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gulpfile.js
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gulpfile.js
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// -----------------------------------------------------------------------------
// Imports
// -----------------------------------------------------------------------------
const advpng = require('imagemin-advpng');
const chalk = require('chalk');
const childProcess = require('child_process');
const fs = require('fs');
const gulp = require('gulp');
const log = require('fancy-log');
const rollup = require('rollup');
const roadroller = require('roadroller');
const AsepriteCli = require('./tools/aseprite-cli');
const ImageDataParser = require('./tools/image-data-parser');
const WorldBuilder = require('./tools/world-builder');
// -----------------------------------------------------------------------------
// Gulp Plugins
// -----------------------------------------------------------------------------
const advzip = require('gulp-advzip');
const concat = require('gulp-concat');
const cleancss = require('gulp-clean-css');
const htmlmin = require('gulp-htmlmin');
const imagemin = require('gulp-imagemin');
const rename = require('gulp-rename');
const size = require('gulp-size');
const sourcemaps = require('gulp-sourcemaps');
const template = require('gulp-template');
const terser = require('gulp-terser');
const zip = require('gulp-zip');
// -----------------------------------------------------------------------------
// Flags
// -----------------------------------------------------------------------------
let watching = false;
let dist = process.argv.includes('--dist');
let fast = !dist;
// -----------------------------------------------------------------------------
// JS Build
// -----------------------------------------------------------------------------
async function compileBuild() {
try {
const bundle = await rollup.rollup({
input: 'src/js/index.js',
onwarn: (warning, rollupWarn) => {
// Suppress circular dependency spam.
if (warning.code !== 'CIRCULAR_DEPENDENCY') {
rollupWarn(warning);
}
}
});
await bundle.write({
file: 'dist/temp/app.js',
format: 'iife',
name: 'app'
});
} catch (error) {
// Use rollup's error output
require('./node_modules/rollup/dist/shared/loadConfigFile').handleError(error, true);
throw error;
}
}
function minifyBuild() {
// Fast Mode Shortcut
if (fast) return Promise.resolve();
let cache = {};
return gulp.src('dist/temp/app.js')
.pipe(sourcemaps.init())
// Phase 1: Mangle all props except DOM & built-ins. (Reserved props are built-ins
// that terser doesn't know about yet, but which will break the game if they get mangled.)
.pipe(terser({
toplevel: true,
nameCache: cache,
mangle: {
properties: {
reserved: [
'imageSmoothingEnabled',
'KeyW',
'KeyA',
'KeyS',
'KeyD',
'ArrowUp',
'ArrowLeft',
'ArrowDown',
'ArrowRight',
'Escape',
'OS13kMusic,Wizard with a Shotgun - Oblique Mystique'
]
}
}
}))
// Phase 2: Specifically target properties we know match builtins but that
// we can still safely mangle (because we don't refer to the builtin).
.pipe(terser({
nameCache: cache,
mangle: {
properties: {
builtins: true,
regex: /^(behavior|direction|frame|reset|update|anchor|DEAD|canvas|entities|history|pressed|page|paused|resize|reload|pages|pattern|pause|unpause|sheet|state|init|play|text)$/
}
}
}))
.pipe(sourcemaps.write('.'))
.pipe(gulp.dest('dist/temp'));
}
async function packBuild() {
const packer = new roadroller.Packer([
{
data: fs.readFileSync('dist/temp/app.js', 'utf8'),
type: 'js',
action: 'eval'
}
]);
await packer.optimize();
const { firstLine, secondLine } = packer.makeDecoder();
fs.writeFileSync('dist/temp/app.packed.js', firstLine + secondLine, 'utf8');
}
const buildJs = gulp.series(
compileBuild,
minifyBuild,
...(dist ? [packBuild] : [async () => log.info('Skipping packBuild (not --dist).')])
);
// -----------------------------------------------------------------------------
// CSS Build
// -----------------------------------------------------------------------------
function buildCss() {
return gulp.src('src/css/*.css')
.pipe(concat('app.css'))
.pipe(cleancss())
.pipe(gulp.dest('dist/temp'));
}
// -----------------------------------------------------------------------------
// Assets Build
// -----------------------------------------------------------------------------
async function exportSpriteSheet() {
// Exporting the sprite sheet is the first step - using Aseprite, we take as input
// all of our source aseprite files, and spit out a single spritesheet PNG and a JSON
// file containing the x/y/w/h coordinates of the sprites in the spritesheet.
let src = 'src/assets/*.aseprite';
let png = 'src/assets/generated/spritesheet-gen.png';
let data = 'src/assets/generated/spritesheet-gen.json';
try {
await AsepriteCli.exec(`--batch ${src} --sheet-type rows --sheet ${png} --data ${data} --format json-array`);
} catch (e) {
log.error(e);
log.warn(chalk.red('Failed to update sprite sheet, but building anyway...'));
}
}
async function generateSpriteSheetData() {
// After exporting the sprite sheet, we use the JSON data to update a source file used by
// our asset loader in the game. This way we can freely update images without ever
// hand-edting any coordinate data or worrying about the composition of the spritesheet.
let data = 'src/assets/generated/spritesheet-gen.json';
let image = 'dist/temp/sprites.png';
let output = 'src/js/generated/SpriteSheet-gen.js';
await ImageDataParser.parse(data, image, output);
}
async function exportTileSheet() {
// The tile sheet is not actually used in the game, but makes it nice and neat to edit
// levels in Tiled. (TBD!)
let src = 'src/assets/tiles.aseprite';
let png = 'src/assets/generated/tiles-gen.png';
try {
await AsepriteCli.exec(`--batch ${src} --sheet-type rows --sheet-width 32 --sheet ${png}`);
} catch (e) {
log.error(e);
log.warn(chalk.red('Failed to update tile sheet, but building anyway...'));
}
}
function copyAssets() {
let pipeline = gulp.src('src/assets/generated/spritesheet-gen.png')
.pipe(size({ title: 'spritesheet pre' }));
// Fast Mode Shortcut
if (!fast) {
pipeline = pipeline
.pipe(imagemin())
.pipe(imagemin([
advpng({ optimizationLevel: 4, iterations: 20 })
]));
}
return pipeline
.pipe(size({ title: 'spritesheet post' }))
.pipe(rename('sprites.png'))
.pipe(gulp.dest('dist/temp'));
}
async function pngoutAssets() {
// This step relies on a new tool "pngout", comment out if not available.
// This saves me an extra 20 bytes on the spritesheet.
// childProcess.execSync('pngout dist/temp/sprites.png');
}
async function generateWorld() {
const mapFile = 'src/assets/world.tmx';
const worldFile = 'src/js/generated/WorldData-gen.js';
await WorldBuilder.build(mapFile, worldFile);
}
function copyFinalSprites() {
return gulp.src('dist/temp/sprites.png')
.pipe(gulp.dest('dist/final'));
}
const buildAssets = gulp.series(
exportSpriteSheet,
exportTileSheet,
copyAssets,
pngoutAssets,
generateSpriteSheetData,
generateWorld,
copyFinalSprites
);
// -----------------------------------------------------------------------------
// HTML Build
// -----------------------------------------------------------------------------
function buildHtml() {
const cssContent = fs.readFileSync('dist/temp/app.css');
const jsContent = fs.readFileSync(dist ? 'dist/temp/app.packed.js' : 'dist/temp/app.js');
return gulp.src('src/index.html')
.pipe(template({ css: cssContent, js: jsContent }))
.pipe(htmlmin({ collapseWhitespace: true }))
//.pipe(gulp.src('dist/temp/app.js.map'))
.pipe(gulp.dest('dist/build'));
}
// -----------------------------------------------------------------------------
// ZIP Build
// -----------------------------------------------------------------------------
function buildZip() {
let s;
return gulp.src(['dist/build/*', '!dist/build/*.map'])
.pipe(size())
.pipe(zip('js13k-2022-moth.zip'))
.pipe(advzip({ optimizationLevel: 4, iterations: 200 }))
.pipe(s = size({ title: 'zip' }))
.pipe(gulp.dest('dist/final'))
.on('end', () => {
let remaining = (13 * 1024) - s.size;
if (remaining < 0) {
log.warn(chalk.red(`${-remaining} bytes over`));
} else {
log.info(chalk.green(`${remaining} bytes remaining`));
}
});
}
// -----------------------------------------------------------------------------
// Build
// -----------------------------------------------------------------------------
const build = gulp.series(
buildAssets,
buildJs,
buildCss,
buildHtml,
...(dist ? [buildZip] : [async () => log.info('Skipping buildZip (not --dist).')]),
ready,
);
async function ready() {
return;
if (!watching) return;
// This function doesn't affect the build at all, it's something I use as the
// build gets longer and slower in watch mode -- it flashes and dings the terminal
// when it's safe to refresh my browser.
const BELL = '\u0007';
const REVERSE = '\x1B[?5h';
const NORMAL = '\x1B[?5l';
process.stdout.write(`${BELL}${REVERSE}`);
await new Promise(resolve => setTimeout(resolve, 500));
process.stdout.write(`${NORMAL}\n`);
}
// -----------------------------------------------------------------------------
// Watch
// -----------------------------------------------------------------------------
function watch() {
watching = true;
// The watch task watches for any file changes in the src/ folder, _except_ for
// edits to generated files.
gulp.watch(['src/**', '!src/**/generated/**'], build);
}
// -----------------------------------------------------------------------------
// Task List
// -----------------------------------------------------------------------------
module.exports = {
// Potentially useful subtasks
compileBuild,
minifyBuild,
// Core build steps
buildJs,
buildCss,
buildAssets,
buildHtml,
buildZip,
// Primary entry points
build,
watch,
default: gulp.series(build, watch)
};