Add Switch game framework target

This commit is contained in:
2026-06-09 00:52:04 +08:00
parent cc75b94c44
commit b78aaa5cad
10 changed files with 218 additions and 12 deletions
+76
View File
@@ -237,6 +237,64 @@ Frostbite2D Switch smoke test
Press PLUS to exit.
```
### 2.4 编译 Switch 游戏框架 NRO
当前游戏框架已经接入 Switch 构建目标:
```text
Frostbite2DGameSwitch
```
该目标使用:
```text
game\src\switch_game_main.cpp
```
作为 Switch 专用入口,运行同一套 `WhiteboxScene``StageRenderer`
`DebugOverlay``PlayerActor``LevelDefinition` 游戏框架。
构建命令:
```powershell
$env:PATH='C:\devkitPro\devkitA64\bin;C:\devkitPro\tools\bin;C:\devkitPro\msys2\usr\bin;C:\Program Files\CMake\bin;C:\Program Files\xmake;' + $env:PATH
$env:DEVKITPRO='C:\devkitPro'
$env:DEVKITA64='C:\devkitPro\devkitA64'
& 'C:\Program Files\xmake\xmake.exe' f -c -p switch -a aarch64 -m release --toolchain=cross --sdk='C:\devkitPro\devkitA64' --bin='C:\devkitPro\devkitA64\bin' --cross='aarch64-none-elf-' -y
& 'C:\Program Files\xmake\xmake.exe' -b Frostbite2DGameSwitch
```
产物:
```text
build\switch\aarch64\release\Frostbite2DGame.elf
build\switch\aarch64\release\switch_game\NSUnknownGame.nro
build\switch\aarch64\release\switch_game\control.nacp
build\switch\aarch64\release\switch_game\assets\
```
`xmake.lua` 会在构建后自动:
- 复制 `game\assets``build\switch\aarch64\release\switch_game\assets`
- 生成 `control.nacp`
- 调用 `elf2nro` 生成带元数据的 `NSUnknownGame.nro`
Switch 运行时资源目录当前由引擎解析为:
```text
/switch/Frostbite2D/NS Unknown Game/assets
```
在真机 SD 卡或模拟器文件系统中测试完整游戏时,需要确保资源也放到该目录。
构建输出目录中的 `switch_game\assets` 是用于部署的资源副本。
当前已验证:
- `Frostbite2DGameSwitch` 可成功编译为 ELF/NRO
- PC 和 Switch 共用同一套 GLES 300 es shader
- Windows 游戏目标仍可正常编译和启动
## 3. 常见问题
### 3.1 切换平台后编译异常
@@ -267,3 +325,21 @@ Frostbite2D_smoke_meta.nro
不要优先使用裸的 `Frostbite2D_smoke.nro`
### 3.4 Switch 游戏 NRO 启动后资源加载失败
确认资源目录存在:
```text
/switch/Frostbite2D/NS Unknown Game/assets
```
至少应包含:
```text
assets\shaders\shaders.json
assets\shaders\sprite.vert
assets\shaders\sprite.frag
assets\shaders\colored_quad.vert
assets\shaders\colored_quad.frag
assets\character\male\*.png
```
+2 -2
View File
@@ -37,7 +37,7 @@ function add_frostbite2d_target()
local libnx = path.join(devkitpro, "libnx")
add_cxflags("-D__SWITCH__", "-march=armv8-a+crc+crypto", "-mtune=cortex-a57", "-mtp=soft", {public = true})
add_cxflags("-ffunction-sections", "-fdata-sections", {public = true})
add_cxflags("-ffunction-sections", "-fdata-sections", "-fPIE", {public = true})
add_cxflags("-specs=" .. path.join(libnx, "switch.specs"), {public = true, force = true})
add_ldflags("-specs=" .. path.join(libnx, "switch.specs"), {public = true, force = true})
@@ -47,7 +47,7 @@ function add_frostbite2d_target()
add_includedirs(path.join(libnx, "include"), {public = true})
add_linkdirs(path.join(portlibs, "lib"), path.join(libnx, "lib"), {public = true})
add_links("SDL2_ttf", "freetype", "SDL2_mixer", "vorbisidec", "opusfile", "opus", "modplug", "mpg123", "mikmod", "FLAC", "ogg", {public = true})
add_links("SDL2_image", "png", "jpeg", "webp", "z", "SDL2", "EGL", "GLESv2", "glapi", "drm_nouveau", "nx", "m", "pthread", {public = true})
add_links("SDL2_image", "png", "jpeg", "webp", "z", "SDL2", "EGL", "GLESv2", "glapi", "drm_nouveau", "nx", "m", "pthread", "stdc++", {public = true})
else
add_packages("libsdl2", {public = true})
add_packages("libsdl2_image", {public = true})
+3 -1
View File
@@ -1,4 +1,6 @@
#version 330 core
#version 300 es
precision mediump float;
in vec4 v_color;
out vec4 FragColor;
+3 -1
View File
@@ -1,4 +1,6 @@
#version 330 core
#version 300 es
precision mediump float;
layout (location = 0) in vec2 a_position;
layout (location = 1) in vec2 a_texCoord;
layout (location = 2) in vec4 a_color;
+3 -1
View File
@@ -1,4 +1,6 @@
#version 330 core
#version 300 es
precision mediump float;
in vec2 v_texCoord;
in vec4 v_color;
+3 -1
View File
@@ -1,4 +1,6 @@
#version 330 core
#version 300 es
precision mediump float;
layout (location = 0) in vec2 a_position;
layout (location = 1) in vec2 a_texCoord;
layout (location = 2) in vec4 a_color;
+26 -2
View File
@@ -21,6 +21,7 @@ game/
├─ movement/ 可复用的移动和碰撞辅助工具
├─ scene/ 游戏场景和关卡编排
├─ stage/ 关卡视觉层渲染
├─ switch_game_main.cpp Switch/NS 游戏入口
└─ main.cpp 游戏可执行文件入口点
```
@@ -99,8 +100,8 @@ main.cpp
## 当前构建目标
`xmake.lua` 为 Windows 定义 `Frostbite2DGame`。它编译所有
`game/src/**.cpp` 文件,链接到 `Frostbite2D`,并在构建后
`xmake.lua` 为 Windows 定义 `Frostbite2DGame`。它编译桌面游戏入口
`game/src/main.cpp` 和所有通用游戏源码,链接到 `Frostbite2D`,并在构建后
`game/assets` 复制到可执行文件旁边。
构建命令:
@@ -115,6 +116,29 @@ xmake -b Frostbite2DGame
build/windows/x64/release/Frostbite2DGame.exe
```
Switch/NS 游戏框架目标为 `Frostbite2DGameSwitch`。它使用
`game/src/switch_game_main.cpp` 作为平台入口,复用同一套 Scene、Stage、
Actor、Movement、Debug 和 Data 模块。
构建命令:
```powershell
xmake -b Frostbite2DGameSwitch
```
输出:
```text
build/switch/aarch64/release/Frostbite2DGame.elf
build/switch/aarch64/release/switch_game/NSUnknownGame.nro
```
Switch 运行时资源目录:
```text
/switch/Frostbite2D/NS Unknown Game/assets
```
## 后续架构步骤
1. 添加 `actor/enemy_actor.*` 并复用 `PlatformMover`
+26 -4
View File
@@ -77,6 +77,7 @@ mindmap
Hitbox可视化
帧率与日志
构建文档
NS平台构建
```
## 白板总览
@@ -295,6 +296,26 @@ mindmap
- 绘制 hitbox / hurtbox。
- 输出当前场景、角色状态、FPS。
### 11. Platform
职责:
- 保持 PC 和 NS 共用游戏逻辑。
- 只在入口、构建、资源部署、平台输入处做差异化。
已有:
- `game/src/main.cpp`Windows/PC 游戏入口。
- `game/src/switch_game_main.cpp`Switch/NS 游戏入口。
- `Frostbite2DGame`Windows 游戏目标。
- `Frostbite2DGameSwitch`Switch 游戏目标,生成 `NSUnknownGame.nro`
下一步:
- 将 Switch Joy-Con 输入接入 `InputStateProvider`
- 整理资源部署脚本,把 `assets` 放到 `/switch/Frostbite2D/NS Unknown Game/assets`
- 在 Ryujinx 或真机上验证主循环、shader 和角色纹理。
## 数据流白板
```text
@@ -380,10 +401,11 @@ mindmap
下一步建议按这个顺序做:
1. `BattleZone`:做清版推进的核心框架。
2. `EnemyActor`:做第一个敌人占位
3. `CombatSystem`:把 hitbox/hurtbox 真正跑起来
4. `SpriteAnimator`:把玩家动画从硬编码改成组件
5. `StageLayer`:把白盒视觉层扩展为背景、tiles 和 props
2. `SwitchInput`:把 Joy-Con/手柄输入接入 `InputStateProvider`
3. `EnemyActor`:做第一个敌人占位
4. `CombatSystem`:把 hitbox/hurtbox 真正跑起来
5. `SpriteAnimator`:把玩家动画从硬编码改成组件
6. `StageLayer`:把白盒视觉层扩展为背景、tiles 和 props。
## 素材协作提示
+43
View File
@@ -0,0 +1,43 @@
#include "core/game_config.h"
#include "scene/whitebox_scene.h"
#include <cstdio>
#include <frostbite2D/core/application.h>
#include <frostbite2D/scene/scene_manager.h>
#include <switch.h>
int main(int argc, char** argv) {
(void)argc;
(void)argv;
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
auto config = frostbite2D::AppConfig::createDefault();
config.appName = "NS Unknown Game";
config.windowConfig.title = "NS Unknown Game";
config.windowConfig.width = ns_game::config::kVirtualWidth;
config.windowConfig.height = ns_game::config::kVirtualHeight;
config.windowConfig.resizable = false;
config.windowConfig.vsync = true;
config.useVirtualResolution = true;
config.virtualWidth = ns_game::config::kVirtualWidth;
config.virtualHeight = ns_game::config::kVirtualHeight;
config.resolutionMode = frostbite2D::ResolutionScaleMode::Fit;
config.renderStyleProfile = frostbite2D::RenderStyleProfileId::PixelArt2D;
config.maxFps = 60;
auto& app = frostbite2D::Application::get();
if (!app.init(config)) {
std::puts("NS Unknown Game Switch init failed.");
return 1;
}
app.run([]() {
frostbite2D::SceneManager::get().ReplaceScene(
frostbite2D::MakePtr<ns_game::WhiteboxScene>());
});
app.shutdown();
return 0;
}
+33
View File
@@ -35,6 +35,7 @@ if is_plat("windows") then
target("Frostbite2DGame")
set_kind("binary")
add_files("game/src/**.cpp")
remove_files("game/src/switch_game_main.cpp")
add_deps("Frostbite2D")
add_packages("libsdl2")
add_packages("libsdl2_image")
@@ -49,3 +50,35 @@ if is_plat("windows") then
end)
target_end()
end
if is_plat("switch") then
target("Frostbite2DGameSwitch")
set_kind("binary")
set_filename("Frostbite2DGame.elf")
add_files("game/src/**.cpp")
remove_files("game/src/main.cpp")
add_deps("Frostbite2D")
add_cxflags("-D__SWITCH__", "-fPIE", {public = true})
add_ldflags("-specs=" .. path.join(os.getenv("DEVKITPRO") or "C:/devkitPro", "libnx/switch.specs"), "-fPIE", {force = true})
after_build(function (target)
local outdir = path.join(target:targetdir(), "switch_game")
os.mkdir(outdir)
os.cp(path.join(os.projectdir(), "game/assets"),
path.join(outdir, "assets"))
local devkitpro = os.getenv("DEVKITPRO") or "C:/devkitPro"
local tools = path.join(devkitpro, "tools/bin")
local libnx = path.join(devkitpro, "libnx")
local nacp = path.join(outdir, "control.nacp")
local nro = path.join(outdir, "NSUnknownGame.nro")
os.execv(path.join(tools, "nacptool.exe"), {
"--create", "NS Unknown Game", "Frostbite2D", "1.0.0", nacp
})
os.execv(path.join(tools, "elf2nro.exe"), {
target:targetfile(), nro,
"--nacp=" .. nacp,
"--icon=" .. path.join(libnx, "default_icon.jpg")
})
end)
target_end()
end