# bevy-tools CI/CD templates for [Bevy](https://bevyengine.org) (Rust) game projects, in the same spirit as [ebitengine-tools](../ebitengine-tools) and [godot-tools](../godot-tools). - `example-makefile.make` — project Makefile: local dev targets (`build`, `run`, `wasm`, `export`, `binaries`, `watch`, `clean`) plus the Woodpecker pipeline targets (`ci-version`, `ci-export`, `ci-binaries`, `ci-upload`, `ci-update`). - `example-woodpecker.yaml` — Woodpecker pipeline: version → build (Rust, `wasm32-unknown-unknown` target + `wasm-bindgen` in the `git.teletypegames.org/internal/bevy-builder` image) → binaries (native linux-x64 + mingw win-x64) → upload (scp to the droparea) → update (calls the teletypegames `/update` endpoint with `platform=bevy`). - `builder.Dockerfile` — the CI builder image: `rust:1-bookworm` (glibc — bevy's native linux build needs alsa/udev, which does not build against musl) with the wasm + `x86_64-pc-windows-gnu` targets, mingw-w64, the wasm-bindgen CLI and make/zip/curl baked in. - `example-tasks.json` — VS Code `.vscode/tasks.json` with the common dev tasks: **Run** (`cargo run`, default build task, `Cmd+Shift+B`), **Build & Run**, **Build WASM** and **Make build**. - `web/index.html` — the HTML shell downloaded by `make export` and packaged next to the `wasm-bindgen` output (`game.js` + `game_bg.wasm`). ## Usage in a game repo 1. Copy `example-makefile.make` to `Makefile` and set `PROJECT` (must match the crate name in `Cargo.toml`; the native binary is built to `bin/$(PROJECT)`). 2. Pin the `wasm-bindgen` crate in `Cargo.toml` to the exact version in `WASM_BINDGEN_VERSION`: ```toml [target.'cfg(target_arch = "wasm32")'.dependencies] wasm-bindgen = "=0.2.100" ``` The `wasm-bindgen` CLI and the crate **must be the same version**, otherwise the generated JS glue refuses to load. The builder image ships the CLI — when bumping the version, rebuild the image with the matching `--build-arg WASM_BINDGEN_VERSION`. 3. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the `droparea_ssh_password` / `update_secret_key` secrets in Woodpecker. 4. Copy `example-tasks.json` to `.vscode/tasks.json` and replace the binary name (`bevydemo`) with `$(PROJECT)`. Local WASM builds additionally need `rustup target add wasm32-unknown-unknown` and the `wasm-bindgen` CLI (`cargo install wasm-bindgen-cli --version 0.2.100`). The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` and the native binary zips (`-win-x64.zip`, `-linux-x64.zip`) to the droparea, then triggers `/update?platform=bevy&name=$(PROJECT)&version=$(VERSION)`. The API's `BinaryAttachment` concern picks up the `--.zip` files automatically and registers them as `win_x64` / `linux_x64` release assets. ## Native binaries `make binaries VERSION=x.y` builds: - **linux-x64** — a regular `cargo build --release` in the debian-based builder; the binary links against the builder's glibc and the usual desktop libs (alsa, udev). - **win-x64** — mingw-w64 cross-compile via the `x86_64-pc-windows-gnu` target; the linker is set from the Makefile (`CARGO_TARGET_X86_64_PC_WINDOWS_GNU_LINKER`), no per-repo `.cargo/config` needed. - **mac** — not built here: cgo-style native cross-compilation to darwin needs osxcross, the same (planned) toolchain as the ebitengine mac targets. If the project has an `assets/` directory it is packaged next to the binary — bevy loads it at runtime, it is not embedded. ## Builder image ```sh docker build --platform linux/amd64 -f builder.Dockerfile \ --build-arg WASM_BINDGEN_VERSION=0.2.100 \ -t git.teletypegames.org/internal/bevy-builder:latest . docker push git.teletypegames.org/internal/bevy-builder:latest ``` Detailed documentation lives on the wiki: `/development/bevy`.