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gulpfile.js
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gulpfile.js
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var del = require('del');
var gulp = require('gulp');
var path = require('path');
var argv = require('yargs').argv;
var gutil = require('gulp-util');
var source = require('vinyl-source-stream');
var buffer = require('gulp-buffer');
var uglify = require('gulp-uglify');
var stripDebug = require('gulp-strip-debug');
var gulpif = require('gulp-if');
var exorcist = require('exorcist');
var babelify = require('babelify');
var browserify = require('browserify');
var browserSync = require('browser-sync');
var ghPages = require('gulp-gh-pages');
/**
* Using different folders/file names? Change these constants:
*/
var PHASER_PATH = './node_modules/phaser/build/';
var BUILD_PATH = './build';
var SCRIPTS_PATH = BUILD_PATH + '/scripts';
var SOURCE_PATH = './src';
var STATIC_PATH = './static';
var ENTRY_FILE = SOURCE_PATH + '/index.js';
var OUTPUT_FILE = 'game.js';
var keepFiles = false;
/**
* Simple way to check for development/production mode.
*/
function isProduction() {
return argv.production;
}
/**
* Logs the current build mode on the console.
*/
function logBuildMode() {
if (isProduction()) {
gutil.log(gutil.colors.green('Running production build...'));
} else {
gutil.log(gutil.colors.yellow('Running development build...'));
}
}
/**
* Deletes all content inside the './build' folder.
* If 'keepFiles' is true, no files will be deleted. This is a dirty workaround since we can't have
* optional task dependencies :(
* Note: keepFiles is set to true by gulp.watch (see serve()) and reseted here to avoid conflicts.
*/
function cleanBuild() {
if (!keepFiles) {
del(['build/**/*.*']);
} else {
keepFiles = false;
}
}
/**
* Copies the content of the './static' folder into the '/build' folder.
* Check out README.md for more info on the '/static' folder.
*/
function copyStatic() {
gulp.src('LICENSE.md')
.pipe(gulp.dest(BUILD_PATH));
return gulp.src(STATIC_PATH + '/**/*')
.pipe(gulp.dest(BUILD_PATH));
}
/**
* Copies required Phaser files from the './node_modules/Phaser' folder into the './build/scripts' folder.
* This way you can call 'npm update', get the lastest Phaser version and use it on your project with ease.
*/
function copyPhaser() {
var srcList = ['phaser.min.js'];
if (!isProduction()) {
srcList.push('phaser.map', 'phaser.js');
}
srcList = srcList.map(function(file) {
return PHASER_PATH + file;
});
return gulp.src(srcList)
.pipe(gulp.dest(SCRIPTS_PATH));
}
/**
* Transforms ES2015 code into ES5 code.
* Optionally: Creates a sourcemap file 'game.js.map' for debugging.
*
* In order to avoid copying Phaser and Static files on each build,
* I've abstracted the build logic into a separate function. This way
* two different tasks (build and fastBuild) can use the same logic
* but have different task dependencies.
*/
function build() {
var sourcemapPath = SCRIPTS_PATH + '/' + OUTPUT_FILE + '.map';
logBuildMode();
return browserify({
paths: [path.join(__dirname, 'src')],
entries: ENTRY_FILE,
debug: true,
transform: [
[
babelify, {
presets: ["es2015"]
}
]
]
})
.transform(babelify)
.bundle().on('error', function(error) {
gutil.log(gutil.colors.red('[Build Error]', error.message));
this.emit('end');
})
.pipe(gulpif(!isProduction(), exorcist(sourcemapPath)))
.pipe(source(OUTPUT_FILE))
.pipe(buffer())
.pipe(gulpif(isProduction(), stripDebug()))
.pipe(gulpif(isProduction(), uglify()))
.pipe(gulp.dest(SCRIPTS_PATH));
}
/**
* Starts the Browsersync server.
* Watches for file changes in the 'src' folder.
*/
function serve() {
var options = {
server: {
baseDir: BUILD_PATH,
routes: {
'/browser-sync-client-transition': './node_modules/browser-sync-client-transition/'
}
},
snippetOptions: {
rule: {
match: /<\/body>/i,
fn(snippet, match) { return snippet + match; }
}
},
open: argv.open || argv.o // Change it to true if you wish to allow Browsersync to open a browser window.
};
options.snippetOptions.rule.fn = function() {
return `<link rel='stylesheet' href='./browser-sync-client-transition/browser-sync-client.min.css' /><script async src='./browser-sync-client-transition/browser-sync-client.min.js'></script>`;
};
browserSync(options);
// Watches for changes in files inside the './src' folder.
gulp.watch(SOURCE_PATH + '/**/*.js', ['watch-js']);
// Watches for changes in files inside the './static' folder. Also sets 'keepFiles' to true (see cleanBuild()).
gulp.watch(STATIC_PATH + '/**/*', ['watch-static']).on('change', function() {
keepFiles = true;
});
}
gulp.task('cleanBuild', cleanBuild);
gulp.task('copyStatic', ['cleanBuild'], copyStatic);
gulp.task('copyPhaser', ['copyStatic'], copyPhaser);
gulp.task('build', ['copyPhaser'], build);
gulp.task('fastBuild', build);
gulp.task('serve', ['build'], serve);
gulp.task('watch-js', ['fastBuild'], browserSync.reload); // Rebuilds and reloads the project when executed.
gulp.task('watch-static', ['copyPhaser'], browserSync.reload);
/**
* The tasks are executed in the following order:
* 'cleanBuild' -> 'copyStatic' -> 'copyPhaser' -> 'build' -> 'serve'
*
* Read more about task dependencies in Gulp:
* https://medium.com/@dave_lunny/task-dependencies-in-gulp-b885c1ab48f0
*/
gulp.task('default', ['serve']);
gulp.task( "deploy-for-testers", () => {
const msg = argv.message || argv.m || null;
let options = {};
if ( argv.ssh ) {
options = { remoteUrl: "[email protected]:PiGames/PN-for-testers.git", branch: "master", force: true };
} else {
options = { remoteUrl: "https://github.com/PiGames/PN-for-testers.git", branch: "master", force: true };
}
if ( msg !== null ) {
options.message = msg;
}
return gulp.src( "./build/**/*" ).pipe( ghPages( options ) );
} );
gulp.task( "deploy", () => {
if ( argv.confirm ) {
const msg = argv.message || argv.m || null;
const options = { force: true };
if ( msg !== null ) {
options.message = msg;
}
return gulp.src( "./build/**/*" ).pipe( ghPages( options ) );
} else {
gutil.log( gutil.colors.red("To deploy to master on main repository confirm it with --confirm argument") );
}
} );