Kroniki Andarii is an implementation of an innovative RPG board game.
To learn more go to project wiki.
You can contribute to this project in one of three ways:
- Browse issues, comment on proposals, report bugs.
- Clone the project repo, make some changes according to development guidelines and issue a pull-request with your changes.
- Share your opinions and ideas about game. For example you can send me an email at [email protected].
Not sure where to start? Look for issues listed at project wiki. These tasks do not always require a profound insight in the source code, so I guess that you will find something for yourself.
Simply use Fork & Pull Model
- Fork this repo.
- Write your code and push it to your repo.
- Create a new pull request.
Remember to mark your contribution by inserting one of the lines below into the file license.
Copyright (C) [modification year] [name and surname] [< e-mail >]
Thanks to [modification year] [name and surname][< e-mail >]
Coding style is based mostly on Linux kernel coding style with the following additions and modifications:
- We don't enforce the limit on the length of lines.
- Pointers and references bind to the right side (name of the variable) and not the left side (type). This also applies to returning results from functions, where we put space around the asterisk and ampersand characters. Examples:
int *a, *b;
const QString & f(const Object &o);
- We follow camelCase naming convention. Type names (including classes) and constants start with a CapitalLetter.
- Angle-parens in template types are prefixed and suffixed with a space:
- WRONG:
QVector<QList<QPair<int, int> > >
- CORRECT:
QVector <QList <QPair <int, int> > >
- Angle-parens in template functions and entities with function-like syntax (e.g. casts) are not prefixed nor suffixed with a space:
static_cast<int>(x);