# ebitengine-tools CI/CD templates for [Ebitengine](https://ebitengine.org) (Go) game projects, in the same spirit as [tic80-tools](../tic80-tools). - `example-makefile.make` — project Makefile: local dev targets (`build`, `wasm`, `export`, `watch`, `clean`), native binary targets (`binaries`, `binary-win-x86`, `binary-win-x64`, `binary-linux-x64`) plus the Woodpecker pipeline targets (`ci-version`, `ci-export`, `ci-binaries`, `ci-upload`, `ci-update`). - `example-woodpecker.yaml` — Woodpecker pipeline: version → export (Go, `GOOS=js GOARCH=wasm`) → binaries (native desktop zips) → upload (HTTP POST to `/build/upload`) → update (calls the teletypegames `/build/publish` endpoint with `platform=ebitengine`). - `example-tasks.json` — VS Code `.vscode/tasks.json` with the common dev tasks: **Run** (`go 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` build. ## Usage in a game repo 1. Copy `example-makefile.make` to `Makefile` and set `PROJECT` (the native binary is built to `bin/$(PROJECT)`). 2. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the `update_secret_key` secret in Woodpecker. 3. Copy `example-tasks.json` to `.vscode/tasks.json` and replace the binary name (`ebitenginedemo`) with `$(PROJECT)`. The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` plus the native binary zips (`$(PROJECT)-$(VERSION)-.zip`, currently `win-x86`, `win-x64`, `linux-x64`) via `/build/upload`, then triggers `/build/publish?platform=ebitengine&name=$(PROJECT)&version=$(VERSION)`. The updater picks up the binary zips by naming convention and attaches them to the release as assets (see `teletypegames/NOTES_BINARY_PLAN.md`). Binary zip layout: a single root folder (`$(PROJECT)-$(VERSION)-/`) containing the executable (plus LICENSE/README.md when present). The zips are created with unix `zip`, so the executable bit survives on the linux binary. ## mac targets (mac-x64, mac-arm64) Ebitengine requires cgo on darwin (GLFW/Metal — purego does not cover it), so the mac targets cannot be cross-compiled from the linux builder. They are built **on a mac host** instead, packaged as a minimal `.app` bundle (generated Info.plist, ad-hoc `codesign`): ```sh make mac-release VERSION=x.y.z UPDATE_SECRET=... ``` This builds both mac zips, uploads them via `/build/upload` and re-triggers `/build/publish` — the updater attaches the new assets to the already existing release, so run it after the CI pipeline has created the release. Ad-hoc signature means Gatekeeper shows the "unidentified developer" warning (right-click → Open); proper signing/notarization needs an Apple Developer account. ## Builder image `builder.Dockerfile` bakes the pipeline's build-step dependencies (Go + git/make/zip/curl/jq and the X11/GL/ALSA dev libraries needed by the cgo `linux-x64` build) into `git.teletypegames.org/internal/ebitengine-builder`. Debian-based so the linux binary links against glibc: ```sh docker build --platform linux/amd64 -f builder.Dockerfile \ -t git.teletypegames.org/internal/ebitengine-builder:latest . docker push git.teletypegames.org/internal/ebitengine-builder:latest ``` Detailed documentation lives on the wiki: `/development/ebitengine`.