75 lines
3.3 KiB
Markdown
75 lines
3.3 KiB
Markdown
# love-tools
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CI/CD templates for [LÖVE](https://love2d.org) (Love2D/Lua) game
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projects, in the same spirit as [tic80-tools](../tic80-tools).
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- `example-makefile.make` — project Makefile: local dev targets
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(`build`, `love`, `web`, `export`, `binaries`, `watch`, `clean`)
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plus the Woodpecker pipeline targets (`ci-version`, `ci-export`,
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`ci-binaries`, `ci-upload`, `ci-update`).
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- `example-woodpecker.yaml` — Woodpecker pipeline: version → export
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(`.love` package + love.js web build) → binaries (fused desktop
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builds) → upload (HTTP POST to `/build/upload`) → update (calls the
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teletypegames `/build/publish` endpoint with `platform=love`).
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- `example-tasks.json` — VS Code `.vscode/tasks.json` with the common
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dev tasks: **Run Löve** (`love .`, default build task,
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`Cmd+Shift+B`), **Build & Run Löve**, **Build .love package** and
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**Make build**.
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## Usage in a game repo
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1. Copy `example-makefile.make` to `Makefile` and set `PROJECT`
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(the package is built as `dist/$(PROJECT).love`).
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2. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the
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`update_secret_key` secret in Woodpecker.
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3. Copy `example-tasks.json` to `.vscode/tasks.json`.
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The pipeline uploads `$(PROJECT)-$(VERSION).love.zip`,
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`$(PROJECT)-$(VERSION).html.zip`, the versioned `metadata.json` and
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the fused binary zips (`-win-x64.zip`, `-mac-universal.zip`,
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`-linux-x64.zip`) via `/build/upload`, then triggers `/build/publish` twice: once
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with `platform=love` (desktop package) and once with
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`platform=love-web` (web build). The API's `BinaryAttachment` concern
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picks up the `<name>-<version>-<slug>.zip` files automatically and
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registers them as `win_x64` / `mac_universal` / `linux_x64` release
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assets.
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## Native (fused) binaries
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`make binaries VERSION=x.y` builds desktop packages from the official
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LÖVE $(LOVE_VERSION) release artifacts — no compilation involved:
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- **win-x64** — `love.exe` + the `.love` concatenated (the standard
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LÖVE fusing mechanism), zipped together with the dlls.
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- **mac-universal** — the `.love` dropped into the official
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`love.app` (a universal x86_64+arm64 bundle), `Info.plist` patched
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to the project name/identifier. Unsigned — Gatekeeper will warn on
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first launch.
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- **linux-x64** — the official AppImage taken apart, the `.love`
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fused into `bin/love`, then reassembled. The AppImage runtime is
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glibc-linked and cannot be executed on alpine, so the Makefile
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computes the squashfs offset with `readelf` and repacks with
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`mksquashfs` instead of running `--appimage-extract`.
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## Builder image
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`builder.Dockerfile` bakes the pipeline's export-step dependencies
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(zip/unzip/curl/make + `luac` for the syntax check, squashfs-tools +
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binutils for the AppImage fusing) into
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`git.teletypegames.org/internal/love-builder`, and pre-fetches love.js to
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`/opt/lovejs.zip` plus the official LÖVE dist files to
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`/opt/love-dist/` — the Makefile uses the cached copies when present
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and only falls back to downloading from GitHub outside the image:
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```sh
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docker build --platform linux/amd64 -f builder.Dockerfile \
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-t git.teletypegames.org/internal/love-builder:latest .
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docker push git.teletypegames.org/internal/love-builder:latest
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```
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Rebuild the image to pick up a newer love.js snapshot or LÖVE
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release (bump `LOVE_VERSION` in the Dockerfile and the Makefile
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together).
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Detailed documentation lives on the wiki: `/development/love`.
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