402 lines
15 KiB
Markdown
402 lines
15 KiB
Markdown
# Building Doodle
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- [Building Doodle](#building-doodle)
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- [Dockerfile](#dockerfile)
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- [Automated Release Scripts](#automated-release-scripts)
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- [Go Environment](#go-environment)
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- [Quickstart with bootstrap.py](#quickstart-with-bootstrappy)
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- [Detailed Instructions](#detailed-instructions)
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- [Fonts](#fonts)
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- [Makefile](#makefile)
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- [Dependencies](#dependencies)
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- [Flatpak for Linux](#flatpak-for-linux)
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- [Windows Cross-Compile from Linux](#windows-cross-compile-from-linux)
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- [Windows DLLs](#windows-dlls)
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- [Build on macOS from scratch](#build-on-macos-from-scratch)
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- [WebAssembly](#webassembly)
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- [Build Tags](#build-tags)
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- [dpp](#dpp)
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# Dockerfile
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The Dockerfile in this git repo may be the quickest way to fully
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release the game for as many platforms as possible. Run it from a
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64-bit host Linux system and it will generate Linux and Windows
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releases for 64-bit and 32-bit Intel CPUs.
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It depends on your git clone of doodle to be fully initialized
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(e.g., you have run the bootstrap.py script and a `make dist`
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would build a release for your current system, with doodads and
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runtime assets all in the right places).
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Run `make docker` and the results will be in the
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`artifacts/release` folder in your current working directory.
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**Fedora notes (SELinux):** if you run this from a Fedora host
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you will need to `sudo setenforce permissive` to allow the
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Dockerfile to mount the artifacts/release folder to export its
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results.
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# Automated Release Scripts
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Other Dockerfiles and scripts used to release the game:
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* [SketchyMaze/docker](https://git.kirsle.net/SketchyMaze/docker) provides a Dockerfile
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that fully end-to-end releases the latest version of the game for Linux and Windows. 64bit and 32bit versions that freshly clone the
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game from git and output their respective CPU release artifacts:
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* Windows: .zip file
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* Linux: .tar.gz, .rpm, .deb
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* [flatpak](https://code.sketchymaze.com/game/flatpak) is a Flatpak manifest for
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Linux distributions.
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The Docker container depends on all the git servers being up, but if you have
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the uber blob source code you can read the Dockerfile to see what it does.
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# Go Environment
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Part of the build scripts involve building and running the `doodad` command
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from this repo in order to generate the game's built-in doodads. For this to
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work smoothly from your Linux or macOS build environment, you may need to
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ensure that your `${GOPATH}/bin` directory is on your `$PATH` by, for example,
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configuring this in your bash/zsh profile:
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```bash
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export GOPATH="${HOME}/go"
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export PATH="${PATH}:${GOPATH}/bin"
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```
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For a complete example, see the "Build on macOS from scratch" section below.
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# Quickstart with bootstrap.py
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From any Unix-like system (Fedora, Ubuntu, macOS) the bootstrap.py script
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is intended to set this app up, from scratch, _fast._ The basic steps are:
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```bash
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# Example from an Ubuntu 20.04 LTS fresh install running in a
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# libvirt-manager virtual machine on a Fedora host.
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# 1. Ensure your SSH keys have git clone permission for git.kirsle.net.
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# For example just scp my keys from the host Fedora machine.
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$ scp -r kirsle@192.168.122.1:.ssh/id_rsa* ~/.ssh/
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# 2. git clone the Project Doodle repository.
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$ git clone git@git.kirsle.net:apps/doodle
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$ cd ./doodle
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# 3. Run the bootstrap script.
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$ python3 bootstrap.py
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```
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The bootstrap script will take care of the rest:
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* `apt install` all the dependencies (golang, SDL2, etc.)
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* `git clone` various other repositories into a "deps/" folder in doodle's
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directory. These are things like my Go render library `go/render` and
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`go/ui` as well as the doodle-rtp runtime package (sound effects, etc.)
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all of which are hosted on git.kirsle.net.
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* Build and install the `doodad` tool so it can generate the builtin
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doodads, and build and release a full distribution of the game.
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It should work on Fedora-likes, Debian-likes and macOS all the same.
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It even runs on the Pine64 Pinephone (ARM64) with Mobian!
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MacOS is expected to have [homebrew](https://brew.sh) installed.
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MP3 support issues? [See here](https://github.com/veandco/go-sdl2/issues/299#issuecomment-611681191).
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**To do:** the most important repositories, like the game itself, are
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also mirrored on GitHub. Other supporting repos need mirroring too, or
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otherwise, full source tarballs (the result of bootstrap.py) will be
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built and archived somewhere safe for posterity in case git.kirsle.net
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ever goes away. The doodle mirror is at <https://github.com/SketchyMaze/doodle>
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(private repository) and the others are there too (go/render, go/ui, etc.)
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# Detailed Instructions
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For building the app the hard way, and in-depth instructions, read
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this section. You'll need the following git repositories:
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* `git.kirsle.net/SketchyMaze/doodle` - the game engine.
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* `git.kirsle.net/SketchyMaze/assets` - where built-in level files are kept (optional)
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* `git.kirsle.net/SketchyMaze/vendor` - vendored libraries for Windows (SDL2.dll etc.)
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* `git.kirsle.net/SketchyMaze/rtp` - runtime package (sounds and music mostly)
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* `git.kirsle.net/SketchyMaze/doodads` - sources to compile the built-in doodads.
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The [docker](https://git.kirsle.net/SketchyMaze/docker) repo will
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be more up-to-date than the instructions below, as that repo actually has
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runnable code in the Dockerfile!
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```bash
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# Clone all the repos down to your project folder
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git clone https://git.kirsle.net/SketchyMaze/rtp rtp
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git clone https://git.kirsle.net/SketchyMaze/vendor vendor
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git clone https://git.kirsle.net/SketchyMaze/masters masters
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git clone https://git.kirsle.net/SketchyMaze/doodle doodle
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git clone https://git.kirsle.net/SketchyMaze/doodads doodle/deps/doodads
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# Enter doodle/ project
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cd doodle/
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# Copy fonts and levels in
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cp ../assets/levelpacks assets/levelpacks
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cp ../vendor/fonts assets/fonts
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mkdir rtp && cp -r ../rtp/* rtp/
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# From the doodle repo:
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make setup # -or-
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go get ./... # install dependencies etc.
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# The app should build now. Build and install the doodad tool.
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go install git.kirsle.net/SketchyMaze/doodle/cmd/doodad
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doodad --version
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# "doodad version 0.3.0-alpha build ..."
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# Build and release the game into the dist/ folder.
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# This will: generate builtin doodads, bundle them with bindata,
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# and create a tarball in the dist/ folder.
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make dist
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# Build a cross-compiled Windows target from Linux.
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# (you'd run before `make dist` to make an uber release)
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make mingw
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# After make dist, `make release` will carve up Linux
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# and Windows (mingw) builds and zip them up nicely.
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make release
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```
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`make build` produces a local binary in the bin/ folder and `make dist`
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will build an app for distribution in the dist/ folder.
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The bootstrap.py script does all of the above up to `make dist` so if you need
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fully release the game by hand (e.g. on a macOS host) you can basically get away
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with:
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1. Clone the doodle repo and cd into it
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2. Run `bootstrap.py` to fully set up your OS with dependencies and build a
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release quality version of the game with all latest assets (the script finishes
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with a `make dist`).
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3. Run `make release` to package the dist/ artifact into platform specific
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release artifacts (.rpm/.deb/.tar.gz bundles for Linux, .zip for Windows,
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.dmg if running on macOS) which output into the dist/release/ folder.
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Before step 3 you may want to download the latest Guidebook to bundle with
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the game (optional). Grab and extract the tarball and run `make dist && make release`:
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```bash
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wget -O - https://download.sketchymaze.com/guidebook.tar.gz | tar -xzvf -
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```
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## Fonts
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The `fonts/` folder is git-ignored. The app currently uses font files here
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named:
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* `DejaVuSans.ttf` for sans-serif font.
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* `DejaVuSans-Bold.ttf` for bold sans-serif font.
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* `DejaVuSansMono.ttf` for monospace font.
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These are the open source **DejaVu Sans [Mono]** fonts, so copy them in from
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your `/usr/share/fonts/dejavu` folder or provide alternative fonts.
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```bash
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mkdir fonts
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cp /usr/share/fonts/dejavu/{DejaVuSans.ttf,DejaVuSans-Bold.ttf,DejaVuSansMono.ttf} fonts/
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```
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The doodle-vendor repo has copies of these fonts.
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## Makefile
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Makefile commands for Unix-likes:
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* `make setup`: install Go dependencies and set up the build environment
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* `make doodads`: build the default Doodads from sources in `deps/doodads/`
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* `make build`: build the Doodle and Doodad binaries to the `bin/` folder.
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* `make buildall`: runs all build steps: doodads, build.
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* `make build-free`: build the shareware binaries to the `bin/` folder. See
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Build Tags below.
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* `make build-debug`: build a debug binary (not release-mode) to the `bin/`
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folder. See Build Tags below.
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* `make wasm`: build the WebAssembly output
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* `make wasm-serve`: build the WASM output and then run the server.
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* `make run`: run a local dev build of Doodle in debug mode
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* `make guitest`: run a local dev build in the GUITest scene
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* `make test`: run the test suite
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* `make dist`: produce a zipped release tarball and zip file for your current
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environment and output into the `dist/` folder.
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* `make docker`: run all the Dockerfiles from the `docker/` folder to produce
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dist builds for Debian, Fedora and Ubuntu. You may also run these builds
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individually:
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* `make docker.ubuntu`
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* `make docker.debian`
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* `make docker.fedora`
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* `make clean`: clean all build artifacts
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# Dependencies
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The bootstrap.py script lists dependencies for Fedora, Debian and macOS.
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Also here for clarity, hopefully not out-of-date:
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```bash
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# Fedora-likes
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sudo dnf install make golang SDL2-devel SDL2_ttf-devel \
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SDL2_mixer-devel
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# Debian and Ubuntu
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sudo dnf install make golang libsdl2-dev libsdl2-ttf-dev \
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libsdl2-mixer-dev
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# macOS via Homebrew (https://brew.sh)
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brew install golang sdl2 sdl2_ttf sdl2_mixer pkg-config
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```
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## Flatpak for Linux
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The repo for this is at <https://git.kirsle.net/SketchyMaze/flatpak>.
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## Windows Cross-Compile from Linux
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Install the Mingw C compiler:
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```bash
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# Fedora
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sudo dnf -y install mingw64-gcc # for 64-bit
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sudo dnf -y install mingw32-gcc # for 32-bit
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# Arch Linux
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pacman -S mingw-w64
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```
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Download the SDL2 Mingw development libraries [here](https://libsdl.org/download-2.0.php)
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and SDL2_TTF from [here](https://www.libsdl.org/projects/).
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Extract each and copy their library folder into the mingw path.
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```bash
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# e.g. /usr/x86_64-w64-mingw32 is usually the correct path, verify on e.g.
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# Fedora with `rpm -ql mingw64-filesystem`
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tar -xzvf SDL2_ttf-devel-2.0.15-mingw.tar.gz
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cd SDL_ttf-2.0.15
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sudo cp -r x86_64-w64-mingw32 /usr
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```
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Make and set permissions for Go to download the standard library for Windows:
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```bash
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mkdir /usr/lib/golang/pkg/windows_amd64
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chown your_username /usr/lib/golang/pkg/windows_amd64
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```
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And run `make mingw` to build the Windows binary.
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### Windows DLLs
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For the .exe to run it will need SDL2.dll and such.
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```
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# SDL2.dll and SDL2_ttf.dll
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cp /usr/x86_64-w64-mingw32/bin/SDL*.dll bin/
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```
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SDL2_ttf requires libfreetype, you can get its DLL here:
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https://github.com/ubawurinna/freetype-windows-binaries
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## Build on macOS from scratch
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Here are some detailed instructions how to build Sketchy Maze from a fresh
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install of macOS Ventura that assumes no previous software or configuration
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was applied to the system yet.
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Install homebrew: https://brew.sh pay attention to the instructions at the end
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of the install to set up your zsh profile for homebrew to work correctly.
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Clone the doodle repository:
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```bash
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git clone https://git.kirsle.net/SketchyMaze/doodle
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cd doodle
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```
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Note: on a fresh install, invoking the `git` command may cause macOS to install
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developer tools and Xcode. After installed, run the git clone again to finish
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cloning the repository.
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Set your Go environment variables: edit your ~/.zprofile and ensure that $GOPATH
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is configured and that your $PATH includes $GOPATH/bin. **Note:** restart your
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terminal session or reload the config file (e.g. `. ~/.zprofile`) after making
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this change.
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```bash
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# in your .zprofile, .bash_profile, .zshrc or similar shell config
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export GOPATH="${HOME}/go"
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export PATH="${PATH}:${GOPATH}/bin"
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```
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Run the bootstrap script:
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```bash
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python3 bootstrap.py
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```
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Answer N (default) when asked to clone dependency repos over ssh. The bootstrap
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script will `brew install` any necessary dependencies (Go, SDL2, etc.) and clone
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support repos for the game (doodads, levelpacks, assets).
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# WebAssembly
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There is some **experimental** support for a WebAssembly build of Sketchy Maze
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since the very early days. Early on, the game "basically worked" but performance
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could be awful: playing levels was OK but clicking and dragging in the editor
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would cause your browser to freeze. Then for a time, the game wouldn't even get
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that far. Recently (December 2023), WASM performance seems much better but there
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are strange graphical glitches:
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* On the title screen, the example levels in the background load OK and their
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doodads will wander around and performance seems OK.
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* But during Play Mode, only the menu bar draws but nothing else on the screen.
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* In the Level Editor, the entire screen is white BUT tooltips will appear and
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the menu bar can be clicked on (blindly) and the drop-down menus do appear.
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Some popups like the Palette Editor can be invoked and draw to varying degrees
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of success.
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Some tips to get a WASM build to work:
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* For fonts: symlink it so that ./wasm/fonts points to ./assets/fonts.
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* You may need an updated wasm_exec.js shim from Go. On Fedora,
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`dnf install golang-misc` and `cp "$(go env GOROOT)/misc/wasm/wasm_exec.js" .`
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from the wasm/ folder.
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* Run `make wasm` to build the WASM binary and `make wasm-serve` to run a simple
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Go web server to serve it from.
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# Build Tags
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Go build tags used by this game:
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## dpp
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The dpp tag stands for Doodle++ and is used for official commercial builds of
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the game. Doodle++ builds include additional code not found in the free & open
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source release of the game engine.
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This build tag should be set automatically by the Makefile **if** the deps/
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folder has a git clone of the dpp project. The bootstrap.py script will clone
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the dpp repo **if** you use SSH to clone dependencies: so you will need SSH
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credentials to the upstream git server. It basically means that third-party
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users who download the open source release will not have the dpp dependency,
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and will not build dpp copies of the game.
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If you _do_ have the dpp dependency, you can force build (and run) FOSS
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versions of the game via the Makefile commands `make build-free`,
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`make run-free` or `make dist-free` which are counterparts to the main make
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commands but which deliberately do not set the dpp build tag.
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In source code, files ending with `_dpp.go` and `_foss.go` are conditionally
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compiled depending on this build tag.
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How to tell whether your build of Sketchy Maze is Doodle++ include:
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* The version string on the title screen.
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* FOSS builds (not dpp) will say "open source" in the version.
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* DPP builds may say "shareware" if unregistered or just the version.
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