mirror of
https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-16 05:55:46 +01:00
sync makefile with the template
This commit is contained in:
9
.gitignore
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9
.gitignore
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@@ -1,2 +1,7 @@
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.vscode
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build
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.cache
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.vscode/*
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!.vscode/tasks.json
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!.vscode/launch.json
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bin
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obj
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compile_commands.json
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23
.vscode/launch.json
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23
.vscode/launch.json
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@@ -0,0 +1,23 @@
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{
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"version": "2.0.0",
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"configurations": [
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{
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"name": "(lldb) C Launch",
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"type": "lldb",
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"request": "launch",
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"program": "",
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"linux": {
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"program": "${workspaceFolder}/bin/linux-x86_64/breakout_clone",
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"cwd": "${workspaceFolder}/bin/linux-x86_64",
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"preLaunchTask": "build linux-x86_64",
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},
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"windows": {
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"program": "${workspaceFolder}/bin/win-x86_64/breakout_clone",
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"cwd": "${workspaceFolder}/bin/win-x86_64",
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"preLaunchTask": "build win-x86_64",
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},
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"args": [],
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"cwd": "${workspaceFolder}",
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}
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]
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}
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53
.vscode/tasks.json
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53
.vscode/tasks.json
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@@ -0,0 +1,53 @@
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{
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"version": "2.0.0",
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"tasks": [
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{
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"type": "shell",
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"label": "build linux-x86_64",
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"command": "make",
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"args": [
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"linux-x86_64"
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],
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"options": {
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"cwd": "${workspaceFolder}"
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},
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"group": {
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"kind": "build",
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"isDefault": true
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},
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"detail": "builds the program for linux x86_64"
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},
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{
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"type": "shell",
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"label": "build win-x86_64",
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"command": "make",
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"args": [
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"win-x86_64"
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],
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"options": {
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"cwd": "${workspaceFolder}"
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},
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"group": {
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"kind": "build",
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"isDefault": false
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},
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"detail": "builds the program for windows x86_64"
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},
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{
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"type": "shell",
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"label": "build web",
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"command": "make",
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"args": [
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"web"
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],
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"options": {
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"cwd": "${workspaceFolder}"
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},
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"group": {
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"kind": "build",
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"isDefault": false
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},
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"detail": "builds the program for web using emscripten"
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}
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]
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}
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71
build.sh
71
build.sh
@@ -1,71 +0,0 @@
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#!/bin/bash
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# define variables
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PROJECT_NAME=${PWD##*/}
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BUILD_DIR="./build"
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INCLUDE_IN_BUILD="./assets"
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# compilation targets
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args_linux86_64()
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{
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ARCHITECTURE="linux-86_64"
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COMPILER="/bin/gcc"
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ARGS="-lSDL2"
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FILE_EXSTENSION=""
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}
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args_win86-64()
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{
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ARCHITECTURE="win-86_64"
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COMPILER="/usr/bin/x86_64-w64-mingw32-gcc"
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ARGS="-lmingw32 -lSDL2main -lSDL2 -mwindows"
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INCLUDE_IN_BUILD="$INCLUDE_IN_BUILD /usr/x86_64-w64-mingw32/bin/SDL2.dll"
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FILE_EXSTENSION=".exe"
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}
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args_emscripten()
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{
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ARCHITECTURE="web"
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COMPILER="emcc" # just make sure it's in $PATH (it's a pain to install)
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ARGS="-s USE_SDL=2"
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FILE_EXSTENSION=".html"
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}
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# handle arguments
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if [ "$1" = "linux86_64" ]; then args_linux86_64
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elif [ "$1" = "win86_64" ]; then args_win86-64
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elif [ "$1" = "web" ]; then args_emscripten
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else echo -e "\033[91mdidn't include any arguments! D:\033[0m" && exit 1
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fi
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# check whether $BUILD_DIR or $ARCHITECTURE isn't set
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if [[ -z $BUILD_DIR ]] || [[ -z "$ARCHITECTURE" ]]; then
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echo -e "\033[91mBUILD_DIR or ARCHITECTURE not set D:\033[0m"
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exit 1
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fi
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# make (and clear) the build directory
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mkdir -p "$BUILD_DIR/$ARCHITECTURE"
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rm -rf "${BUILD_DIR:?}/$ARCHITECTURE/*"
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# copy included files or directories to the build directory
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if [[ -n $INCLUDE_IN_BUILD ]]; then
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cp -r "$INCLUDE_IN_BUILD" "$BUILD_DIR/$ARCHITECTURE"
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fi
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# get the executable path
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EXE_PATH=$BUILD_DIR/$ARCHITECTURE/$PROJECT_NAME$FILE_EXSTENSION
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echo "building at: $EXE_PATH"
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# check whether the compiler can actually be executed
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if [ ! -x "$COMPILER" ] && ! command -v "$COMPILER" > /dev/null; then
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echo -e "\033[91mCouldn't find an executable at path: \033[0m $COMPILER"
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exit 1
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fi
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# compile the code
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COMMAND="$COMPILER $(find ./src -name "*.c") -o $EXE_PATH -Wall -g -lm $ARGS"
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echo "using command: $COMMAND"
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$COMMAND
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exit $?
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68
makefile
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68
makefile
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@@ -0,0 +1,68 @@
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NAME = breakout_clone
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# compiler settings
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CC := clang
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STD := c17
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LANG = c
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CFLAGS := $(shell pkg-config --cflags sdl2) -Wall -g -pedantic
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LDFLAGS := $(shell pkg-config --libs sdl2) -lm
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# dirs
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DIR_BIN := bin
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DIR_OBJ := obj
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DIR := $(DIR_BIN)/$(ARCH) $(DIR_OBJ)/$(ARCH)
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# source files
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SRC := $(wildcard src/*.c) $(wildcard src/**/*.c) $(wildcard src/**/**/*.c) $(wildcard src/**/**/**/*.c) $(wildcard src/**/**/**/**/*.c)
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SRC_ASSETS := $(wildcard assets/*)
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# output locations
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OBJ := $(patsubst src/%,$(DIR_OBJ)/$(ARCH)/%,$(SRC:.c=.o))
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DEP := $(OBJ:.o=.d)
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ASSETS := $(patsubst assets/%,$(DIR_BIN)/$(ARCH)/%,$(SRC_ASSETS))
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TARGET := $(DIR_BIN)/$(ARCH)/$(NAME)$(EXT)
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# sets the variables for the different targets
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linux-x86_64:
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$(MAKE) build ARCH=linux-x86_64 CFLAGS="$(CFLAGS) -target x86_64-pc-linux-gnu"
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win-x86_64:
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$(MAKE) build ARCH=win-x86-64 CFLAGS="$(CFLAGS) -target x86_64-pc-windows-gnu" EXT=".exe"
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web:
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$(MAKE) build ARCH=web CC=emcc EXT=".html"
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all: linux-x86_64 win-x86_64 web
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build: $(DIR) $(TARGET) $(ASSETS) compile_commands.json
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clean:
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rm -rf $(DIR_BIN) $(DIR_OBJ)
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# create the binary
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$(TARGET): $(OBJ)
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$(CC) -o $(TARGET) $^ $(CFLAGS) $(LDFLAGS)
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# create .o and .d files
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$(DIR_OBJ)/$(ARCH)/%.o: src/%.c
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@mkdir -p $(dir $@)
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$(CC) -o $@ -MD -MP -c $< $(CFLAGS) -std=$(STD) -x $(LANG) -Wno-unused-command-line-argument
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# copy assets
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$(DIR_BIN)/$(ARCH)/%: assets/%
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@mkdir -p $(dir $@)
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cp $< $@
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# create directories
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$(DIR):
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@mkdir -p $@
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# update compile commands if the makefile has been updated (for linting)
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ifeq ($(NO_CMDS),1)
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compile_commands.json: makefile
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else
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compile_commands.json: makefile
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@touch compile_commands.json
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$(MAKE) clean
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bear -- make
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endif
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# include the dependencies
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-include $(DEP)
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@@ -41,7 +41,7 @@ static void init(void) {
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// initialize audio
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level->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
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level->bounce_sfx = audio_load_wav(level->audio_device, "./assets/bounce.wav");
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level->bounce_sfx = audio_load_wav(level->audio_device, "./bounce.wav");
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}
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// handles game application updating
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