It's a 2D Racing game. The setting of the game is in current day Thessaloniki.
The game uses the Sprite-Stacking technique to create a pseudo 3d world. It also uses the tleng game engine.
Work In Progress.
Click here to get the newest Release of PixelWheel: Thessaloniki Edition
Go to releases!
- Install the
.zip
file - Extract the
.zip
file to a folder of your liking - Double click the
.exe
file.
-
Using Wine:
- Ensure that you have wine installed.
- Follow Windows How-To.
-
Linux binaries:
- Install the
pixel-wheel-linux.tar.gz
- Extract the contents of
pixel-wheel-linux.tar.gz
- Double click on the
pixel-wheel
file
- Install the
-
Clone the games repository locally. And clone the Tleng Game engine Locally
$ git clone https://www.github.com/Omada-Plhroforikis-17o-GEL-13o-GYM/pixel-wheel.git $ git clone https://www.github.com/tl-ecosystem/tleng.git
-
Create a symbolic link inside pixel-wheel from the tleng repo:
$ ln -r -s ./tleng/tleng2 ./pixel-wheel/src
-
Change to the game directory
$ cd pixel-wheel
-
Create a virtual python enviroment and then activate it:
$ python -m venv venv
- linux
$ source ./venv/bin/activate
- Windows
$ .\venv\Scripts\Activate.ps1
-
Download the requirements:
Using pip:
$ pip install -r requirements.txt
Using your package manager manually (apt, dnf, pacman ...):
$ sudo 'your-package-manager' install pygame3-'your-package'
-
Run the game.
$ python main.py
- When you boot up pixel wheel you are in the Menu
- You can click the buttons with
right click
- If you press
Play
you free roam withWASD
- If you press
Credits
you can scroll with yourmouse-wheel
- to go back to the
Menu
you need to pressesc
- You can move with
WASD
- You can turn on the debug mode, that shows the hitboxes with
B
- You can toggle the clarity of the car model with
V
MASSIVE TODO
-
ECS re-write [almost complete]
-
Redo the coordinate system, should be similar to pymunk, normal cartesian. Renderer will just convert the normal coordinates to the pygame-screen coordinates
-
Abolishing display/window surfaces in RendererProperties [being worked on for ecs]
-
Update Renderable to hold a method for rendering complex objects (sprite stacking)
-
Camera
-
Renderer [the base part is complete]