added a new test map, migrated the project to bevy_game_template by NiklasEi, enabled gitea actions, added some more resources

This commit is contained in:
NIMFER 2024-03-26 03:11:50 +01:00
parent d20f208bf7
commit 84055c38f4
294 changed files with 8420 additions and 1520 deletions

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[target.x86_64-unknown-linux-gnu]
linker = "clang"
rustflags = ["-Clink-arg=-fuse-ld=mold"]

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name: CI
on:
pull_request:
push:
jobs:
test:
strategy:
matrix:
os: [windows-latest, ubuntu-latest, macos-latest]
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v3
- uses: actions/cache@v3
with:
path: |
~/.cargo/bin/
~/.cargo/registry/index/
~/.cargo/registry/cache/
~/.cargo/git/db/
target/
key: ${{ runner.os }}-cargo-test-${{ hashFiles('**/Cargo.toml') }}
- uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
- name: Install alsa and udev
run: apt-get update; apt-get install --no-install-recommends -y libasound2-dev libudev-dev
if: runner.os == 'linux'
- name: Build & run tests
run: cargo test
all-doc-tests:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: actions/cache@v3
with:
path: |
~/.cargo/bin/
~/.cargo/registry/index/
~/.cargo/registry/cache/
~/.cargo/git/db/
target/
key: ubuntu-latest-cargo-all-doc-tests-${{ hashFiles('**/Cargo.toml') }}
- uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
- name: Install alsa and udev
run: apt-get update; apt-get install --no-install-recommends -y libasound2-dev libudev-dev
- name: Run doc tests with all features (this also compiles README examples)
run: cargo test --doc --all-features
lint:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: actions/cache@v3
with:
path: |
~/.cargo/bin/
~/.cargo/registry/index/
~/.cargo/registry/cache/
~/.cargo/git/db/
target/
key: ubuntu-latest-cargo-lint-${{ hashFiles('**/Cargo.toml') }}
- uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
components: rustfmt, clippy
- name: Install alsa and udev
run: apt-get update; apt-get install --no-install-recommends -y libasound2-dev libudev-dev
- name: Run clippy
run: cargo clippy --workspace --all-targets --all-features -- -Dwarnings
- name: Check format
run: cargo fmt --all -- --check

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.github/workflows/deploy-page.yaml vendored Normal file
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name: deploy-github-page
on:
workflow_dispatch:
permissions:
contents: write
jobs:
build-web:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v3
- name: Install rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
- name: Install Dependencies
run: sudo apt-get update; sudo apt-get install pkg-config libx11-dev libasound2-dev libudev-dev
- name: Install trunk
uses: jetli/trunk-action@v0.4.0
with:
version: 'latest'
- name: Add wasm target
run: |
rustup target add wasm32-unknown-unknown
- name: Build Release
run: |
trunk build --release
- name: optimize Wasm
uses: NiklasEi/wasm-opt-action@v2
with:
file: dist/*.wasm
- name: Deploy to GitHub Pages
uses: JamesIves/github-pages-deploy-action@v4.2.5
with:
branch: gitea-pages
folder: dist

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# For setup instructions regarding this workflow, see https://www.nikl.me/blog/2023/github_workflow_to_publish_android_app/
name: release-android-google-play
on:
workflow_dispatch:
inputs:
version:
description: 'GitHub Release'
required: true
type: string
play_release:
description: 'Release name from google play console'
required: true
type: string
# ToDo: adapt names
env:
# used for uploading the app to a GitHub release
GAME_EXECUTABLE_NAME: ttt-ce
BUNDLE_PATH: "target/x/release/android/mobile.aab"
PACKAGE_NAME: "com.opencodebox.tttce"
# release track; you can promote a build to "higher" tracks in the play console or publish to a different track directly
# see track at https://github.com/r0adkll/upload-google-play#inputs for more options
TRACK: internal
MOBILE_DIRECTORY: mobile
permissions:
contents: write
jobs:
bundle-sign-release:
runs-on: ubuntu-latest
timeout-minutes: 40
steps:
- name: Install Dependencies
run: sudo apt-get update; sudo apt-get install pkg-config libx11-dev libasound2-dev libudev-dev lld llvm
- uses: actions/checkout@v3
- uses: dtolnay/rust-toolchain@stable
- name: Add Android targets
run: rustup target add aarch64-linux-android armv7-linux-androideabi
- name: Install cargo-binstall
run: curl -L --proto '=https' --tlsv1.2 -sSf https://raw.githubusercontent.com/cargo-bins/cargo-binstall/main/install-from-binstall-release.sh | bash
- name: Install xbuild
run: cargo binstall --git https://github.com/NiklasEi/xbuild --bin-dir x xbuild -y
- name: Build app bundle
run: |
cd ${{ env.MOBILE_DIRECTORY }}
x doctor
x build --release --platform android --store play
- name: sign app bundle
run: |
KEYSTORE_PATH=${{ runner.temp }}/upload-keystore.jks
echo -n "${{ secrets.PLAYSTORE_KEYSTORE }}" | base64 --decode > $KEYSTORE_PATH
jarsigner -verbose -sigalg SHA256withRSA -digestalg SHA-256 -keystore $KEYSTORE_PATH -storepass "${{ secrets.PLAYSTORE_KEYSTORE_PASSWORD }}" ${{ env.BUNDLE_PATH }} upload
- name: Upload self-signed bundle to GitHub
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: ${{ env.BUNDLE_PATH }}
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ inputs.version }}_android.aab
release_name: ${{ inputs.version }}
tag: ${{ inputs.version }}
overwrite: true
- name: prepare Google play store secrets
run: |
SERVICE_ACCOUNT=${{ runner.temp }}/service-account.json
echo -n "${{ secrets.PLAYSTORE_SERVICE_ACCOUNT }}" | base64 --decode > $SERVICE_ACCOUNT
- name: upload bundle to Google play store
uses: r0adkll/upload-google-play@v1
with:
serviceAccountJson: ${{ runner.temp }}/service-account.json
packageName: ${{ env.PACKAGE_NAME }}
releaseName: ${{ inputs.play_release }}
releaseFiles: ${{ env.BUNDLE_PATH }}
track: ${{ env.TRACK }}

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name: release-ios-testflight
# This workflow builds, archives, exports, validates and uploads your ios app.
# The version from input is only used for artifact names and as the release to upload the final ipa to.
# Bump the versions in `mobile/ios-src/Info.plist` to change the version of your app bundle.
# Special setup and Apple Developer Program membership (99$/year) is required for this workflow!
# For setup instructions, see https://www.nikl.me/blog/2023/github_workflow_to_publish_ios_app/
on:
workflow_dispatch:
inputs:
version:
description: 'Version - in the form of v1.2.3'
required: true
type: string
# ToDo: adapt names
env:
# used for uploading the app to a GitHub release
GAME_EXECUTABLE_NAME: ttt-ce
XCODE_PROJECT: mobile
MOBILE_DIRECTORY: mobile
permissions:
contents: write
jobs:
build-for-iOS:
runs-on: macos-latest
timeout-minutes: 40
steps:
- uses: actions/checkout@v3
- uses: dtolnay/rust-toolchain@stable
- name: Add iOS targets
run: rustup target add aarch64-apple-ios
- name: Install the Apple certificate and provisioning profile
id: profile
env:
IOS_CERTIFICATE: ${{ secrets.IOS_CERTIFICATE }}
IOS_CERTIFICATE_PASSWORD: ${{ secrets.IOS_CERTIFICATE_PASSWORD }}
IOS_PROVISION_PROFILE: ${{ secrets.IOS_PROVISION_PROFILE }}
IOS_KEYCHAIN_PASSWORD: ${{ secrets.IOS_KEYCHAIN_PASSWORD }}
run: |
# create variables
CERTIFICATE_PATH=${{ runner.temp }}/build_certificate.p12
PP_PATH=${{ runner.temp }}/profile.mobileprovision
KEYCHAIN_PATH=${{ runner.temp }}/app-signing.keychain-db
# import certificate and provisioning profile from secrets
echo -n "$IOS_CERTIFICATE" | base64 --decode -o $CERTIFICATE_PATH
echo -n "$IOS_PROVISION_PROFILE" | base64 --decode -o $PP_PATH
uuid=`grep UUID -A1 -a $PP_PATH | grep -io "[-A-F0-9]\{36\}"`
echo "uuid=$uuid" >> $GITHUB_OUTPUT
# create temporary keychain
security create-keychain -p "$IOS_KEYCHAIN_PASSWORD" $KEYCHAIN_PATH
security set-keychain-settings -lut 21600 $KEYCHAIN_PATH
security unlock-keychain -p "$IOS_KEYCHAIN_PASSWORD" $KEYCHAIN_PATH
# import certificate to keychain
security import $CERTIFICATE_PATH -P "$IOS_CERTIFICATE_PASSWORD" -A -t cert -f pkcs12 -k $KEYCHAIN_PATH
security list-keychain -d user -s $KEYCHAIN_PATH
# apply provisioning profile
mkdir -p ~/Library/MobileDevice/Provisioning\ Profiles
cp $PP_PATH ~/Library/MobileDevice/Provisioning\ Profiles/$uuid.mobileprovision
- name: Build app for iOS
run: |
cd ${{ env.MOBILE_DIRECTORY }}
xcodebuild PROVISIONING_PROFILE=${{ steps.profile.outputs.uuid }} -scheme ${{ env.XCODE_PROJECT }} clean archive -archivePath "Actions" -configuration Release -arch arm64
- name: export ipa
env:
EXPORT_PLIST: ${{ secrets.IOS_EXPORT_PRODUCTION }}
run: |
EXPORT_PLIST_PATH=${{ runner.temp }}/ExportOptions.plist
echo -n "$EXPORT_PLIST" | base64 --decode --output $EXPORT_PLIST_PATH
xcodebuild PROVISIONING_PROFILE=${{ steps.profile.outputs.uuid }} -exportArchive -archivePath ${{ env.MOBILE_DIRECTORY }}/Actions.xcarchive -exportOptionsPlist $EXPORT_PLIST_PATH -exportPath ${{ runner.temp }}/export
- name: decode API key
env:
API_KEY_BASE64: ${{ secrets.IOS_APPSTORE_API_PRIVATE_KEY }}
run: |
mkdir -p ~/private_keys
echo -n "$API_KEY_BASE64" | base64 --decode --output ~/private_keys/AuthKey_${{ secrets.IOS_APPSTORE_API_KEY_ID }}.p8
- name: Upload to testflight
run: |
xcrun altool --validate-app -f ${{ runner.temp }}/export/${{ env.XCODE_PROJECT }}.ipa -t ios --apiKey ${{ secrets.IOS_APPSTORE_API_KEY_ID }} --apiIssuer ${{ secrets.IOS_APPSTORE_ISSUER_ID }}
xcrun altool --upload-app -f ${{ runner.temp }}/export/${{ env.XCODE_PROJECT }}.ipa -t ios --apiKey ${{ secrets.IOS_APPSTORE_API_KEY_ID }} --apiIssuer ${{ secrets.IOS_APPSTORE_ISSUER_ID }}
- name: Upload release
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: ${{ runner.temp }}/export/${{ env.XCODE_PROJECT }}.ipa
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ inputs.version }}_ios.ipa
release_name: ${{ inputs.version }}
tag: ${{ inputs.version }}
overwrite: true

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name: release-flow
on:
push:
tags:
- "v[0-9]+.[0-9]+.[0-9]+*"
workflow_dispatch:
inputs:
version:
description: 'Version - in the form of v1.2.3'
required: true
type: string
# ToDo: adapt names
env:
# This variable is used to name release output files.
GAME_EXECUTABLE_NAME: ttt-ce
GAME_OSX_APP_NAME: TTTCE
permissions:
contents: write
jobs:
get-version:
runs-on: ubuntu-latest
steps:
- name: Get tag
id: tag
run: echo "tag=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT"
outputs:
version: ${{ inputs.version || steps.tag.outputs.tag }}
build-macOS:
runs-on: macos-latest
needs: get-version
env:
# macOS 11.0 Big Sur is the first version to support universal binaries
MACOSX_DEPLOYMENT_TARGET: 11.0
VERSION: ${{needs.get-version.outputs.version}}
steps:
- name: Checkout repository
uses: actions/checkout@v3
- name: Remove build script
run: |
rm build.rs
- name: Install rust toolchain for Apple Silicon
uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
targets: aarch64-apple-darwin
- name: Build release for Apple Silicon
run: |
SDKROOT=$(xcrun -sdk macosx --show-sdk-path) cargo build --profile dist --target=aarch64-apple-darwin
- name: Install rust toolchain for Apple x86
uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
targets: x86_64-apple-darwin
- name: Build release for x86 Apple
run: |
SDKROOT=$(xcrun -sdk macosx --show-sdk-path) cargo build --profile dist --target=x86_64-apple-darwin
- name: Create Universal Binary
run: |
lipo -create -output target/dist/${{ env.GAME_EXECUTABLE_NAME }} target/aarch64-apple-darwin/dist/${{ env.GAME_EXECUTABLE_NAME }} target/x86_64-apple-darwin/dist/${{ env.GAME_EXECUTABLE_NAME }}
- name: Create release
run: |
mkdir -p build/macos/src/Game.app/Contents/MacOS/assets
cp -r assets/ build/macos/src/Game.app/Contents/MacOS/assets
cp -r credits/ build/macos/src/Game.app/Contents/MacOS/credits
cp target/dist/${{ env.GAME_EXECUTABLE_NAME }} build/macos/src/Game.app/Contents/MacOS/
mv build/macos/src/Game.app build/macos/src/${{ env.GAME_OSX_APP_NAME }}.app
ln -s /Applications build/macos/src/
hdiutil create -fs HFS+ -volname "${{ env.GAME_OSX_APP_NAME }}" -srcfolder build/macos/src ${{ env.GAME_EXECUTABLE_NAME }}.dmg
- name: Upload release
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: ${{ env.GAME_EXECUTABLE_NAME }}.dmg
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_macOS.dmg
release_name: ${{ env.VERSION }}
tag: ${{ env.VERSION }}
overwrite: true
build-linux:
runs-on: ubuntu-latest
needs: get-version
env:
VERSION: ${{needs.get-version.outputs.version}}
steps:
- name: Checkout repository
uses: actions/checkout@v3
- name: Install rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
- name: Install Dependencies
run: sudo apt-get update; sudo apt-get install pkg-config libx11-dev libasound2-dev libudev-dev
- name: Build release
run: |
cargo build --profile dist
- name: Prepare release
run: |
chmod +x target/dist/${{ env.GAME_EXECUTABLE_NAME }}
mv target/dist/${{ env.GAME_EXECUTABLE_NAME }} .
- name: Bundle release
run: |
tar -czf ${{ env.GAME_EXECUTABLE_NAME }}_linux.tar.gz ${{ env.GAME_EXECUTABLE_NAME }} assets credits
- name: Upload release
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: ${{ env.GAME_EXECUTABLE_NAME }}_linux.tar.gz
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_linux.tar.gz
release_name: ${{ env.VERSION }}
tag: ${{ env.VERSION }}
overwrite: true
build-windows:
runs-on: windows-latest
needs: get-version
env:
VERSION: ${{needs.get-version.outputs.version}}
BUILD_INSTALLER: ${{ false }}
steps:
- name: Checkout repository
uses: actions/checkout@v3
- name: Install rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
- name: Install dotnet
if: ${{ env.BUILD_INSTALLER }}
uses: actions/setup-dotnet@v3
with:
global-json-file: build/windows/installer/global.json
- name: Build release
run: |
cargo build --profile dist
- name: Prepare release
run: |
mkdir target/dist/assets && cp -r assets target/dist/assets
mkdir target/dist/credits && cp -r credits target/dist/credits
- name: Zip release
uses: vimtor/action-zip@v1.1
with:
files: target/dist/assets/ target/dist/credits/ target/dist/${{ env.GAME_EXECUTABLE_NAME }}.exe
dest: ${{ env.GAME_EXECUTABLE_NAME }}_windows.zip
- name: Create Installer
if: ${{ env.BUILD_INSTALLER }}
run: dotnet build -p:Version=${{ env.VERSION }} -c Release build/windows/installer/Installer.wixproj --output installer
- name: Upload release
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: ${{ env.GAME_EXECUTABLE_NAME }}_windows.zip
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_windows.zip
tag: ${{ env.VERSION }}
overwrite: true
- name: Upload installer
if: ${{ env.BUILD_INSTALLER }}
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: installer/en-US/installer.msi
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_windows.msi
release_name: ${{ env.VERSION }}
tag: ${{ env.VERSION }}
overwrite: true
build-web:
runs-on: ubuntu-latest
needs: get-version
env:
VERSION: ${{needs.get-version.outputs.version}}
steps:
- name: Checkout repository
uses: actions/checkout@v3
- name: Install rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: stable
- name: Install Dependencies
run: sudo apt-get update; sudo apt-get install pkg-config libx11-dev libasound2-dev libudev-dev
- name: Install trunk
uses: jetli/trunk-action@v0.4.0
with:
version: latest
- name: Add wasm target
run: |
rustup target add wasm32-unknown-unknown
- name: Build Release
run: |
trunk build --release
- name: Optimize Wasm
uses: NiklasEi/wasm-opt-action@v2
with:
file: dist/*.wasm
- name: Zip release
uses: vimtor/action-zip@v1.1
with:
files: dist/
dest: ${{ env.GAME_EXECUTABLE_NAME }}_web.zip
- name: Upload release
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: ${{ env.GAME_EXECUTABLE_NAME }}_web.zip
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_web.zip
release_name: ${{ env.VERSION }}
tag: ${{ env.VERSION }}
overwrite: true
build-for-iOS:
runs-on: macos-latest
timeout-minutes: 30
needs: get-version
env:
VERSION: ${{needs.get-version.outputs.version}}
steps:
- uses: actions/checkout@v3
- uses: dtolnay/rust-toolchain@stable
- name: Add iOS targets
run: rustup target add aarch64-apple-ios x86_64-apple-ios
- name: Build app for iOS
run: |
cd mobile
make xcodebuild-iphone-release
mkdir Payload
mv build/Build/Products/Release-iphoneos/*.app Payload
zip -r ${{ env.GAME_EXECUTABLE_NAME }}.zip Payload
mv ${{ env.GAME_EXECUTABLE_NAME }}.zip ${{ env.GAME_EXECUTABLE_NAME }}.ipa
- name: Upload release
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: mobile/${{ env.GAME_EXECUTABLE_NAME }}.ipa
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_unsigned_ios.ipa
release_name: ${{ env.VERSION }}
tag: ${{ env.VERSION }}
overwrite: true
build-for-Android:
runs-on: ubuntu-latest
timeout-minutes: 30
needs: get-version
env:
VERSION: ${{needs.get-version.outputs.version}}
steps:
- uses: actions/checkout@v3
- uses: dtolnay/rust-toolchain@stable
- name: Add Android targets
# could add more targets like armv7-linux-androideabi here (then also add to cargo-apk config)
run: rustup target add aarch64-linux-android
- name: Install Cargo APK
run: cargo install --force cargo-apk
- name: Build app for Android
# This uses a debug build, since release builds require keystore configuration
# For AAB builds that can be pushed to the Play store, see the release-android-google-play workflow.
run: ANDROID_NDK_ROOT=$ANDROID_NDK_LATEST_HOME cargo apk build --package mobile
- name: Upload release
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: target/debug/apk/${{ env.GAME_OSX_APP_NAME }}.apk
asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_android.apk
release_name: ${{ env.VERSION }}
tag: ${{ env.VERSION }}
overwrite: true

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.gitignore vendored
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/target
target/
.idea/
.DS_Store
dist/

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.vscode/launch.json vendored
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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
// this config bypasses waiting for debugger attachment, increasing speed
{
"name": "Quick Launch (nix-shell)",
"type": "node-terminal",
"request": "launch",
"command": "nix-shell --run 'cargo run --features dev'",
},
{
"command": "steam-run ./target/debug/ttt-ce",
"name": "Run program",
"name": "Run compiled (steam-run)",
"request": "launch",
"type": "node-terminal"
},
{
"command": "nix-shell --run 'cargo run'",
"name": "Build and Run program",
"type": "lldb",
"request": "launch",
"type": "node-terminal"
},
{
"command": "nix-shell --run 'cargo run --features bevy/dynamic_linking'",
"name": "Mold build and run program",
"request": "launch",
"type": "node-terminal"
},
"name": "Debug",
"cargo": {
"args": [
"build",
"--bin=ttt-ce",
"--package=ttt-ce",
"--features",
"dev"
],
"compounds": []
"filter": {
"name": "ttt-ce",
"kind": "bin"
},
},
"args": [],
"cwd": "${workspaceFolder}",
"env": {
"CARGO_MANIFEST_DIR": "${workspaceFolder}",
},
"linux": {
"env": {
// platform-specific launch config overwrites (rather than merges with) existing config, so need to specify CARGO_MANIFEST_DIR again
"CARGO_MANIFEST_DIR": "${workspaceFolder}",
"LD_LIBRARY_PATH": "${env:LD_LIBRARY_PATH}:${workspaceFolder}/target/debug:${env:HOME}/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib:${env:HOME}/.rustup/toolchains/stable-x86_64-unknown-linux-gnu/lib"
}
}
},
{
"type": "lldb",
"request": "launch",
"name": "Debug unit tests",
"cargo": {
"args": [
"test",
"--no-run",
"--bin=ttt-ce",
"--package=ttt-ce",
"--features",
"dev"
],
"filter": {
"name": "ttt-ce",
"kind": "bin"
}
},
"args": [],
"cwd": "${workspaceFolder}",
"env": {
"CARGO_MANIFEST_DIR": "${workspaceFolder}",
"LD_LIBRARY_PATH": "${env:LD_LIBRARY_PATH}:${workspaceFolder}/target/debug:${env:HOME}/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib:${env:HOME}/.rustup/toolchains/stable-x86_64-unknown-linux-gnu/lib"
}
}
]
}

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.vscode/tasks.json vendored
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"version": "2.0.0",
"tasks": [
{
"label": "nix-shell-cargo-build",
"label": "nix-shell-cargo-build-dev",
"type": "shell",
"command": "nix-shell",
"args": [
"--run",
"cargo build --features dev"
],
"group": {
"kind": "build",
"isDefault": true
},
"problemMatcher": []
},
{
"label": "nix-shell-cargo-build-release",
"type": "shell",
"command": "nix-shell",
"args": [

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# A Bevy game template
Template for a Game using the awesome [Bevy engine][bevy] featuring out of the box builds for Windows, Linux, macOS, Web (Wasm), Android, and iOS.
# What does this template give you?
* small example ["game"](https://niklasei.github.io/ttt-ce_template/)
* easy setup for running the web build using [trunk] (`trunk serve`)
* run the native version with `cargo run`
* workflow for GitHub actions creating releases for Windows, Linux, macOS, and Web (Wasm) ready for distribution
* the same workflow creates development builds for the mobile platforms (two separate workflows can push to the stores after [some setup](#deploy-mobile-platforms))
* push a tag in the form of `v[0-9]+.[0-9]+.[0-9]+*` (e.g. `v1.1.42`) to trigger the flow
* WARNING: if you work in a private repository, please be aware that macOS and Windows runners cost more build minutes. **For public repositories the builds are free!**
# How to use this template?
1. Click "Use this template" on the repository's page
2. Look for `ToDo` to use your own game name everywhere
3. [Update the icons as described below](#updating-the-icons)
4. Start coding :tada:
* Start the native app: `cargo run`
* Start the web build: `trunk serve`
* requires [trunk]: `cargo install --locked trunk`
* requires `wasm32-unknown-unknown` target: `rustup target add wasm32-unknown-unknown`
* this will serve your app on `8080` and automatically rebuild + reload it after code changes
* Start the android app: `cargo apk run -p mobile`
* requires following the instructions in the [bevy example readme for android setup][android-instructions]
* Start the iOS app (see the [bevy example readme for ios setup instructions][ios-instructions])
* Install Xcode through the app store
* Launch Xcode and install the iOS simulator (check the box upon first start, or install it through `Preferences > Platforms` later)
* Install the iOS and iOS simulator Rust targets with `rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim`
* run `make run` inside the `/mobile` directory
You should keep the `credits` directory up to date. The release workflow automatically includes the directory in every build.
### Updating the icons
1. Replace `build/macos/icon_1024x1024.png` with a `1024` times `1024` pixel png icon and run `create_icns.sh` or `create_icns_linux.sh` if you use linux (make sure to run the script inside the `build/macos` directory) - _Note: `create_icns.sh` requires a mac, and `create_icns_linux.sh` requires imagemagick and png2icns_
2. Replace `build/windows/icon.ico` (used for windows executable and as favicon for the web-builds)
* You can create an `.ico` file for windows by following these steps:
1. Open `macos/AppIcon.iconset/icon_256x256.png` in [Gimp](https://www.gimp.org/downloads/)
2. Select the `File > Export As` menu item.
3. Change the file extension to `.ico` (or click `Select File Type (By Extension)` and select `Microsoft Windows Icon`)
4. Save as `build/windows/icon.ico`
3. Replace `build/android/res/mipmap-mdpi/icon.png` with `macos/AppIcon.iconset/icon_256x256.png`, but rename it to `icon.png`
### Deploy web build to GitHub pages
1. Trigger the `deploy-github-page` workflow
2. Activate [GitHub pages](https://pages.github.com/) for your repository
1. Source from the `gh-pages` branch (created by the just executed action)
3. After a few minutes your game is live at `http://username.github.io/repository`
To deploy newer versions, just run the `deploy-github-page` workflow again.
# Deploy mobile platforms
For general info on mobile support, you can take a look at [one of my blog posts about mobile development with Bevy][mobile_dev_with_bevy_2] which is relevant to the current setup.
## Android
Currently, `cargo-apk` is used to run the development app. But APKs can no longer be published in the store and `cargo-apk` cannot produce the required AAB. This is why there is setup for two android related tools. In [`mobile/Cargo.toml`](./mobile/Cargo.toml), the `package.metadata.android` section configures `cargo-apk` while [`mobile/manifest.yaml`](./mobile/manifest.yaml) configures a custom fork of `xbuild` which is used in the `release-android-google-play` workflow to create an AAB.
There is a [post about how to set up the android release workflow][workflow_bevy_android] on my blog.
## iOS
The setup is pretty much what Bevy does for the mobile example.
There is a [post about how to set up the iOS release workflow][workflow_bevy_ios] on my blog.
# Removing mobile platforms
If you don't want to target Android or iOS, you can just delete the `/mobile`, `/build/android`, and `/build/ios` directories.
Then delete the `[workspace]` section from `Cargo.toml`.
# Getting started with Bevy
You should check out the Bevy website for [links to resources][bevy-learn] and the [Bevy Cheat Book] for a bunch of helpful documentation and examples. I can also recommend the [official Bevy Discord server][bevy-discord] for keeping up to date with the development and getting help from other Bevy users.
# Known issues
Audio in web-builds can have issues in some browsers. This seems to be a general performance issue and not due to the audio itself (see [bevy_kira_audio/#9][firefox-sound-issue]).
# License
This project is licensed under [CC0 1.0 Universal](LICENSE) except some content of `assets` and the Bevy icons in the `build` directory (see [Credits](credits/CREDITS.md)). Go crazy and feel free to show me whatever you build with this ([@nikl_me][nikl-twitter] / [@nikl_me@mastodon.online][nikl-mastodon] ).
[bevy]: https://bevyengine.org/
[bevy-learn]: https://bevyengine.org/learn/
[bevy-discord]: https://discord.gg/bevy
[nikl-twitter]: https://twitter.com/nikl_me
[nikl-mastodon]: https://mastodon.online/@nikl_me
[firefox-sound-issue]: https://github.com/NiklasEi/bevy_kira_audio/issues/9
[Bevy Cheat Book]: https://bevy-cheatbook.github.io/introduction.html
[trunk]: https://trunkrs.dev/
[android-instructions]: https://github.com/bevyengine/bevy/blob/latest/examples/README.md#setup
[ios-instructions]: https://github.com/bevyengine/bevy/blob/latest/examples/README.md#setup-1
[mobile_dev_with_bevy_2]: https://www.nikl.me/blog/2023/notes_on_mobile_development_with_bevy_2/
[workflow_bevy_android]: https://www.nikl.me/blog/2023/github_workflow_to_publish_android_app/
[workflow_bevy_ios]: https://www.nikl.me/blog/2023/github_workflow_to_publish_ios_app/

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[package]
name = "ttt-ce"
name = "ttt-ce" # ToDo
version = "0.1.0"
publish = false
authors = ["Mikolaj Wojciech 'Nimfer' Gorski"] # ToDo: you are the author ;)
edition = "2021"
exclude = ["dist", "build", "assets", "credits"]
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[workspace]
members = ["mobile"]
# Enable a small amount of optimization in debug mode
[profile.dev]
opt-level = 1
# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"]
opt-level = 3
[profile.dev]
opt-level = 1
# This is used by trunk as it doesn't support custom profiles: https://github.com/trunk-rs/trunk/issues/605
# xbuild also uses this profile for building android AABs because I couldn't find a configuration for it
[profile.release]
opt-level = "s"
lto = true
codegen-units = 1
strip = true
# Profile for distribution
[profile.dist]
inherits = "release"
opt-level = 3
lto = true
codegen-units = 1
strip = true
[features]
dev = [
"bevy/dynamic_linking",
]
# All of Bevy's default features exept for the audio related ones (bevy_audio, vorbis), since they clash with bevy_kira_audio
# and android_shared_stdcxx, since that is covered in `mobile`
[dependencies]
bevy = { version = "0.13.1", features = ["wayland"]}
bevy_dylib = "0.13.1"
bevy = { version = "0.13", default-features = false, features = [
"animation",
"bevy_asset",
"bevy_gilrs",
"bevy_scene",
"bevy_winit",
"bevy_core_pipeline",
"bevy_pbr",
"bevy_gltf",
"bevy_render",
"bevy_sprite",
"bevy_text",
"bevy_ui",
"multi-threaded",
"png",
"hdr",
"x11",
"bevy_gizmos",
"tonemapping_luts",
"default_font",
"webgl2",
"bevy_debug_stepping",
] }
bevy_kira_audio = { version = "0.19" }
bevy_asset_loader = { version = "0.20" }
rand = { version = "0.8.3" }
webbrowser = { version = "0.8", features = ["hardened"] }
# keep the following in sync with Bevy's dependencies
winit = { version = "0.29", default-features = false }
image = { version = "0.24", default-features = false }
bevy_editor_pls = "0.8.1"
bevy_xpbd_3d = {git = "https://git.opencodebox.com/MikolajG/bevy_xpbd", branch = "reflect-serialize"}
[build-dependencies]
embed-resource = "1"

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LICENSE
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@ -1,674 +1,121 @@
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Nothing in this License shall be construed as excluding or limiting
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
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state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
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This program is distributed in the hope that it will be useful,
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
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5
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[build]
public_url = "./"
[serve]
port = 8080

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extern crate embed_resource;
use std::env;
fn main() {
let target = env::var("TARGET").unwrap();
if target.contains("windows") {
// on windows we will set our game icon as icon for the executable
embed_resource::compile("build/windows/icon.rc");
}
}

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build/macos/create_icns.sh Executable file
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#!/usr/bin/env sh
rm -rf AppIcon.iconset/*
mkdir -p AppIcon.iconset
sips -z 16 16 ../icon_1024x1024.png --out AppIcon.iconset/icon_16x16.png
sips -z 32 32 ../icon_1024x1024.png --out AppIcon.iconset/icon_16x16@2x.png
sips -z 32 32 ../icon_1024x1024.png --out AppIcon.iconset/icon_32x32.png
sips -z 64 64 ../icon_1024x1024.png --out AppIcon.iconset/icon_32x32@2x.png
sips -z 128 128 ../icon_1024x1024.png --out AppIcon.iconset/icon_128x128.png
sips -z 256 256 ../icon_1024x1024.png --out AppIcon.iconset/icon_128x128@2x.png
sips -z 256 256 ../icon_1024x1024.png --out AppIcon.iconset/icon_256x256.png
sips -z 512 512 ../icon_1024x1024.png --out AppIcon.iconset/icon_256x256@2x.png
sips -z 512 512 ../icon_1024x1024.png --out AppIcon.iconset/icon_512x512.png
cp ../icon_1024x1024.png AppIcon.iconset/icon_512x512@2x.png
iconutil -c icns AppIcon.iconset
mkdir -p src/Game.app/Contents/Resources
mv AppIcon.icns src/Game.app/Contents/Resources/

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#!/usr/bin/env sh
rm -rf AppIcon.iconset/*
mkdir -p AppIcon.iconset
convert ../icon_1024x1024.png -resize 16x16 AppIcon.iconset/icon_16x16.png
convert ../icon_1024x1024.png -resize 32x32 AppIcon.iconset/icon_16x16@2x.png
convert ../icon_1024x1024.png -resize 32x32 AppIcon.iconset/icon_32x32.png
convert ../icon_1024x1024.png -resize 64x64 AppIcon.iconset/icon_32x32@2x.png
convert ../icon_1024x1024.png -resize 128x128 AppIcon.iconset/icon_128x128.png
convert ../icon_1024x1024.png -resize 256x256 AppIcon.iconset/icon_128x128@2x.png
convert ../icon_1024x1024.png -resize 256x256 AppIcon.iconset/icon_256x256.png
convert ../icon_1024x1024.png -resize 512x512 AppIcon.iconset/icon_256x256@2x.png
convert ../icon_1024x1024.png -resize 512x512 AppIcon.iconset/icon_512x512.png
cp ../icon_1024x1024.png AppIcon.iconset/icon_512x512@2x.png
png2icns ./AppIcon.icns AppIcon.iconset/icon_16x16.png AppIcon.iconset/icon_32x32.png AppIcon.iconset/icon_128x128.png AppIcon.iconset/icon_256x256.png AppIcon.iconset/icon_512x512.png
mkdir -p src/Game.app/Contents/Resources
mv AppIcon.icns src/Game.app/Contents/Resources/

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build/web/sound.js Normal file
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// Insert hack to make sound autoplay on Chrome as soon as the user interacts with the tab:
// https://developers.google.com/web/updates/2018/11/web-audio-autoplay#moving-forward
// the following function keeps track of all AudioContexts and resumes them on the first user
// interaction with the page. If the function is called and all contexts are already running,
// it will remove itself from all event listeners.
(function () {
// An array of all contexts to resume on the page
const audioContextList = [];
// An array of various user interaction events we should listen for
const userInputEventNames = [
"click",
"contextmenu",
"auxclick",
"dblclick",
"mousedown",
"mouseup",
"pointerup",
"touchend",
"keydown",
"keyup",
];
// A proxy object to intercept AudioContexts and
// add them to the array for tracking and resuming later
self.AudioContext = new Proxy(self.AudioContext, {
construct(target, args) {
const result = new target(...args);
audioContextList.push(result);
return result;
},
});
// To resume all AudioContexts being tracked
function resumeAllContexts(_event) {
let count = 0;
audioContextList.forEach((context) => {
if (context.state !== "running") {
context.resume();
} else {
count++;
}
});
// If all the AudioContexts have now resumed then we unbind all
// the event listeners from the page to prevent unnecessary resume attempts
// Checking count > 0 ensures that the user interaction happens AFTER the game started up
if (count > 0 && count === audioContextList.length) {
userInputEventNames.forEach((eventName) => {
document.removeEventListener(eventName, resumeAllContexts);
});
}
}
// We bind the resume function for each user interaction
// event on the page
userInputEventNames.forEach((eventName) => {
document.addEventListener(eventName, resumeAllContexts);
});
})();

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build/web/styles.css Normal file
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body, html {
height: 100%;
}
body {
background-color: lightgray;
margin: 0;
display: flex;
justify-content: center;
align-items: center;
}
.game-container {
width: 800px;
height: 600px;
display: flex;
justify-content: center;
align-items: center;
}
.lds-dual-ring {
display: inline-block;
position: absolute;
left: 0;
right: 0;
margin: auto;
width: 80px;
height: 80px;
}
.lds-dual-ring:after {
content: " ";
display: block;
width: 64px;
height: 64px;
border-radius: 50%;
border: 6px solid #fff;
border-color: #fff transparent #fff transparent;
animation: lds-dual-ring 1.2s linear infinite;
}
@keyframes lds-dual-ring {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
#bevy {
z-index: 2;
}

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app_icon ICON "icon.ico"

2
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/bin/
/obj/

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<?xml version="1.0" encoding="UTF-8"?>
<Wix xmlns="http://wixtoolset.org/schemas/v4/wxs">
<!-- Copied from https://github.com/wixtoolset/wix4/blob/6f2511f58f60e63a15357a2fe37f83343dea3090/src/ext/UI/wixlib/WixUI_InstallDir.wxs#L9
but with the license dialog disabled.
See: https://wixtoolset.org/docs/v3/wixui/wixui_customizations/#changing-the-ui-sequence-of-a-built-in-dialog-set. -->
<Fragment>
<UI Id="WixUI_CustomInstallDir">
<TextStyle Id="WixUI_Font_Normal" FaceName="Tahoma" Size="8" />
<TextStyle Id="WixUI_Font_Bigger" FaceName="Tahoma" Size="12" />
<TextStyle Id="WixUI_Font_Title" FaceName="Tahoma" Size="9" Bold="yes" />
<Property Id="DefaultUIFont" Value="WixUI_Font_Normal" />
<DialogRef Id="BrowseDlg" />
<DialogRef Id="DiskCostDlg" />
<DialogRef Id="ErrorDlg" />
<DialogRef Id="FatalError" />
<DialogRef Id="FilesInUse" />
<DialogRef Id="MsiRMFilesInUse" />
<DialogRef Id="PrepareDlg" />
<DialogRef Id="ProgressDlg" />
<DialogRef Id="ResumeDlg" />
<DialogRef Id="UserExit" />
<Publish Dialog="BrowseDlg" Control="OK" Event="SpawnDialog" Value="InvalidDirDlg" Order="4" Condition="NOT WIXUI_DONTVALIDATEPATH AND WIXUI_INSTALLDIR_VALID&lt;&gt;&quot;1&quot;" />
<Publish Dialog="ExitDialog" Control="Finish" Event="EndDialog" Value="Return" Order="999" />
<Publish Dialog="WelcomeDlg" Control="Next" Event="NewDialog" Value="InstallDirDlg" Condition="NOT Installed" />
<Publish Dialog="WelcomeDlg" Control="Next" Event="NewDialog" Value="VerifyReadyDlg" Condition="Installed AND PATCH" />
<Publish Dialog="InstallDirDlg" Control="Back" Event="NewDialog" Value="WelcomeDlg" />
<Publish Dialog="InstallDirDlg" Control="Next" Event="SetTargetPath" Value="[WIXUI_INSTALLDIR]" Order="1" />
<Publish Dialog="InstallDirDlg" Control="Next" Event="SpawnDialog" Value="InvalidDirDlg" Order="3" Condition="NOT WIXUI_DONTVALIDATEPATH AND WIXUI_INSTALLDIR_VALID&lt;&gt;&quot;1&quot;" />
<Publish Dialog="InstallDirDlg" Control="Next" Event="NewDialog" Value="VerifyReadyDlg" Order="4" Condition="WIXUI_DONTVALIDATEPATH OR WIXUI_INSTALLDIR_VALID=&quot;1&quot;" />
<Publish Dialog="InstallDirDlg" Control="ChangeFolder" Property="_BrowseProperty" Value="[WIXUI_INSTALLDIR]" Order="1" />
<Publish Dialog="InstallDirDlg" Control="ChangeFolder" Event="SpawnDialog" Value="BrowseDlg" Order="2" />
<Publish Dialog="VerifyReadyDlg" Control="Back" Event="NewDialog" Value="InstallDirDlg" Order="1" Condition="NOT Installed" />
<Publish Dialog="VerifyReadyDlg" Control="Back" Event="NewDialog" Value="MaintenanceTypeDlg" Order="2" Condition="Installed AND NOT PATCH" />
<Publish Dialog="VerifyReadyDlg" Control="Back" Event="NewDialog" Value="WelcomeDlg" Order="2" Condition="Installed AND PATCH" />
<Publish Dialog="MaintenanceWelcomeDlg" Control="Next" Event="NewDialog" Value="MaintenanceTypeDlg" />
<Publish Dialog="MaintenanceTypeDlg" Control="RepairButton" Event="NewDialog" Value="VerifyReadyDlg" />
<Publish Dialog="MaintenanceTypeDlg" Control="RemoveButton" Event="NewDialog" Value="VerifyReadyDlg" />
<Publish Dialog="MaintenanceTypeDlg" Control="Back" Event="NewDialog" Value="MaintenanceWelcomeDlg" />
<Property Id="ARPNOMODIFY" Value="1" />
</UI>
<UIRef Id="WixUI_Common" />
</Fragment>
<?foreach WIXUIARCH in X86;X64;A64 ?>
<Fragment>
<UI Id="WixUI_CustomInstallDir_$(WIXUIARCH)">
<Publish Dialog="BrowseDlg" Control="OK" Event="DoAction" Value="WixUIValidatePath_$(WIXUIARCH)" Order="3" Condition="NOT WIXUI_DONTVALIDATEPATH" />
<Publish Dialog="InstallDirDlg" Control="Next" Event="DoAction" Value="WixUIValidatePath_$(WIXUIARCH)" Order="2" Condition="NOT WIXUI_DONTVALIDATEPATH" />
</UI>
</Fragment>
<?endforeach?>
</Wix>

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@ -0,0 +1,40 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.31903.59
MinimumVisualStudioVersion = 10.0.40219.1
Project("{B7DD6F7E-DEF8-4E67-B5B7-07EF123DB6F0}") = "Installer", "Installer.wixproj", "{340293B0-F46C-46A0-88D8-4BB2F3465C53}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|ARM64 = Debug|ARM64
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|ARM64 = Release|ARM64
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|Any CPU.ActiveCfg = Debug|x64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|Any CPU.Build.0 = Debug|x64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|ARM64.ActiveCfg = Debug|ARM64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|ARM64.Build.0 = Debug|ARM64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|x64.ActiveCfg = Debug|x64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|x64.Build.0 = Debug|x64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|x86.ActiveCfg = Debug|x86
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|x86.Build.0 = Debug|x86
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|Any CPU.ActiveCfg = Release|x64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|Any CPU.Build.0 = Release|x64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|ARM64.ActiveCfg = Release|ARM64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|ARM64.Build.0 = Release|ARM64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|x64.ActiveCfg = Release|x64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|x64.Build.0 = Release|x64
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|x86.ActiveCfg = Release|x86
{340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003" Sdk="WixToolset.Sdk/4.0.0-rc.2">
<PropertyGroup>
<DebugType>none</DebugType>
<OutputName>installer</OutputName>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="WixToolset.UI.wixext" Version="4.0.0-rc.2" />
<PackageReference Include="WixToolset.Heat" Version="4.0.0-rc.2" />
</ItemGroup>
<ItemGroup>
<HarvestDirectory Include="..\..\..\assets">
<ComponentGroupName>AssetsDirectory</ComponentGroupName>
<DirectoryRefId>INSTALLFOLDER</DirectoryRefId>
<SuppressRootDirectory>false</SuppressRootDirectory>
</HarvestDirectory>
<BindPath Include="..\..\..\assets" />
</ItemGroup>
<ItemGroup>
<HarvestDirectory Include="..\..\..\credits">
<ComponentGroupName>CreditsDirectory</ComponentGroupName>
<DirectoryRefId>INSTALLFOLDER</DirectoryRefId>
<SuppressRootDirectory>false</SuppressRootDirectory>
</HarvestDirectory>
<BindPath Include="..\..\..\credits" />
</ItemGroup>
</Project>

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<!--
This file contains the declaration of all the localizable strings.
-->
<WixLocalization xmlns="http://wixtoolset.org/schemas/v4/wxl" Culture="en-US">
<String Id="DowngradeError" Value="A newer version of [ProductName] is already installed." />
</WixLocalization>

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<Wix xmlns="http://wixtoolset.org/schemas/v4/wxs" xmlns:ui="http://wixtoolset.org/schemas/v4/wxs/ui">
<!-- ToDo use your own keys for Name and Manufacturer, as well as a new UUID for UpgradeCode -->
<Package
Name="BevyGame"
Manufacturer="My Name"
UpgradeCode="12345678-de4f-4893-a535-93dfd0597731"
Version="0.1.0"
Scope="perUserOrMachine">
<MajorUpgrade DowngradeErrorMessage="!(loc.DowngradeError)" />
<Media Id="1" Cabinet="myapplication.cab" EmbedCab="yes" />
<Property Id="ApplicationFolderName" Value="!(bind.Property.ProductName)" />
<!-- Installer Icon -->
<Icon Id="icon.ico" SourceFile="..\icon.ico"/>
<Property Id="ARPPRODUCTICON" Value="icon.ico" />
<!-- Sets the default installation folder -->
<StandardDirectory Id="ProgramFiles6432Folder">
<Directory Id="INSTALLFOLDER" Name="!(bind.Property.ProductName)" />
</StandardDirectory>
<!-- Shows a UI that allows customizing the install location -->
<ui:WixUI Id="WixUI_CustomInstallDir" InstallDirectory="INSTALLFOLDER" />
<Feature Id="Main">
<ComponentGroupRef Id="MainComponent" />
<ComponentRef Id="StartMenuShortcut" />
<ComponentGroupRef Id="AssetsDirectory" />
<ComponentGroupRef Id="CreditsDirectory" />
</Feature>
<!-- Installs the actual files -->
<ComponentGroup Id="MainComponent" Directory="INSTALLFOLDER">
<Component>
<File Id="Executable" Source="..\..\..\target\dist\ttt-ce.exe" Vital="true" /> <!-- ToDo this should point to your executable -->
</Component>
</ComponentGroup>
<!-- Start menu shortcut -->
<!-- Source: https://wixtoolset.org/docs/v3/howtos/files_and_registry/create_start_menu_shortcut/ -->
<StandardDirectory Id="ProgramMenuFolder">
<Component Id="StartMenuShortcut" Guid="*">
<Shortcut Id="ApplicationStartMenuShortcut" Name="!(bind.Property.ProductName)" Target="[!Executable]" WorkingDirectory="INSTALLFOLDER" />
<RegistryValue Root="HKCU" Key="Software\!(bind.Property.ProductName)" Name="installed" Type="integer" Value="1" KeyPath="yes"/>
</Component>
</StandardDirectory>
</Package>
</Wix>

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@ -0,0 +1,6 @@
{
"sdk": {
"version": "7.0.102",
"rollForward": "latestFeature"
}
}

5
credits/CREDITS.md Normal file
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# Credits
## Assets
* Bevy icon: [MIT License](licenses/Bevy_MIT_License.md);

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MIT License
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

22
index.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
<title>TTT:CE</title> <!-- ToDo -->
<link data-trunk rel="copy-dir" href="assets"/>
<link data-trunk rel="copy-dir" href="credits"/>
<link data-trunk rel="copy-file" href="build/windows/icon.ico"/>
<link rel="icon" href="icon.ico">
<link data-trunk rel="inline" href="build/web/styles.css"/>
</head>
<body>
<link data-trunk rel="inline" href="build/web/sound.js"/>
<div class="game-container">
<div class="lds-dual-ring"></div>
<canvas id="bevy">
Javascript and support for canvas is required
</canvas>
</div>
</body>
</html>

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# Flag to notify the compiler we're building for the iOS simulator from an Apple silicon mac
# This needs some workarounds for now
# See https://github.com/bevyengine/bevy/pull/10178 - remove if it's not needed anymore.
[target.aarch64-apple-ios-sim]
rustflags = ["--cfg=ios_simulator"]

3
mobile/.gitignore vendored Normal file
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mobile.xcodeproj/xcuserdata/
mobile.xcodeproj/project.xcworkspace/
build/

34
mobile/Cargo.toml Normal file
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[package]
name = "mobile"
version = "0.1.0"
edition = "2021"
publish = false
[lib]
name = "mobile"
crate-type = ["staticlib", "cdylib"]
[dependencies]
ttt-ce = { path = ".." } # ToDo
bevy = { version = "0.13", default-features = false }
# As long as Kira doesn't expose a feature for this, we need to enable it
# See https://github.com/tesselode/kira/pull/51
[target."cfg(target_os = \"android\")".dependencies.cpal]
version = "0.15"
features = ["oboe-shared-stdcxx"]
[package.metadata.android]
package = "me.nikl.bevygame" # ToDo
apk_name = "BevyGame" # ToDo same as GAME_OSX_APP_NAME in release workflow
assets = "../assets"
strip = "strip"
resources = "../build/android/res"
build_targets = ["aarch64-linux-android"]
[package.metadata.android.sdk]
target_sdk_version = 33
[package.metadata.android.application]
icon = "@mipmap/icon"
label = "Bevy Game" # ToDo

29
mobile/Makefile Normal file
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.PHONY: xcodebuild run install boot-sim generate clean
DEVICE = ${DEVICE_ID}
ifndef DEVICE_ID
DEVICE=$(shell xcrun simctl list devices 'iOS' | grep -v 'unavailable' | grep -v '^--' | grep -v '==' | head -n 1 | grep -E -o -i "([0-9a-f]{8}-([0-9a-f]{4}-){3}[0-9a-f]{12})")
endif
run: install
# Todo: change the bundle identifier (then remove this comment :P)
xcrun simctl launch --console $(DEVICE) me.nikl.bevygame
boot-sim:
xcrun simctl boot $(DEVICE) || true
install: xcodebuild-simulator boot-sim
xcrun simctl install $(DEVICE) build/Build/Products/Debug-iphonesimulator/mobile.app
xcodebuild-simulator:
IOS_TARGETS=x86_64-apple-ios xcodebuild -scheme mobile -configuration Debug -derivedDataPath build -destination "id=$(DEVICE)"
xcodebuild-iphone:
IOS_TARGETS=aarch64-apple-ios xcodebuild -scheme mobile -configuration Debug -derivedDataPath build -arch arm64
xcodebuild-iphone-release:
IOS_TARGETS=aarch64-apple-ios xcodebuild -scheme mobile -configuration Release -derivedDataPath build -arch arm64
clean:
rm -r build
cargo clean

55
mobile/build_rust_deps.sh Normal file
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@ -0,0 +1,55 @@
#!/usr/bin/env bash
# based on https://github.com/mozilla/glean/blob/main/build-scripts/xc-universal-binary.sh
set -eux
PATH=$PATH:$HOME/.cargo/bin
RELFLAG=
if [[ "$CONFIGURATION" != "Debug" ]]; then
RELFLAG="--profile dist"
fi
set -euvx
if [[ -n "${DEVELOPER_SDK_DIR:-}" ]]; then
# Assume we're in Xcode, which means we're probably cross-compiling.
# In this case, we need to add an extra library search path for build scripts and proc-macros,
# which run on the host instead of the target.
# (macOS Big Sur does not have linkable libraries in /usr/lib/.)
export LIBRARY_PATH="${DEVELOPER_SDK_DIR}/MacOSX.sdk/usr/lib:${LIBRARY_PATH:-}"
fi
# add homebrew bin path, as it's the most commonly used package manager on macOS
# this is needed for cmake on apple arm processors as it's not available by default
export PATH="$PATH:/opt/homebrew/bin"
IS_SIMULATOR=0
if [ "${LLVM_TARGET_TRIPLE_SUFFIX-}" = "-simulator" ]; then
IS_SIMULATOR=1
fi
for arch in $ARCHS; do
case "$arch" in
x86_64)
if [ $IS_SIMULATOR -eq 0 ]; then
echo "Building for x86_64, but not a simulator build. What's going on?" >&2
exit 2
fi
# Intel iOS simulator
export CFLAGS_x86_64_apple_ios="-target x86_64-apple-ios"
cargo rustc --crate-type staticlib --lib $RELFLAG --target x86_64-apple-ios
;;
arm64)
if [ $IS_SIMULATOR -eq 0 ]; then
# Hardware iOS targets
cargo rustc --crate-type staticlib --lib $RELFLAG --target aarch64-apple-ios
else
# M1 iOS simulator -- currently in Nightly only and requires to build `libstd`
cargo rustc --crate-type staticlib --lib $RELFLAG --target aarch64-apple-ios-sim
fi
esac
done

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{
"images" : [
{
"filename" : "icon_1024x1024.png",
"idiom" : "universal",
"platform" : "ios",
"size" : "1024x1024"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 49 KiB

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@ -0,0 +1,6 @@
{
"info" : {
"author" : "xcode",
"version" : 1
}
}

35
mobile/ios-src/Info.plist Normal file
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@ -0,0 +1,35 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>0.1.1</string>
<key>CFBundleIconName</key>
<string>AppIcon</string>
<key>CFBundleVersion</key>
<string>0.1.1</string>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIRequiresFullScreen</key>
<false/>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
</array>
</dict>
</plist>

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@ -0,0 +1,37 @@
<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="21701" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<device id="retina6_12" orientation="portrait" appearance="light"/>
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="21679"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="393" height="842"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<imageView clipsSubviews="YES" userInteractionEnabled="NO" contentMode="scaleAspectFit" fixedFrame="YES" image="bevy.png" translatesAutoresizingMaskIntoConstraints="NO" id="sic-lC-kjy">
<rect key="frame" x="113" y="346" width="164" height="153"/>
<autoresizingMask key="autoresizingMask" flexibleMinX="YES" widthSizable="YES" flexibleMaxX="YES" flexibleMinY="YES" heightSizable="YES" flexibleMaxY="YES"/>
</imageView>
</subviews>
<viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
</view>
<modalPageSheetSimulatedSizeMetrics key="simulatedDestinationMetrics"/>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="53" y="375"/>
</scene>
</scenes>
<resources>
<image name="bevy.png" width="152.33058166503906" height="152.33058166503906"/>
</resources>
</document>

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@ -0,0 +1 @@
void main_rs(void);

6
mobile/ios-src/main.m Normal file
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@ -0,0 +1,6 @@
#import "bindings.h"
int main() {
main_rs();
return 0;
}

11
mobile/manifest.yaml Normal file
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@ -0,0 +1,11 @@
android:
gradle: true
# this assets configuration is currently only used without gradle!
#assets:
# - "../assets/*"
icon: "ios-src/Assets.xcassets/AppIcon.appiconset/icon_1024x1024.png"
manifest:
package: "com.opencodebox.tttce" # Todo
version_code: 3 # Todo you should start at 1
application:
label: "Trouble in Terror Town: Community Edition" # Todo

View file

@ -0,0 +1,465 @@
// !$*UTF8*$!
{
archiveVersion = 1;
classes = {
};
objectVersion = 51;
objects = {
/* Begin PBXBuildFile section */
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2469A42B2A6FAC7000ACF4EF /* LaunchScreen.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 2469A42A2A6FAC7000ACF4EF /* LaunchScreen.storyboard */; };
2604C99FAB5A8322EDCABB9F /* UIKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = FE71FBCAA714DB4F42459106 /* UIKit.framework */; };
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/* End PBXBuildFile section */
/* Begin PBXContainerItemProxy section */
26BF2C4863C966DABAB40DC8 /* PBXContainerItemProxy */ = {
isa = PBXContainerItemProxy;
containerPortal = 8DBF1E2B5C613DA41701F6D9 /* Project object */;
proxyType = 1;
remoteGlobalIDString = D08AEBE0B1A9C9A7B8C7B33F;
remoteInfo = cargo_ios;
};
/* End PBXContainerItemProxy section */
/* Begin PBXFileReference section */
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/* End PBXFileReference section */
/* Begin PBXFrameworksBuildPhase section */
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isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
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2604C99FAB5A8322EDCABB9F /* UIKit.framework in Frameworks */,
55B7188F81C3C4183F81D3AE /* libc++.tbd in Frameworks */,
57CD6306253C7A940098CD4A /* AudioToolbox.framework in Frameworks */,
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runOnlyForDeploymentPostprocessing = 0;
};
/* End PBXFrameworksBuildPhase section */
/* Begin PBXGroup section */
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isa = PBXGroup;
children = (
55EAC02897847195D2F44C15 /* mobile.app */,
);
name = Products;
sourceTree = "<group>";
};
4F1D6F28B8A5D1927AB0ADED /* ios-src */ = {
isa = PBXGroup;
children = (
2469A4282A6F9AC200ACF4EF /* Assets.xcassets */,
57CD630A253C7F5F0098CD4A /* assets */,
160DB77300A3F1806F024D47 /* bindings.h */,
8EE7F1E3B0303533925D7E33 /* Info.plist */,
AF7DE91055EBD05ED77E57F9 /* main.m */,
);
path = "ios-src";
sourceTree = "<group>";
};
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isa = PBXGroup;
children = (
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View file

@ -0,0 +1,78 @@
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20
mobile/src/lib.rs Normal file
View file

@ -0,0 +1,20 @@
use bevy::prelude::*;
use bevy::window::WindowMode;
use ttt-ce::GamePlugin; // ToDo: Replace ttt-ce with your new crate name.
#[bevy_main]
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resizable: false,
mode: WindowMode::BorderlessFullscreen,
..default()
}),
..default()
}),
GamePlugin,
))
.run()
}

View file

@ -0,0 +1,4 @@
taken from Unity Assetstore https://assetstore.unity.com/packages/2d/textures-materials/gridbox-prototype-materials-129127
creator: Ciathyza
website: https://www.ciathyza.com/
license: https://unity.com/legal/as-terms

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