It's ok, porting the game to macOS isn't really a high priority after all. I don't mind being unable to play it as long as I understand the concept.
HuyTK
Recent community posts
Usually if you want to make a nice macOS app, you'd need to pack it into a .app folder so as in macOS it would appear as a whole app. Exporting with CMake just creates a Unix executable file that works the same way as .exe in Windows, except it always launches in Terminal. And here we go, that's your "command line window" method.
Um... there's another problem. Somehow loading.png cannot be loaded.
I cannot send a screenshot so I'll paste the whole Terminal texts in here:
INFO: Initializing raylib 4.2 INFO: Supported raylib modules: INFO: > rcore:..... loaded (mandatory) INFO: > rlgl:...... loaded (mandatory) INFO: > rshapes:... loaded (optional) INFO: > rtextures:. loaded (optional) INFO: > rtext:..... loaded (optional) INFO: > rmodels:... loaded (optional) INFO: > raudio:.... loaded (optional) INFO: DISPLAY: Device initialized successfully INFO: > Display size: 1440 x 900 INFO: > Screen size: 1280 x 720 INFO: > Render size: 1280 x 720 INFO: > Viewport offsets: 0, 0 INFO: GL: Supported extensions count: 47 INFO: GL: OpenGL device information: INFO: > Vendor: NVIDIA Corporation INFO: > Renderer: NVIDIA GeForce GT 650M OpenGL Engine INFO: > Version: 4.1 NVIDIA-16.0.12 355.11.11.10.10.143 INFO: > GLSL: 4.10 INFO: TEXTURE: [ID 1] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 1] Default texture loaded successfully INFO: SHADER: [ID 1] Vertex shader compiled successfully INFO: SHADER: [ID 2] Fragment shader compiled successfully INFO: SHADER: [ID 3] Program shader loaded successfully INFO: SHADER: [ID 3] Default shader loaded successfully INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU) INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU) INFO: RLGL: Default OpenGL state initialized successfully INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps) INFO: FONT: Default font loaded successfully (224 glyphs) INFO: TIMER: Target time per frame: 4.167 milliseconds INFO: TEXTURE: [ID 3] Texture loaded successfully (2560x1440 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 1] Depth renderbuffer loaded successfully (32 bits) INFO: FBO: [ID 1] Framebuffer object created successfully INFO: TEXTURE: [ID 4] Texture loaded successfully (1024x1024 | R8G8B8A8 | 1 mipmaps) WARNING: FILEIO: [res/loading.png] Failed to open file libc++abi: terminating due to uncaught exception of type raylib::RaylibException: Failed to load Texture from file: res/loading.png Abort trap: 6 logout
The link to download source code isn't working nvm, it's just one of Chrome's "funky feature" to hide the file's actual size.
Alright, I'm seeing some missing dependencies, is there anything wrong with it? Now I see why README.md is important (I've made some games using Python while only knowing the basics of C++ so I'm glad I could understand a bit of your code).
Ok, I'm giving up now. I've spent hours trying to figure things out with dependencies but when those are done I get a bunch of undefined terms (not to mention the undefined ones in other cpp files). Can you get in touch with the one who compiled this for macOS for you and ask them again?