- Removed superflous empty C library
- Rewrote build script
- Added Konami code
This commit is contained in:
Radioactivity
2025-07-27 16:51:32 -10:00
parent cf2da8fa71
commit f6a1b40045
4 changed files with 131 additions and 52 deletions

149
build.zig
View File

@@ -1,10 +1,37 @@
const std = @import("std");
const rlz = @import("raylib_zig");
pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const exe_name = "hackathon";
const targets: []const std.Target.Query = &.{
.{ .cpu_arch = .aarch64, .os_tag = .macos },
.{ .cpu_arch = .aarch64, .os_tag = .linux },
.{ .cpu_arch = .x86_64, .os_tag = .linux, .abi = .gnu },
.{ .cpu_arch = .x86_64, .os_tag = .linux, .abi = .musl },
.{ .cpu_arch = .x86_64, .os_tag = .windows },
//
// TODO: add WASM support
//.{ .cpu_arch = .wasm32, .os_tag = .emscripten },
};
pub fn build(b: *std.Build) !void {
const build_all = b.option(bool, "ball", "Build and package");
const optimize = b.standardOptimizeOption(.{});
const run_step = b.step("run", "Run the app");
const pack_step = b.step("pack", "Build and package for each supported OS/arch");
try buildRun(b, run_step, optimize);
if (build_all orelse false) {
try buildPack(b, pack_step, optimize);
}
}
fn buildRun(b: *std.Build, parent: *std.Build.Step, optimize: std.builtin.OptimizeMode) !void {
const target = b.standardTargetOptions(.{});
const exe_mod = b.createModule(.{
.root_source_file = b.path("src/main.zig"),
.target = target,
@@ -12,11 +39,79 @@ pub fn build(b: *std.Build) void {
});
const exe = b.addExecutable(.{
.name = "hackathon",
.name = exe_name,
.root_module = exe_mod,
});
// Raylib
try addRaylibDep(b, exe, target, optimize);
b.installArtifact(exe);
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
parent.dependOn(&run_cmd.step);
}
const pkg_folder = "pkg";
// TODO: fix this function
fn buildPack(b: *std.Build, parent: *std.Build.Step, optimize: std.builtin.OptimizeMode) !void {
const rm_pkg = b.addSystemCommand(&.{ "rm", "-rf", pkg_folder });
const mkdir_pkg = b.addSystemCommand(&.{ "mkdir", pkg_folder });
mkdir_pkg.step.dependOn(&rm_pkg.step);
for (targets) |t| {
const target = b.resolveTargetQuery(t);
const target_triple = try t.zigTriple(b.allocator);
const exe = b.addExecutable(.{
.name = exe_name,
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
});
try addRaylibDep(b, exe, target, optimize);
const target_output = b.addInstallArtifact(exe, .{
.dest_dir = .{
.override = .{
.custom = target_triple,
},
},
});
b.getInstallStep().dependOn(&target_output.step);
const move_output = b.addSystemCommand(&.{
"mv",
try std.fmt.allocPrint(b.allocator, "zig-out/{s}", .{target_triple}),
".",
});
move_output.step.dependOn(b.getInstallStep());
const zip = b.addSystemCommand(&.{
"zip",
"-r",
try std.fmt.allocPrint(b.allocator, "{s}/{s}.zip", .{ pkg_folder, target_triple }),
target_triple,
});
zip.step.dependOn(&mkdir_pkg.step);
zip.step.dependOn(&move_output.step);
const rm_exe = b.addSystemCommand(&.{ "rm", "-rf", target_triple });
rm_exe.step.dependOn(&zip.step);
parent.dependOn(&rm_exe.step);
}
}
fn addRaylibDep(b: *std.Build, exe: *std.Build.Step.Compile, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode) !void {
const raylib_dep = b.dependency("raylib_zig", .{
.target = target,
.optimize = optimize,
@@ -36,50 +131,4 @@ pub fn build(b: *std.Build) void {
exe.linkLibrary(raylib_artifact);
exe.root_module.addImport("raylib", raylib);
exe.root_module.addImport("raygui", raygui);
// Build the C library
const lib_c = b.addStaticLibrary(.{
.name = "c_lib",
.target = target,
.optimize = optimize,
});
lib_c.addCSourceFile(.{
.file = b.path("src/lib.c"),
.flags = &[_][]const u8{"-std=c99"},
});
lib_c.addIncludePath(b.path("include"));
lib_c.linkLibC();
exe.addIncludePath(b.path("include"));
exe.addIncludePath(b.path("src"));
exe.linkLibrary(lib_c);
exe.linkLibC();
b.installArtifact(exe);
const run_cmd = b.addRunArtifact(exe);
// By making the run step depend on the install step, it will be run from the
// installation directory rather than directly from within the cache directory.
// This is not necessary, however, if the application depends on other installed
// files, this ensures they will be present and in the expected location.
run_cmd.step.dependOn(b.getInstallStep());
// Allow passing args to the exe like this: `zig build run -- arg1 arg2 etc`
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
const exe_tests = b.addTest(.{
.root_module = exe_mod,
});
const run_exe_tests = b.addRunArtifact(exe_tests);
const test_step = b.step("test", "Run tests");
test_step.dependOn(&run_exe_tests.step);
}

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@@ -1 +0,0 @@
#pragma once

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@@ -1 +0,0 @@
#include "lib.h"

View File

@@ -20,6 +20,20 @@ const edit = debug and false;
var screen_width: i32 = 1280;
var screen_height: i32 = 720;
const konami_code = [_]rl.KeyboardKey{
.up,
.up,
.down,
.down,
.left,
.right,
.left,
.right,
.b,
.a,
.enter,
};
// TODO: ideas for the future (after hackathon)
// "Heat system" (shooting lazers increases heat, heat decreases over time, if heat is too high, CPU throttles)
// "Cooling system" some way to have CPUs that are more resistant to heat
@@ -73,6 +87,17 @@ fn getMousePos(camera: *const rl.Camera2D) rl.Vector2 {
};
}
fn readCode(counter: *u8, seq: []const rl.KeyboardKey) bool {
if (counter.* >= seq.len) {
counter.* = 0;
return true;
} else if (rl.isKeyPressed(seq[@as(usize, counter.*)])) {
counter.* += 1;
}
return false;
}
fn textureButtonScaled(game: *Game, camera: *const rl.Camera2D, texture: rl.Texture2D, pos: rl.Vector2, rotation: f32, scale: f32) bool {
const msp = getMousePos(camera);
@@ -1433,6 +1458,7 @@ const ScreenBattle = struct {
skipped: bool = false,
completion_time: f32 = 0,
popup: bool = false,
konami_counter: u8 = 0,
const max_ram = 100;
const initial_cpu_transistor_cost = 50;
@@ -1539,6 +1565,12 @@ const ScreenBattle = struct {
f.writeByte('\n') catch unreachable;
unreachable;
}
var mut_konami_code = konami_code;
if (readCode(&self.konami_counter, &mut_konami_code)) {
self.transistors += 10000;
}
}
fn updateCpuAndBugs(self: *ScreenBattle, game: *Game, dt: f32) void {