Noah Petherbridge
1e80304061
* Add the JavaScript system for Doodads to run their scripts in levels, and wire initial OnCollide() handler support. * CLI: Add a `doodad install-script` command to the doodad tool. * Usage: `doodad install-script <index.js> <filename.doodad>` * Add dev-assets folder for storing source files for the official default doodads, sprites, levels, etc. and for now add a JavaScript for the first test doodad.
58 lines
936 B
Go
58 lines
936 B
Go
// doodad is the command line developer tool for Doodle.
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package main
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import (
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"fmt"
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"log"
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"os"
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"sort"
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"time"
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"git.kirsle.net/apps/doodle/cmd/doodad/commands"
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doodle "git.kirsle.net/apps/doodle/pkg"
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"github.com/urfave/cli"
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)
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// Build variables.
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var (
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Build = "N/A"
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BuildDate string
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)
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func init() {
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if BuildDate == "" {
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BuildDate = time.Now().Format(time.RFC3339)
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}
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}
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func main() {
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app := cli.NewApp()
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app.Name = "doodad"
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app.Usage = "command line interface for Doodle"
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app.Version = fmt.Sprintf("%s build %s. Built on %s",
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doodle.Version,
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Build,
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BuildDate,
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)
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app.Flags = []cli.Flag{
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cli.BoolFlag{
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Name: "debug, d",
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Usage: "enable debug level logging",
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},
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}
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app.Commands = []cli.Command{
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commands.Convert,
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commands.InstallScript,
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}
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sort.Sort(cli.FlagsByName(app.Flags))
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sort.Sort(cli.CommandsByName(app.Commands))
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err := app.Run(os.Args)
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if err != nil {
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log.Fatal(err)
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}
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}
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