#!/usr/bin/env bash # Exporta o Astro Strike (DerpBiscuit; jogo de combate espacial em 2D e 3D, arcade, para Android e desktop; # gitlab.com/DerpBiscuit/astro-strike) para a web com o Godot 4.5.1 oficial (o projeto pede o 4.6; o 4.5.1 abre e # exporta o mesmo projeto, com o mesmo pck a cada execucao, o que o 4.7.2 nao da): renderer Compatibility (o projeto ja usa), SEM threads (modelo web_nothreads_release), # sem PWA. Codigo, arte vetorial e efeitos sonoros sintetizados em CC0 1.0; quatro musicas CC0 do OpenGameArt; o # fundo "Transients in JADES field" (NASA, ESA, CSA, STScI) em CC BY 4.0. O jogo foi feito com ajuda de IA (a # pagina diz isso). O export_presets.cfg (preset "Web") e nosso, ao lado deste script. Mudancas no projeto, no patch # astro-strike/web.patch: o botao Quit do menu fica escondido e Esc no menu nao sai mais (get_tree().quit() so trava a # pagina), e os links da tela de creditos nao abrem outras paginas (OS.shell_open removido). O export deixa de # fora android/, fdroid/, metadata/, build/, debug/, os scripts de verificacao e a arte promocional (preset). # # src/FredGames.Bundler/Builds/build-astro-strike.sh # # O editor (macOS) e os modelos de exportacao vem do release 4.5.1-stable do GitHub, conferidos pelo SHA-256 e # ficam em artifacts/tools/godot-4.5.1, instalados sob lockf. O editor roda com HOME dentro da pasta de saida. # # Saida: artifacts/build/astro-strike-da227bf/{web/,astro-strike-da227bf.tar.gz}, que o bundle.yaml do jogo confere # pelo SHA-256 (o tar.gz e o tarball do commit pinado, sem mudanca). set -euo pipefail NAME=astro-strike COMMIT=da227bf9ca87f5267fe877126b82ff1d534fbac2 SHA256=f0cab157b5ab1b5a74ec567312c5ab19e0097a964cb7235b2169343e6be24a7b GODOT=4.5.1 GODOT_URL=https://github.com/godotengine/godot/releases/download/$GODOT-stable GODOT_MAC_SHA256=65c27959d02aaacfc131ec7ecb90179ba8045200cb02982bf2be96d117010b8a GODOT_TPZ_SHA256=1998af37f1387684e2c211cdb483daf492fc64dc6b12096bddcdca25b6910c86 here="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)" root="$(git -C "$here" rev-parse --show-toplevel 2>/dev/null || pwd)" out="$root/artifacts/build/$NAME-${COMMIT:0:7}" cache="$root/artifacts/build/cache" tools="$root/artifacts/tools" mkdir -p "$cache" fetch() { if [ ! -f "$cache/$2" ]; then curl -fsSL -A "Mozilla/5.0" --retry 4 "$1" -o "$cache/$2.partial" && mv "$cache/$2.partial" "$cache/$2" fi echo "$3 $cache/$2" | shasum -a 256 -c - } install_godot() { [ -d "$tools/godot-$GODOT" ] && return 0 fetch "$GODOT_URL/Godot_v$GODOT-stable_macos.universal.zip" "Godot_v$GODOT-stable_macos.universal.zip" "$GODOT_MAC_SHA256" fetch "$GODOT_URL/Godot_v$GODOT-stable_export_templates.tpz" "Godot_v$GODOT-stable_export_templates.tpz" "$GODOT_TPZ_SHA256" rm -rf "$tools/godot-$GODOT.tmp" mkdir -p "$tools/godot-$GODOT.tmp" unzip -q "$cache/Godot_v$GODOT-stable_macos.universal.zip" -d "$tools/godot-$GODOT.tmp" unzip -q "$cache/Godot_v$GODOT-stable_export_templates.tpz" templates/web_nothreads_release.zip templates/version.txt \ -d "$tools/godot-$GODOT.tmp" mv "$tools/godot-$GODOT.tmp" "$tools/godot-$GODOT" } if [ "${1:-}" = "--install" ]; then install_godot; exit 0; fi # O /-/archive/ do GitLab responde 403 a curl; a API devolve o mesmo git archive (conferido pelo SHA-256). fetch "https://gitlab.com/api/v4/projects/DerpBiscuit%2Fastro-strike/repository/archive.tar.gz?sha=$COMMIT" "$NAME-${COMMIT:0:7}.tar.gz" "$SHA256" if [ ! -d "$tools/godot-$GODOT" ]; then lockf -k "$root/artifacts/godot-$GODOT.lock" bash "${BASH_SOURCE[0]}" --install fi rm -rf "$out" mkdir -p "$out/tree" "$out/web" tar -xzf "$cache/$NAME-${COMMIT:0:7}.tar.gz" -C "$out/tree" --strip-components 1 tree="$out/tree" # 1. Patch (sem botao Quit e sem links externos). patch -p1 -d "$tree" < "$here/$NAME/web.patch" > "$out/patch.log" # 2. Scripts e shaders sem .uid: o Godot 4.4 sorteia um a cada importacao (vai para o uid_cache.bin do pck, que mudaria # a cada execucao). Um .uid derivado do caminho (SHA-256, 63 bits, no texto base 34 do Godot) deixa o export reprodutivel. python3 -I - "$tree" <<'PY' import hashlib, os, sys root = sys.argv[1] for d, dirs, files in os.walk(root): dirs[:] = sorted(x for x in dirs if x != '.git') for f in sorted(files): if f.endswith(('.gd', '.gdshader', '.gdshaderinc')) and not os.path.exists(os.path.join(d, f + '.uid')): rel = os.path.relpath(os.path.join(d, f), root).replace(os.sep, '/') n = int.from_bytes(hashlib.sha256(rel.encode()).digest()[:8], 'big') & 0x7FFFFFFFFFFFFFFF t = '' while n: c = n % 34 t = (chr(97 + c) if c < 25 else chr(48 + c - 25)) + t n //= 34 open(os.path.join(d, f + '.uid'), 'w').write('uid://' + t + '\n') PY # Data fixa nos arquivos. TZ=UTC find "$tree" -exec touch -t 202001010000 {} + # Fonte publicado: o tarball do commit, sem mudanca (o patch e o script vao ao lado). cp "$cache/$NAME-${COMMIT:0:7}.tar.gz" "$out/$NAME-${COMMIT:0:7}.tar.gz" cp "$here/$NAME/export_presets.cfg" "$tree/export_presets.cfg" export HOME="$out/home" TZ=UTC LC_ALL=C templates="$HOME/Library/Application Support/Godot/export_templates/$GODOT.stable" mkdir -p "$templates" cp "$tools/godot-$GODOT/templates/web_nothreads_release.zip" "$tools/godot-$GODOT/templates/version.txt" "$templates/" godot="$tools/godot-$GODOT/Godot.app/Contents/MacOS/Godot" cd "$tree" # A primeira passada importa os recursos (cria .godot/); a segunda exporta. "$godot" --headless --path . --import > "$out/import.log" 2>&1 || true "$godot" --headless --path . --export-release "Web" "$out/web/index.html" > "$out/export.log" 2>&1 ls -l "$out/web"