* Migrate off go-bindata to embed built-in fonts, levels and doodads in favor of Go 1.16 native embed functionality. * `make bindata` prints a deprecation warning to not break older build scripts * Removes all references of bindata from the program
9.1 KiB
Building Doodle
Automated Release Scripts
For the quickest ways to fully end-to-end build Sketchy Maze for various platforms to produce public release artifacts, see the following repos:
- doodle-docker provides a Dockerfile that
fully end-to-end releases the latest version of the game for Linux and Windows:
- Windows: .zip file
- Linux: .tar.gz, .rpm, .deb
- 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:
# 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 librarygo/render
andgo/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 installed. MP3 support issues? See here.
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 repo will be more up-to-date than the instructions below, as that repo actually has runnable code in the Dockerfile!
# Clone all the repos down to your project folder
git clone git@git.kirsle.net:apps/doodle-rtp rtp
git clone git@git.kirsle.net:apps/doodle-vendor vendor
git clone git@git.kirsle.net:apps/doodle-masters masters
git clone git@git.kirsle.net:apps/doodle doodle
# Enter doodle/ project
cd doodle/
# Copy fonts and levels in
cp ../masters/levels assets/levels
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/apps/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
The make setup
command tries to do the above.
make build
produces a local binary in the bin/ folder and make dist
will build an app for distribution in the dist/ folder.
Levels should be copied in from the doodle-masters repo into the assets/levels/ folder before building the game.
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.
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 environmentmake doodads
: build the default Doodads from sources indev-assets/
make build
: build the Doodle and Doodad binaries to thebin/
folder.make buildall
: runs all build steps: doodads, build.make build-free
: build the shareware binaries to thebin/
folder. See Build Tags below.make build-debug
: build a debug binary (not release-mode) to thebin/
folder. See Build Tags below.make wasm
: build the WebAssembly outputmake wasm-serve
: build the WASM output and then run the server.make run
: run a local dev build of Doodle in debug modemake guitest
: run a local dev build in the GUITest scenemake test
: run the test suitemake dist
: produce a zipped release tarball and zip file for your current environment and output into thedist/
folder.make docker
: run all the Dockerfiles from thedocker/
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:
# 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 https://code.sketchymaze.com/game/flatpak.
Windows Cross-Compile from Linux
Install the Mingw C compiler:
# 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 and SDL2_TTF from here.
Extract each and copy their library folder into the mingw path.
# 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:
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
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.