151 lines
6.6 KiB
Markdown
151 lines
6.6 KiB
Markdown
As I've been getting a lot of questions on how to actually use the scripts in
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this repository, here is some more information to get you started.
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## Building a portable love distribution using the docker container ##
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By far the easiest way to build a portable tarball, AppImage and Snap is by
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using the docker container. You can build the container yourself (see `docker
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build`) but I recommend saving yourself some time and effort and using the
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container from DockerHub. A (complete!) example of how to use this is as
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follows:
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```sh
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docker run --rm -v /path/to/repo:/build/love-linux-builder bartbes/love-linux-builder:x86_64 0.10.2
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```
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The docker container runs the script located in `docker/build.sh`, but here's a
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brief overview:
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- The existing repo is used. Both so you can customise the scripts, or the
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resulting builds see [building portable game distributions][]. The path is
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set using the `-v /path/to/repo:/build/love-linux-builder` argument, as seen
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above. Here the first part is the path to this repo on your local machine,
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and the second part is the destination path in the container. All resulting
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build artifacts end up in the repo.
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- The argument passed to the script (in the example `0.10.2`) is used to
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determine the version for the scripts. If there is no matching tarball, the
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container will build one.
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- If building a tarball, it will first see if `/build/love` contains a
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love(-like) repository. If not, it clones the main love repo. This is a
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customisation point if you want to use a modified build of love. To specify
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your own repo, you can specify an argument to `docker run` as follows:
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`-v /path/to/love-repo:/build/love`
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- The container will now build a Snap and an AppImage. Unfortunately, the
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Flatpak script is not supported, as Flatpak does not run on a distro this
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old.
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## Building a portable love distribution manually ##
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The first step in getting building portable binaries is getting a tarball. The
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rest of the scripts use the tarball as input.
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### Building a tarball ###
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This is the hardest step of them all. To build a tarball of (mostly) portable
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binaries, the key is to use the oldest distro you're willing to support. I, and
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the docker container, use Debian Wheezy (aka Debian 7 aka Debian oldoldstable),
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as binaries built for it will run on practically any machine reasonably used
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for running games.
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On said distro, build and install love. It is very likely the distro you
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selected does not have (recent) love packages and lacks some dependency, like
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SDL2 and LuaJIT. Unfortunately the steps for this are highly distro-specific
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(and version-specific), so you're on your own for this bit. If you're building
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from source, make sure to run `make install` to install love system-wide.
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Once you've got love installed on that machine, running the `build.sh` script
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in the tarball directory will extract the love binaries and its dependencies
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and copy them to a directory. It also adds a template desktop file, a love icon
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and a launcher script that sets up the correct library paths. Surprisingly, it
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doesn't actually tar the resulting directory.
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*NOTE: The build script also copies in a license.txt file if it exists. For
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legal reasons, don't forget to add it!*
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The rest of the scripts expect a tarball in the tarball directory, which you
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can now create like this:
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```sh
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tar czf "love-0.10.2-x86_64.tar.gz" dest
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```
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Substitute the relevant version number and architecture, of course.
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### Building an AppImage ###
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Now you've got the tarball, most of the hard work is done. Go to the AppImage
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directory and run the build script with as single argument the version number
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as specified in the tarball name. For example:
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```sh
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./build.sh 0.10.2
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```
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It will use the current system architecture as target architecture, so if you
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want to build 32-bit binaries on a 64-bit system you can use the `setarch`
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program.
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NOTE: The AppImage script automatically downloads some binaries if you don't
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already have them. In theory, you don't need to install anything to build an
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AppImage.
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### Building a Flatpak ###
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Like the AppImage script, building a Flatpak is as easy as running the script
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with the right version. For example:
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```sh
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./build.sh 0.10.2
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```
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It will push the resulting data to a Flatpak repo located in `flatpak/repo`
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(can be overridden by setting the `REPO` environment variable) and it then
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builds a bundle. To build a Flatpak, you will need to have the Flatpak tools
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installed.
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### Building a Snap ###
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The Snap script, surprisingly, works exactly the same as the others. For
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example:
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```sh
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./build.sh 0.10.2
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```
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Unfortunately, the Snap is the least complete. If you're looking to build a
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proper snap, you probably need to customise the YAML file `snap/snap.yaml`.
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Like the AppImage script, it requires no snap-specific dependencies, though it
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does require the SquashFS tools to be installed (in particular `mksquashfs`).
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Most distros provide the tools in their repos, and they're even commonly
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pre-installed.
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## Building portable game distributions ##
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The AppImage and Flatpak scripts provide customisation points so you can build
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distributions of your game instead. All these files need to go in the root
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directory of the repo.
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> Note from lynnesbian: This means that if you cloned this repo to `/home/you/love-linux-builder`, then the files below should *also* be in `/home/you/love-linux-builder`.
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Both AppImage and Flatpak:
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- `game.love`: A .love file of your game. Will be fused with the love binary
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in the resulting AppImage/Flatpak.
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- `game.desktop.in`: A [desktop file][] for your game. See
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`tarball/love.desktop.in` for inspiration. Note that you want to specify
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`%BINARY%` as application name and `%ICON%` as icon name, since the scripts
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will override these with the relevant paths.
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- `game.svg`: An icon for your game. Used both for the desktop file and for
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the metadata.
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Flatpak only:
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- `game.rdns`: A reverse domain name that identifies your game. Love itself
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uses `org.love2d.love`. I *strongly discourage* using the love domain name.
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Please be a nice citizen of the internet and use your own domain name.
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- `game.version`: A version number to display in the application metadata.
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> Note from lynnesbian: These files are **required** to include your game in the Flatpak - without them, the generated Flatpak will just execute löve without running your game, as if you had executed `love` instead of `love game.love`!
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For Snap users there is no inbuilt customisation at the moment. You can modify `snap/snap.yaml`.
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[building portable game distributions]: #markdown-header-building-portable-game-distributions
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[desktop file]: https://standards.freedesktop.org/desktop-entry-spec/latest/
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