Desktop build plays music and sound through the system sound output; desktop build documented
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -37,6 +37,22 @@ cp ~/.cargo/registry/src/*/macroquad-*/js/mq_js_bundle.js www/
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python3 -m http.server 8080 -d www # open http://localhost:8080
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```
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### Desktop build
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The game also runs as a native program (Linux, Windows, macOS), without server and multiplayer:
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```sh
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cargo build --release
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./target/release/dungeoncraft
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```
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On Linux the build needs the ALSA headers (`alsa-lib` / `libasound2-dev`); the sound goes through ALSA (PipeWire and
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PulseAudio take it). The settings, the autosave, the campaign progress and the profile are kept as files in the
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data folder: `~/.local/share/dungeoncraft/` (Linux, or `$XDG_DATA_HOME/dungeoncraft`), `%APPDATA%\DungeonCraft`
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(Windows), `~/Library/Application Support/DungeonCraft` (macOS); `DUNGEONCRAFT_DATA` chooses another one.
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*Save Game* and saved campaigns land in its `saves/` folder; *Load Game* opens the system file dialog there (on
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Linux through the desktop portal), and dropping a file onto the window works as well.
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### Testing the game logic
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The tests run natively: a headless simulation of whole games, a savegame round trip, rendering of all music modules and the audio engine:
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