polished and built for release
This commit is contained in:
4
.gitignore
vendored
Normal file
4
.gitignore
vendored
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@@ -0,0 +1,4 @@
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!builds/
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builds/*
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!builds/build.number
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tmp/
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165
build
Executable file
165
build
Executable file
@@ -0,0 +1,165 @@
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#!/bin/bash
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# keep unset variables from breaking everything
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set -o nounset
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# exit on error instead of continuing
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set -o errexit
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# get config
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#if [ ! -z "$1" ]; then
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# # has a command-line option, which should be the config file to load from
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# source "$1"
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#else
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source ./config.sh
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#fi
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# make $outputDir if it doesn't exist
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if [ ! -d "$outputDir" ]; then mkdir -p "$outputDir"; fi
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# append -buildN build numbers
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# (build.number file stored in $outputDir)
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if [ $autoNumberBuilds = true ]; then
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# get the number if file exists, else use 1
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if [ -r "$outputDir/build.number" ]; then
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source "$outputDir/build.number"
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((build++))
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else
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build=1
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fi
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# store the current build number
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echo "build=$build" > "$outputDir/build.number"
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# set version to use new build number
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version=$version-build$build
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fi
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# check that zip and unzip are accessible
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# not sure if this is the best way to do this or not
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if ! which zip > /dev/null 2>&1; then
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echo "zip not installed"
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exit 2;
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fi
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if ! which unzip > /dev/null 2>&1; then
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echo "unzip not installed"
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exit 3;
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fi
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# remove old versions of package?
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if [ $removeOld = true ]; then
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rm -f "$outputDir/$packageName*"
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fi
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# move to source dir and store original for later use
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# (this is to make a zip command work)
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originalDir=$(pwd)
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cd "$sourceDir"
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# build .love file
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echo "Building $packageName (version $version)... (.love file)"
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zip -r -X -q "$outputDir/$packageName-$version.love" ./*
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echo " Done."
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# check if executables exist, if not, download them
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# (assumes if the exe exists, everything else does too)
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if [ ! -r "$win32Dir/love-0.9.1-win32/love.exe" ]; then
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mkdir -p "$win32Dir"
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echo "Downloading win32src..."
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$download "$win32Dir/love32.zip" https://bitbucket.org/rude/love/downloads/love-0.9.1-win32.zip
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echo " Done."
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echo "Extracting win32src..."
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unzip -q "$win32Dir/love32.zip" -d "$win32Dir"
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echo " Done."
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fi
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if [ ! -r "$win64Dir/love-0.9.1-win64/love.exe" ]; then
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mkdir -p "$win64Dir"
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echo "Downloading win64src..."
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$download "$win64Dir/love64.zip" https://bitbucket.org/rude/love/downloads/love-0.9.1-win64.zip
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echo " Done."
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echo "Extracting win64src..."
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unzip -q "$win64Dir/love64.zip" -d "$win64Dir"
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echo " Done."
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fi
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if [ ! -d "$osx10Dir/love.app" ]; then
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mkdir -p "$osx10Dir"
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echo "Downloading osx10src..."
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$download "$osx10Dir/loveOSX.zip" https://bitbucket.org/rude/love/downloads/love-0.9.1-macosx-x64.zip
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echo " Done."
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echo "Extracting osx10src..."
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unzip -q "$osx10Dir/loveOSX.zip" -d "$osx10Dir"
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# delete Mac crao (for some reason can't not unzip it *shrugs*)
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rm -rf "$osx10Dir/__MACOSX"
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# the Info.plist is generated each time a package is built, we don't need a copy here
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rm -f "$osx10Dir/love.app/Contents/Info.plist"
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echo " Done."
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fi
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# build executables and zip files for them
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echo "Building $packageName (version $version)... (win32 zip)"
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# EXE with ZIP at end
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cat "$win32Dir/love-0.9.1-win32/love.exe" "$outputDir/$packageName-$version.love" > "$win32Dir/$packageName.exe"
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cd "$win32Dir"
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# ZIP up the EXE
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zip -r -X -q "$outputDir/$packageName-${version}_win32.zip" "./$packageName.exe"
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cd ./love-0.9.1-win32
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# ZIP up the required DLLs
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zip -r -X -q "$outputDir/$packageName-${version}_win32.zip" ./*.dll
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cp ./license.txt ./LOVE-license.txt
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# ZIP up the LOVE license
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zip -r -X -q "$outputDir/$packageName-${version}_win32.zip" ./LOVE-license.txt
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cd "$includes"
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# ZIP up extra included files
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zip -r -X -q "$outputDir/$packageName-${version}_win32.zip" ./*
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echo " Done."
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echo "Building $packageName (version $version)... (win64 zip)"
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# EXE with ZIP at end
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cat "$win64Dir/love-0.9.1-win64/love.exe" "$outputDir/$packageName-$version.love" > "$win64Dir/$packageName.exe"
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cd "$win64Dir"
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# ZIP up the EXE
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zip -r -X -q "$outputDir/$packageName-${version}_win64.zip" "./$packageName.exe"
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cd ./love-0.9.1-win64
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# ZIP up the required DLLs
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zip -r -X -q "$outputDir/$packageName-${version}_win64.zip" ./*.dll
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cp ./license.txt ./LOVE-license.txt
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# ZIP up the LOVE license
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zip -r -X -q "$outputDir/$packageName-${version}_win64.zip" ./LOVE-license.txt
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cd "$includes"
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# ZIP up extra included files
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zip -r -X -q "$outputDir/$packageName-${version}_win64.zip" ./*
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echo " Done."
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echo "Building $packageName (version $version)... (OS X zip)"
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cd "$osx10Dir"
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# Make a fresh copy of the .app directory
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cp -r ./love.app "./$packageName.app"
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# Copy in our .love file
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cp "$outputDir/$packageName-$version.love" "$osx10Dir/$packageName.app/Contents/Resources/$packageName.love"
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# Create an Info.plist and copy it in
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cd "$originalDir"
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source "$originalDir/scripts/Info.plist-maker.sh"
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cd "$osx10Dir"
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cp "$originalDir/tmp/Info.plist" "$osx10Dir/$packageName.app/Contents/Info.plist"
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# ZIP up the .app directory
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zip -r -X -q "$outputDir/$packageName-${version}_osx.zip" "./$packageName.app"
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cd "$includes"
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# ZIP up the extra included files
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zip -r -X -q "$outputDir/$packageName-${version}_osx.zip" ./*
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echo " Done."
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echo "Building $packageName (version $version)... (Linux zip)"
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cd "$outputDir"
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# ZIP up the .love file
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zip -r -X -q "./$packageName-${version}_linux.zip" "./$packageName-$version.love"
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cp "$win64Dir/love-0.9.1-win64/LOVE-license.txt" ./LOVE-license.txt
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# ZIP up the LOVE license
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zip -r -X -q "./$packageName-${version}_linux.zip" ./LOVE-license.txt
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cd "$includes"
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# ZIP up the extra included files
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zip -r -X -q "$outputDir/$packageName-${version}_linux.zip" ./*
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echo " Done."
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echo "Builds complete. Unless there are errors above. Double check your files."
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echo
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if which fortune > /dev/null 2>&1; then fortune; fi
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1
builds/build.number
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1
builds/build.number
Normal file
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build=2
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44
config.sh
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44
config.sh
Normal file
@@ -0,0 +1,44 @@
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# The name of the resulting executables.
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packageName="rgb"
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# User-friendly package name.
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friendlyPackageName="RGB - The Color Chooser"
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# Who made this? (Yes, change this to your name.)
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author="Guard13007"
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# Copyright year (ex 2014-2015 or 2015)
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copyrightYear="2015"
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# A unique identifier for your package.
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# (It should be fine to leave this as its default.)
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identifier="com.$author.$packageName"
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# Current version (of your program)
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version="1.0"
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###### Important! ONLY USE ABSOLUATE PATHS ######
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# Where to place the resulting executables.
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outputDir="$(pwd)/builds"
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# Where the source code is. (This should be where your main.lua file is.)
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sourceDir="$(pwd)/src"
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# Files to include in ZIP packages. (ReadMe's, licenses, etc.)
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includes="$(pwd)/includes"
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# Where unzipped executables to make packages out of will be kept
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# (This is also where LOVE executables will be kept before modifications to make your packages)
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win32Dir="$outputDir/win32src"
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win64Dir="$outputDir/win64src"
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osx10Dir="$outputDir/osx10src"
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# Remove old packages?
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removeOld=false
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# Allow overwrite? NOT IMPLEMENTED
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# If this is false, LovePackaging will quit if you try to build with the same version number twice.
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allowOverwrite=false
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# Auto-number builds?
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# An "-buildN" will be added to the end of ZIP package names, with N being the Nth time this project was built.
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# (To do this, a build.number file is stored in $outputDir, so watch out for that.)
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autoNumberBuilds=true
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# Use curl or wget?
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# (One of these lines should be commented out, the other not)
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#download="curl -o"
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download="wget --progress=bar:force -O"
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85
scripts/Info.plist-maker.sh
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85
scripts/Info.plist-maker.sh
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#!/bin/bash
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mkdir -p ./tmp
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echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
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<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
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<plist version=\"1.0\">
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<dict>
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<key>BuildMachineOSBuild</key>
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<string>13D65</string>
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<key>CFBundleDevelopmentRegion</key>
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<string>English</string>
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<key>CFBundleDocumentTypes</key>
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<array>
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<dict>
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<key>CFBundleTypeIconFile</key>
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<string>LoveDocument.icns</string>
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<key>CFBundleTypeName</key>
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<string>LÖVE Project</string>
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<key>CFBundleTypeRole</key>
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<string>Viewer</string>
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<key>LSHandlerRank</key>
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<string>Owner</string>
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<key>LSItemContentTypes</key>
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<array>
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<string>org.love2d.love-game</string>
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</array>
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</dict>
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<dict>
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<key>CFBundleTypeName</key>
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<string>Folder</string>
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<key>CFBundleTypeOSTypes</key>
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<array>
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<string>fold</string>
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</array>
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<key>CFBundleTypeRole</key>
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<string>Viewer</string>
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<key>LSHandlerRank</key>
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<string>None</string>
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</dict>
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</array>
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<key>CFBundleExecutable</key>
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<string>love</string>
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<key>CFBundleIconFile</key>
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<string>Love.icns</string>
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<key>CFBundleIdentifier</key>" > ./tmp/Info.plist
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echo " <string>$identifier</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>" >> ./tmp/Info.plist
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echo " <string>$friendlyPackageName</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>" >> ./tmp/Info.plist
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echo " <string>$version</string>
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<key>CFBundleSignature</key>
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<string>LoVe</string>
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<key>DTCompiler</key>
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<string>com.apple.compilers.llvm.clang.1_0</string>
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<key>DTPlatformBuild</key>
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<string>5B1008</string>
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<key>DTPlatformVersion</key>
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<string>GM</string>
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<key>DTSDKBuild</key>
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<string>13C64</string>
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<key>DTSDKName</key>
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<string>macosx10.9</string>
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<key>DTXcode</key>
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<string>0511</string>
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<key>DTXcodeBuild</key>
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<string>5B1008</string>
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<key>LSApplicationCategoryType</key>
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<string>public.app-category.games</string>
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<key>NSHumanReadableCopyright</key>" >> ./tmp/Info.plist
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echo " <string>© $copyrightYear $author</string>
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<key>NSPrincipalClass</key>
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<string>NSApplication</string>
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</dict>
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</plist>" >> ./tmp/Info.plist
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echo " Info.plist generated."
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@@ -1,8 +1,8 @@
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function love.conf(t)
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t.identity = "RGB"
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t.identity = "rgb"
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t.version = "0.9.1"
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--t.author = "Guard13007"
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t.console = true
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--t.console = true
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t.window = {}
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t.window.title = "RGB - The Color Chooser"
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@@ -49,7 +49,6 @@ local function copyColor(A)
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end
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function game:update(dt)
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print(os.time())
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-- check if level complete
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local coloredBoxes = {}
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for i=0,#boxes do
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@@ -111,7 +110,6 @@ function game:draw()
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end
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function game:mousepressed(x, y, button)
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print(button) --debug
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local nx = math.floor(x / boxSize)
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local ny = math.floor((y - boxSize * 2) / boxSize)
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if boxes[nx][ny] then
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@@ -2,6 +2,9 @@ local Gamestate = require "lib.gamestate"
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local menu = require "menu"
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function love.load()
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local icon = love.image.newImageData("icon.png")
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love.window.setIcon(icon)
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Gamestate.registerEvents()
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Gamestate.switch(menu)
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end
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|
Reference in New Issue
Block a user