Update the bootstrap.py script

* Tested on a fresh Ubuntu 20.04 VM
loading-screen
Noah 2020-12-28 20:46:32 -08:00
parent c78cd38c1d
commit 6c5da42c91
4 changed files with 126 additions and 65 deletions

3
.gitignore vendored
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@ -5,8 +5,7 @@ maps/
bin/
dist/
rtp/
dev-assets/guidebook/venv
dev-assets/guidebook/site/
guidebook/
wasm/assets/
*.wasm
*.doodad

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@ -1,29 +1,71 @@
# Building Doodle
* [Quickstart](#quickstart-with-bootstrap-py)
* [Detailed Instructions](#detailed-instructions)
* [Linux](#linux)
* [Flatpak for Linux](#flatpak-for-linux)
* [Windows Cross-Compile from Linux](#windows-cross-compile-from-linux)
* [Mac OS](#mac os)
* [Old Docs](#old-docs)
## Complete App Build
# Quickstart with bootstrap.py
You'll need the following git repositories:
From any Unix-like system (Fedora, Ubuntu, macOS) the bootstrap.py script
is intended to set this app up, from scratch, _fast._ The basic steps are:
* git.kirsle.net/apps/doodle - the game engine.
* git.kirsle.net/apps/doodle-masters - where built-in level files are kept.
* git.kirsle.net/apps/doodle-vendor - vendored libraries for Windows (SDL2.dll etc.)
* git.kirsle.net/apps/doodle-rtp - runtime package (sounds and music mostly)
```bash
# Example from an Ubuntu 20.04 LTS fresh install running in a
# libvirt-manager virtual machine on a Fedora host.
# 1. Ensure your SSH keys have git clone permission for git.kirsle.net.
# For example just scp my keys from the host Fedora machine.
$ scp -r kirsle@192.168.122.1:.ssh/id_rsa* ~/.ssh/
# 2. git clone the Project Doodle repository.
$ git clone git@git.kirsle.net:apps/doodle
$ cd ./doodle
# 3. Run the bootstrap script.
$ python3 bootstrap.py
```
The bootstrap script will take care of the rest:
* `apt install` all the dependencies (golang, SDL2, etc.)
* Install the `go-bindata` command, needed to bundle assets like doodads
and fonts into the program.
* `git clone` various other repositories into a "deps/" folder in doodle's
directory. These are things like my Go render library `go/render` and
`go/ui` as well as the doodle-rtp runtime package (sound effects, etc.)
all of which are hosted on git.kirsle.net.
* Build and install the `doodad` tool so it can generate the builtin
doodads, and build and release a full distribution of the game.
It should work on Fedora-likes, Debian-likes and macOS all the same.
It even runs on the Pine64 Pinephone (ARM64) with Mobian!
**To do:** the most important repositories, like the game itself, are
also mirrored on GitHub. Other supporting repos need mirroring too, or
otherwise, full source tarballs (the result of bootstrap.py) will be
built and archived somewhere safe for posterity in case git.kirsle.net
ever goes away. The doodle mirror is at <https://github.com/kirsle/doodle>
(private repository) and the others are there too (go/render, go/ui, etc.)
# Detailed Instructions
For building the app the hard way, and in-depth instructions, read
this section. You'll need the following git repositories:
* `git.kirsle.net/apps/doodle` - the game engine.
* `git.kirsle.net/apps/doodle-masters` - where built-in level files are kept,
as well as master GIMP drawings for sprites and such but only the levels
are necessary to build the app properly. Tho even then the app would
work fine with no levels built in!
* `git.kirsle.net/apps/doodle-vendor` - vendored libraries for Windows (SDL2.dll etc.)
* `git.kirsle.net/apps/doodle-rtp` - runtime package (sounds and music mostly)
The [doodle-docker](https://git.kirsle.net/apps/doodle-docker) repo will
be more up-to-date than the instructions below.
The `bootstrap.py` script should attempt to git clone most dependencies into a
folder named `deps/` relative to the root of the doodle repo. For example,
`deps/render` would be a git clone of `git.kirsle.net/go/render`. By updating
Doodle's go.mod file to replace these dependencies, you can produce a fully
self-contained source directory that can fully build the app. The
[Flatpak repo](#flatpak-for-linux) makes use of this. Below is how you would
do this process very manually:
be more up-to-date than the instructions below, as that repo actually has
runnable code in the Dockerfile!
```bash
# Clone all the repos down to your project folder
@ -42,10 +84,14 @@ mkdir rtp && cp -r ../rtp/* rtp/
# Ensure you have bindata CLI command. NOTE: below repo is
# my fork of go-bindata, can find it elsewhere instead.
# Future Go 1.16 will have native support to embed files and
# go-bindata will be not needed.
go get -u git.kirsle.net/go/bindata/...
# From the doodle repo
make bindata-dev # TODO: populates the bindata .go modules.
# From the doodle repo: `make bindata-dev` will populate dummy .go
# files for bindata and allow the app to actually BUILD, otherwise the
# `go get` would fail.
make bindata-dev
go get ./... # install dependencies etc.
# The app should build now. Build and install the doodad tool.
@ -87,9 +133,11 @@ mkdir fonts
cp /usr/share/fonts/dejavu/{DejaVuSans.ttf,DejaVuSans-Bold.ttf,DejaVuSansMono.ttf} fonts/
```
The doodle-vendor repo has copies of these fonts.
## Makefile
Makefile commands for Linux:
Makefile commands for Unix-likes:
* `make setup`: install Go dependencies and set up the build environment
* `make doodads`: build the default Doodads from sources in `dev-assets/`
@ -117,55 +165,28 @@ Makefile commands for Linux:
* `make docker.fedora`
* `make clean`: clean all build artifacts
## Build Tags
# Dependencies
### shareware
> Files ending with `_free.go` are for the shareware release as opposed to
> `_paid.go` for the full version.
Builds the game in the free shareware release mode.
Run `make build-free` to build the shareware binary.
Shareware releases of the game have the following changes compared to the default
(release) mode:
* No access to the Doodad Editor scene in-game (soft toggle)
### developer
> Files ending with `_developer.go` are for the developer build as opposed to
> `_release.go` for the public version.
Developer builds support extra features over the standard release version:
* Ability to write the JSON file format for Levels and Doodads.
Run `make build-debug` to build a developer version of the program.
## Linux
Dependencies are Go, SDL2 and SDL2_ttf:
The bootstrap.py script lists dependencies for Fedora, Debian and macOS.
Also here for clarity, hopefully not out-of-date:
```bash
# Fedora
sudo dnf -y install golang SDL2-devel SDL2_ttf-devel SDL2_mixer-devel
# Fedora-likes
sudo dnf install make golang SDL2-devel SDL2_ttf-devel \
SDL2_mixer-devel
# Ubuntu and Debian
sudo apt -y install golang libsdl2-dev libsdl2-ttf-dev libsdl2-mixer-devel
# Debian and Ubuntu
sudo dnf install make golang libsdl2-dev libsdl2-ttf-dev \
libsdl2-mixer-dev
# macOS via Homebrew (https://brew.sh)
brew install golang sdl2 sdl2_ttf sdl2_mixer pkg-config
```
## Flatpak for Linux
The repo for this is at <https://code.sketchymaze.com/game/flatpak>.
## Mac OS
```bash
brew install golang sdl2 sdl2_ttf pkg-config
```
## Windows Cross-Compile from Linux
Install the Mingw C compiler:
@ -212,3 +233,34 @@ cp /usr/x86_64-w64-mingw32/bin/SDL*.dll bin/
SDL2_ttf requires libfreetype, you can get its DLL here:
https://github.com/ubawurinna/freetype-windows-binaries
# Old Docs
## Build Tags
These aren't really used much anymore but documented here:
### shareware
> Files ending with `_free.go` are for the shareware release as opposed to
> `_paid.go` for the full version.
Builds the game in the free shareware release mode.
Run `make build-free` to build the shareware binary.
Shareware releases of the game have the following changes compared to the default
(release) mode:
* No access to the Doodad Editor scene in-game (soft toggle)
### developer
> Files ending with `_developer.go` are for the developer build as opposed to
> `_release.go` for the public version.
Developer builds support extra features over the standard release version:
* Ability to write the JSON file format for Levels and Doodads.
Run `make build-debug` to build a developer version of the program.

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@ -22,7 +22,6 @@ import pathlib
# Git repositories.
repos = {
"git@git.kirsle.net:apps/doodle": "doodle",
"git@git.kirsle.net:apps/doodle-masters": "masters",
"git@git.kirsle.net:apps/doodle-vendor": "vendor",
"git@git.kirsle.net:apps/doodle-rtp": "rtp",
@ -39,8 +38,8 @@ repos_github = {
}
# Software dependencies.
dep_fedora = ["golang", "SDL2-devel", "SDL2_ttf-devel", "SDL2_mixer-devel"]
dep_debian = ["golang", "libsdl2-dev", "libsdl2-ttf-dev", "libsdl2-mixer-dev"]
dep_fedora = ["make", "golang", "SDL2-devel", "SDL2_ttf-devel", "SDL2_mixer-devel"]
dep_debian = ["make", "golang", "libsdl2-dev", "libsdl2-ttf-dev", "libsdl2-mixer-dev"]
dep_macos = ["golang", "sdl2", "sdl2_ttf", "sdl2_mixer", "pkg-config"]
@ -52,7 +51,10 @@ def main():
print(
"Project: Doodle Full Installer\n"
"Current working directory: {root}\n"
"Ensure your SSH keys are set up on git.kirsle.net to easily clone repos."
"Ensure your SSH keys are set up on git.kirsle.net to easily clone repos.\n"
"Also check your $GOPATH is set and your $PATH will run binaries installed,\n"
"for e.g. GOPATH=$HOME/go and PATH includes $HOME/go/bin; otherwise the\n"
"go-bindata command won't function later."
.format(root=ROOT)
)
input("Press Enter to begin.")
@ -80,8 +82,11 @@ def install_deps():
else:
print("Warning: didn't detect your package manager to install SDL2 and other dependencies")
# Get the bindata command.
# Get the bindata command. Do this from OUTSIDE a Go module folder, so that
# it installs the command globally.
os.chdir("/tmp")
shell("go get -u git.kirsle.net/go/bindata/...")
os.chdir(ROOT)

5
go.mod
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@ -38,3 +38,8 @@ require (
mvdan.cc/lint v0.0.0-20170908181259-adc824a0674b // indirect
mvdan.cc/unparam v0.0.0-20200501210554-b37ab49443f7 // indirect
)
replace git.kirsle.net/go/render => /run/build/doodle/deps/render
replace git.kirsle.net/go/ui => /run/build/doodle/deps/ui
replace git.kirsle.net/go/audio => /run/build/doodle/deps/audio