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#167 in Build Utils
167 downloads per month
Used in cargo-playdate
96KB
2.5K
SLoC
Playdate Package Build Utils
Contains manifest format and "build assets by metadata" utils.
Metadata
Here is the metadata format explanation in examples
Package Info
# Playdate Package Info
# official doc: https://sdk.play.date/#pdxinfo
[package.metadata.playdate]
name = "{name}" # optional, default is package.name
author = "{author}" # optional, default is package.authors
version = "{version}" # optional, default is package.version
description = "{description}" # optional, default is package.description
bundle-id = "com.yourcompany.{bundle_id}"
image-path = "img/system" # optional
launch-sound-path = "sfx/jump" # optional
content-warning = "This game contains mild realistic, violence and bloodshed." # optional
content-warning2 = "Really scary game." # optional
Assets
Instructions for Playdate Package Build System such as cargo-playdate.
Describes where assets are stored, how and where they should be in the package.
[package.metadata.playdate.assets]
Dev-Assets
Assets that for examples or tests only, inherited by main assets.
[package.metadata.playdate.dev-assets]
Dev assets works the same way as main assets,
and further saying assets
means both assets
and dev-assets
.
There is two options how to set assets - list or table:
Assets List
Simplest way to declare assets is just list of paths.
- Path can contain glob-patterns like
/**/*o*e.png
- Path can contain env-vars like
${MY_VARIABLE}
- Path can be absolute or relative to crate root
So all matched files will be included.
[package.metadata.playdate]
assets = ["assets/**/*.wav", "assets/**/*.png"]
If glob in path, resulting path of file starts with matched part of path, e.g.:
- for
assets/**/*.wav
it will befoo/some.wav
, ifassets
containsfoo
dir
Assets Table
This is a complex way of specifying what assets should be included.
-
Left hand is a path where asset should be in the package,
-
Right hand is the path where source(s) should be found.
-
Both hands can contain globs.
-
Both hands can contain env-var queries like
${MY_VARIABLE}
-
Left hand path is relative to building playdate-package root
-
Right hand path can be absolute or relative to crate root
[package.metadata.playdate.assets]
# Next line means that all png-files in SystemAssets dir wil be included and placed in img/system directory
"img/system/" = "${PLAYDATE_SDK_PATH}/Examples/Game Template/Source/SystemAssets/*.png"
# Next line means that jump.wav will be included and placed in package as sfx/jump.wav
"sfx/jump.wav" = "${PLAYDATE_SDK_PATH}/Examples/Level 1-1/Source/sfx/jump.wav"
# Next line means that img.png will be included in root of package
"/" = "assets/img.png" # path is relative to crate root
Also this way supports simple include and exclude instructions:
"rel-to-crate-root/file-to-include" = true # left hand is a local path, relative to crate-root,
"file-to-exclude" = false # OR resulting path that where asset will be in the resulting package.
Assets Options
There is some options where to set asset options:
[package.metadata.playdate.assets.options]
[package.metadata.playdate.options.assets]
Both are equal but should not be both in one crate.
[package.metadata.playdate.assets.options]
dependencies = true # allow to build assets for dependencies (default is `true`)
overwrite = true # overwrite existing assets in build dir (default is `true`)
method = "link" # "copy" or "link" (default is `link`) - how assets should be collected, make symlinks or copy files
follow-symlinks = true # follow symlinks (default is `true`)
Options
Package build options, instruction for Playdate Package Build System such as cargo-playdate.
[package.metadata.playdate.options]
Available options is assets
, see Assets Options.
Currently there is no more options, it's just reserved for future use.
This software is not sponsored or supported by Panic.
Dependencies
~6–17MB
~198K SLoC