The macroquad GUI now builds for wasm32 the way MRPGI's does, with two deliberate differences. It boots into Play and the F8 editor toggle is compiled out of the web build. What ships to someone playing a game should be the game, not the tool that made it. And it embeds a WorldBundle rather than a game *folder*. MRPGI reaches for include_dir! because its bundle carries only manifest+rooms; MRPCI's already carries scripts and sprites too, so one `--export-bundle` document is the whole game. That is also the format MRP3GI boots from, which means one file now feeds two engines. mrpci_alloc/mrpci_world_in let the page hand over another bundle while the engine is running — the arcade picker and drag-and-drop both arrive there, and the session restarts on the new world. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
13 lines
581 B
TOML
13 lines
581 B
TOML
[package]
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name = "mrpci"
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version = "0.1.0"
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edition = "2021"
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description = "Monster Robot Party Creative Interpreter — the SCI-generation sibling of MRPGI: 256-color rooms, palette cycling, A* click-to-walk, verbs + parser, rhai scripts. This crate is the macroquad GUI; the engine lives in mrpci-core."
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[dependencies]
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mrpci-core = { path = "../mrpci-core" }
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macroquad = { version = "0.4", features = ["audio"] }
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# The browser build has no filesystem: it boots from a WorldBundle JSON baked
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# in at compile time, and the page can hand it another one at runtime.
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serde_json = "1"
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