Added in my utility shell scripts from broken seals.

This commit is contained in:
Relintai 2021-02-20 22:56:31 +01:00
parent 693506ab3a
commit 6561c8f48b
5 changed files with 102 additions and 0 deletions

22
export_all.sh Executable file
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#!/bin/bash
set -e
project_root=$(pwd)
rm -Rf ./export
mkdir export
mkdir export/broken_seals_android_release
mkdir export/broken_seals_android_debug
mkdir export/broken_seals_linux
mkdir export/broken_seals_windows
mkdir export/broken_seals_javascript
./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export-debug Android-Release ${project_root}/export/broken_seals_android_release/broken_seals.apk
./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export-debug Android ${project_root}/export/broken_seals_android_debug/broken_seals_debug.apk
./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export Linux/X11 ${project_root}/export/broken_seals_linux/broken_seals_x11
./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export "Windows Desktop" ${project_root}/export/broken_seals_windows/broken_seals.exe
./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export HTML5 ${project_root}/export/broken_seals_javascript/broken_seals.html
cp ./engine/bin/godot.windows.opt.tools.64.exe ${project_root}/export/godot.bs.windows.opt.tools.64.exe
cp ./engine/bin/godot.x11.opt.tools.64 ${project_root}/export/godot.bs.x11.opt.tools.64

6
ged.sh Executable file
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#!/bin/bash
cp -u ./engine/bin/godot.x11.opt.tools.64 ./engine/bin/run.godot.x11.opt.tools.64
export LD_LIBRARY_PATH=`pwd`/engine/bin/
./engine/bin/run.godot.x11.opt.tools.64 -v -e --path ./game/

34
make_release.sh Executable file
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#!/bin/bash
set -e
project_root=$(pwd)
rm -Rf ./release
mkdir release
cd export
rm -Rf broken_seals_full_source
rm -Rf broken_seals_game_source
mkdir broken_seals_full_source
mkdir broken_seals_game_source
python ../tools/copy_repos.py ../ ./broken_seals_full_source
python ../tools/copy_repos.py ../game/ ./broken_seals_game_source
zip ../release/broken_seals_android_debug.zip ./broken_seals_android_debug/*
zip ../release/broken_seals_android_release.zip ./broken_seals_android_release/*
zip ../release/broken_seals_javascript.zip ./broken_seals_javascript/*
zip ../release/broken_seals_linux.zip ./broken_seals_linux/*
zip ../release/broken_seals_windows.zip ./broken_seals_windows/*
zip ../release/editor_windows.zip ./godot.bs.windows.opt.tools.64.exe
zip ../release/editor_linux.zip ./godot.bs.x11.opt.tools.64
zip -r ../release/broken_seals_full_source.zip ./broken_seals_full_source/*
zip -r ../release/broken_seals_game_source.zip ./broken_seals_game_source/*
cd ..

6
play.sh Executable file
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#!/bin/bash
cp -u ./engine/bin/godot.x11.opt.tools.64 ./engine/bin/run.godot.x11.opt.tools.64
export LD_LIBRARY_PATH=`pwd`/engine/bin/
./engine/bin/run.godot.x11.opt.tools.64 -v --path ./game/

34
podman_build_all.sh Executable file
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#!/bin/bash
set -e
podman=`which podman || true`
if [ -z $podman ]; then
echo "podman needs to be in PATH for this script to work."
exit 1
fi
project_root=$(pwd)/
img_version=bs
mkdir -p logs
$podman run -v ${project_root}:/root/project -w /root/project godot-windows:${img_version} scons bew -j4 . 2>&1 | tee logs/bew.log
$podman run -v ${project_root}:/root/project -w /root/project godot-windows:${img_version} scons bewd -j4 . 2>&1 | tee logs/bewd.log
$podman run -v ${project_root}:/root/project -w /root/project godot-windows:${img_version} scons bw -j4 . 2>&1 | tee logs/bw.log
$podman run -v ${project_root}:/root/project -w /root/project godot-windows:${img_version} scons bwr -j4 . 2>&1 | tee logs/bwr.log
$podman run -v ${project_root}:/root/project -w /root/project godot-linux:${img_version} scons bel -j4 . 2>&1 | tee logs/bel.log
$podman run -v ${project_root}:/root/project -w /root/project godot-linux:${img_version} scons beld -j4 . 2>&1 | tee logs/beld.log
$podman run -v ${project_root}:/root/project -w /root/project godot-linux:${img_version} scons bl -j4 . 2>&1 | tee logs/bl.log
$podman run -v ${project_root}:/root/project -w /root/project godot-linux:${img_version} scons blr -j4 . 2>&1 | tee logs/blr.log
$podman run -v ${project_root}:/root/project -w /root/project godot-javascript:${img_version} scons bj -j4 . 2>&1 | tee logs/bj.log
$podman run -v ${project_root}:/root/project -w /root/project godot-javascript:${img_version} scons bjr -j4 . 2>&1 | tee logs/bjr.log
$podman run -v ${project_root}:/root/project -w /root/project godot-android:${img_version} scons ba -j4 . 2>&1 | tee logs/ba.log
$podman run -v ${project_root}:/root/project -w /root/project godot-android:${img_version} scons bar -j4 . 2>&1 | tee logs/bar.log
# $podman run -v ${project_root}:/root/project -i -w /root/project -t godot-windows:${img_version} scons bew -j4