuff
  • -DFEATURE_POLYMOD_MODS or -DNO_FEATURE_POLYMOD_MODS to forcibly enable or disable modding support.
  • -DREDIRECT_ASSETS_FOLDER or -DNO_REDIRECT_ASSETS_FOLDER to forcibly enable or disable asset redirection.
    • This feature causes the game to load exported assets from the project's assets folder rather than the exported one. Great for fast iteration, but the game will break if you try to zip it up and send it to someone, so it's disabled for release builds.
  • -DFEATURE_DISCORD_RPC or -DNO_FEATURE_DISCORD_RPC to forcibly enable or disable support for Discord Rich Presence.
  • -DFEATURE_VIDEO_PLAYBACK or -DNO_FEATURE_VIDEO_PLAYBACK to forcibly enable or disable video cutscene support.
  • -DFEATURE_CHART_EDITOR or -DNO_FEATURE_CHART_EDITOR to forcibly enable or disable the chart editor in the Debug menu.
  • -DFEATURE_SCREENSHOTS or -DNO_FEATURE_SCREENSHOTS to forcibly enable or disable the screenshots feature.
  • -DFEATURE_STAGE_EDITOR to forcibly enable the experimental stage editor.
  • -DFEATURE_GHOST_TAPPING to forcibly enable an experimental gameplay change to the anti-mash system.

Troubleshooting

If you experience any issues during the compilation process, DO NOT open an issue on GitHub. Instead, check the Troubleshooting Guide for steps on how to resolve common problems.