# Building Doodle * [Automated Release Scripts](#automated-release-scripts) * [Quickstart with bootstrap.py](#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) * [Old Docs](#old-docs) # Dockerfile The Dockerfile in this git repo may be the quickest way to fully release the game for as many platforms as possible. Run it from a 64-bit host Linux system and it will generate Linux and Windows releases for 64-bit and 32-bit Intel CPUs. It depends on your git clone of doodle to be fully initialized (e.g., you have run the bootstrap.py script and a `make dist` would build a release for your current system, with doodads and runtime assets all in the right places). Run `make docker` and the results will be in the `artifacts/release` folder in your current working directory. **Fedora notes (SELinux):** if you run this from a Fedora host you will need to `sudo setenforce permissive` to allow the Dockerfile to mount the artifacts/release folder to export its results. # Automated Release Scripts Other Dockerfiles and scripts used to release the game: * [SketchyMaze/docker](https://git.kirsle.net/SketchyMaze/docker) provides a Dockerfile that fully end-to-end releases the latest version of the game for Linux and Windows. 64bit and 32bit versions that freshly clone the game from git and output their respective CPU release artifacts: * Windows: .zip file * Linux: .tar.gz, .rpm, .deb * [flatpak](https://code.sketchymaze.com/game/flatpak) is a Flatpak manifest for Linux distributions. The Docker container depends on all the git servers being up, but if you have the uber blob source code you can read the Dockerfile to see what it does. # Quickstart with bootstrap.py 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: ```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.) * `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! MacOS is expected to have [homebrew](https://brew.sh) installed. MP3 support issues? [See here](https://github.com/veandco/go-sdl2/issues/299#issuecomment-611681191). **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 (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/SketchyMaze/doodle` - the game engine. * `git.kirsle.net/SketchyMaze/assets` - where built-in level files are kept (optional) * `git.kirsle.net/SketchyMaze/vendor` - vendored libraries for Windows (SDL2.dll etc.) * `git.kirsle.net/SketchyMaze/rtp` - runtime package (sounds and music mostly) * `git.kirsle.net/SketchyMaze/doodads` - sources to compile the built-in doodads. The [docker](https://git.kirsle.net/SketchyMaze/docker) repo will 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 git clone https://git.kirsle.net/SketchyMaze/rtp rtp git clone https://git.kirsle.net/SketchyMaze/vendor vendor git clone https://git.kirsle.net/SketchyMaze/masters masters git clone https://git.kirsle.net/SketchyMaze/doodle doodle git clone https://git.kirsle.net/SketchyMaze/doodads doodle/deps/doodads # Enter doodle/ project cd doodle/ # Copy fonts and levels in cp ../assets/levelpacks assets/levelpacks cp ../vendor/fonts assets/fonts mkdir rtp && cp -r ../rtp/* rtp/ # From the doodle repo: make setup # -or- go get ./... # install dependencies etc. # The app should build now. Build and install the doodad tool. go install git.kirsle.net/SketchyMaze/doodle/cmd/doodad doodad --version # "doodad version 0.3.0-alpha build ..." # Build and release the game into the dist/ folder. # This will: generate builtin doodads, bundle them with bindata, # and create a tarball in the dist/ folder. make dist # Build a cross-compiled Windows target from Linux. # (you'd run before `make dist` to make an uber release) make mingw # After make dist, `make release` will carve up Linux # and Windows (mingw) builds and zip them up nicely. make release ``` `make build` produces a local binary in the bin/ folder and `make dist` will build an app for distribution in the dist/ folder. The bootstrap.py script does all of the above up to `make dist` so if you need fully release the game by hand (e.g. on a macOS host) you can basically get away with: 1. Clone the doodle repo and cd into it 2. Run `bootstrap.py` to fully set up your OS with dependencies and build a release quality version of the game with all latest assets (the script finishes with a `make dist`). 3. Run `make release` to package the dist/ artifact into platform specific release artifacts (.rpm/.deb/.tar.gz bundles for Linux, .zip for Windows, .dmg if running on macOS) which output into the dist/release/ folder. Before step 3 you may want to download the latest Guidebook to bundle with the game (optional). Grab and extract the tarball and run `make dist && make release`: ```bash wget -O - https://download.sketchymaze.com/guidebook.tar.gz | tar -xzvf - ``` ## Fonts The `fonts/` folder is git-ignored. The app currently uses font files here named: * `DejaVuSans.ttf` for sans-serif font. * `DejaVuSans-Bold.ttf` for bold sans-serif font. * `DejaVuSansMono.ttf` for monospace font. These are the open source **DejaVu Sans [Mono]** fonts, so copy them in from your `/usr/share/fonts/dejavu` folder or provide alternative fonts. ```bash 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 Unix-likes: * `make setup`: install Go dependencies and set up the build environment * `make doodads`: build the default Doodads from sources in `deps/doodads/` * `make build`: build the Doodle and Doodad binaries to the `bin/` folder. * `make buildall`: runs all build steps: doodads, build. * `make build-free`: build the shareware binaries to the `bin/` folder. See Build Tags below. * `make build-debug`: build a debug binary (not release-mode) to the `bin/` folder. See Build Tags below. * `make wasm`: build the WebAssembly output * `make wasm-serve`: build the WASM output and then run the server. * `make run`: run a local dev build of Doodle in debug mode * `make guitest`: run a local dev build in the GUITest scene * `make test`: run the test suite * `make dist`: produce a zipped release tarball and zip file for your current environment and output into the `dist/` folder. * `make docker`: run all the Dockerfiles from the `docker/` folder to produce dist builds for Debian, Fedora and Ubuntu. You may also run these builds individually: * `make docker.ubuntu` * `make docker.debian` * `make docker.fedora` * `make clean`: clean all build artifacts # Dependencies The bootstrap.py script lists dependencies for Fedora, Debian and macOS. Also here for clarity, hopefully not out-of-date: ```bash # Fedora-likes sudo dnf install make golang SDL2-devel SDL2_ttf-devel \ SDL2_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 . ## Windows Cross-Compile from Linux Install the Mingw C compiler: ```bash # Fedora sudo dnf -y install mingw64-gcc # for 64-bit sudo dnf -y install mingw32-gcc # for 32-bit # Arch Linux pacman -S mingw-w64 ``` Download the SDL2 Mingw development libraries [here](https://libsdl.org/download-2.0.php) and SDL2_TTF from [here](https://www.libsdl.org/projects/). Extract each and copy their library folder into the mingw path. ```bash # e.g. /usr/x86_64-w64-mingw32 is usually the correct path, verify on e.g. # Fedora with `rpm -ql mingw64-filesystem` tar -xzvf SDL2_ttf-devel-2.0.15-mingw.tar.gz cd SDL_ttf-2.0.15 sudo cp -r x86_64-w64-mingw32 /usr ``` Make and set permissions for Go to download the standard library for Windows: ```bash mkdir /usr/lib/golang/pkg/windows_amd64 chown your_username /usr/lib/golang/pkg/windows_amd64 ``` And run `make mingw` to build the Windows binary. ### Windows DLLs For the .exe to run it will need SDL2.dll and such. ``` # SDL2.dll and SDL2_ttf.dll 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 # WebAssembly There is some **experimental** support for a WebAssembly build of Sketchy Maze since the very early days. Early on, the game "basically worked" but performance could be awful: playing levels was OK but clicking and dragging in the editor would cause your browser to freeze. Then for a time, the game wouldn't even get that far. Recently (December 2023), WASM performance seems much better but there are strange graphical glitches: * On the title screen, the example levels in the background load OK and their doodads will wander around and performance seems OK. * But during Play Mode, only the menu bar draws but nothing else on the screen. * In the Level Editor, the entire screen is white BUT tooltips will appear and the menu bar can be clicked on (blindly) and the drop-down menus do appear. Some popups like the Palette Editor can be invoked and draw to varying degrees of success. Some tips to get a WASM build to work: * For fonts: symlink it so that ./wasm/fonts points to ./assets/fonts. * You may need an updated wasm_exec.js shim from Go. On Fedora, `dnf install golang-misc` and `cp "$(go env GOROOT)/misc/wasm/wasm_exec.js" .` from the wasm/ folder. * Run `make wasm` to build the WASM binary and `make wasm-serve` to run a simple Go web server to serve it from. # 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.