2017-01-22 17:31:56 +03:00
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#**************************************************************************************************
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#
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# raylib - Advance Game
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#
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# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten)
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#
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2017-03-19 14:52:13 +03:00
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# Copyright (c) 2014 Ramon Santamaria (@raysan5)
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2017-01-22 17:31:56 +03:00
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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#
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# Permission is granted to anyone to use this software for any purpose, including commercial
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# applications, and to alter it and redistribute it freely, subject to the following restrictions:
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#
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# 1. The origin of this software must not be misrepresented; you must not claim that you
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# wrote the original software. If you use this software in a product, an acknowledgment
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# in the product documentation would be appreciated but is not required.
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#
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# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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# as being the original software.
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#
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# 3. This notice may not be removed or altered from any source distribution.
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#
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#**************************************************************************************************
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.PHONY: all clean
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# define raylib platform to compile for
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# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
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# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
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PLATFORM ?= PLATFORM_DESKTOP
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# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
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ifeq ($(OS),Windows_NT)
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PLATFORM_OS=WINDOWS
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LIBPATH=win32
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else
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UNAMEOS:=$(shell uname)
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ifeq ($(UNAMEOS),Linux)
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PLATFORM_OS=LINUX
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LIBPATH=linux
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else
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ifeq ($(UNAMEOS),Darwin)
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PLATFORM_OS=OSX
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LIBPATH=osx
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endif
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endif
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endif
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endif
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# define compiler: gcc for C program, define as g++ for C++
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# define emscripten compiler
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CC = emcc
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else
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ifeq ($(PLATFORM_OS),OSX)
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# define llvm compiler for mac
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CC = clang
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else
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# define default gcc compiler
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CC = gcc
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endif
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endif
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# define compiler flags:
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# -O2 defines optimization level
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# -Wall turns on most, but not all, compiler warnings
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# -std=c99 use standard C from 1999 revision
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ifeq ($(PLATFORM),PLATFORM_RPI)
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CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
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else
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CFLAGS = -O2 -Wall -std=c99
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ALLOW_MEMORY_GROWTH=1 --preload-file resources --shell-file C:/raylib/raylib/templates/web_shell/shell.html
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#-s ASSERTIONS=1 # to check for memory allocation errors (-O1 disables it)
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#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
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#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
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endif
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#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
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# define any directories containing required header files
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ifeq ($(PLATFORM),PLATFORM_RPI)
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INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
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endif
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# add standard directories for GNU/Linux
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ifeq ($(PLATFORM_OS),LINUX)
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INCLUDES = -I. -I../src -I/usr/local/include/raylib/
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else
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INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
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# external libraries headers
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# GLFW3
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INCLUDES += -I../../external/glfw3/include
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# OpenAL Soft
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INCLUDES += -I../../external/openal_soft/include
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endif
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endif
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# define library paths containing required libs
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ifeq ($(PLATFORM),PLATFORM_RPI)
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LFLAGS = -L. -L../../src -L/opt/vc/lib
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endif
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# add standard directories for GNU/Linux
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ifeq ($(PLATFORM_OS),LINUX)
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LFLAGS = -L. -L../../src
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else
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LFLAGS = -L. -L../../src
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ifeq ($(PLATFORM_OS),WINDOWS)
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LFLAGS += -LC:/GitHub/raylib/src
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endif
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# external libraries to link with
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# GLFW3
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LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
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ifneq ($(PLATFORM_OS),OSX)
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# OpenAL Soft
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LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
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endif
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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INCLUDES = -I. -I..
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LFLAGS = -L. -L..
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endif
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# define any libraries to link into executable
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# if you want to link libraries (libname.so or libname.a), use the -lname
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),LINUX)
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# libraries for Debian GNU/Linux desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
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-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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else
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ifeq ($(PLATFORM_OS),OSX)
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# libraries for OS X 10.9 desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
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else
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# libraries for Windows desktop compiling
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# NOTE: GLFW3 and OpenAL Soft libraries should be installed
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LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lwinmm -lgdi32
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endif
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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# libraries for Raspberry Pi compiling
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# NOTE: OpenAL Soft library should be installed (libopenal1 package)
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LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# NOTE: Set the correct path to libraylib.bc
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LIBS = libraylib.bc
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endif
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# define additional parameters and flags for windows
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ifeq ($(PLATFORM_OS),WINDOWS)
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# resources file contains windows exe icon
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# -Wl,--subsystem,windows hides the console window
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WINFLAGS = C:/raylib/raylib/src/resources -Wl,-allow-multiple-definition
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# -Wl,--subsystem,windows
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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EXT = .html
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endif
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# define all screen object files required
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SCREENS = \
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screens/screen_logo.o \
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screens/screen_title.o \
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screens/screen_gameplay.o \
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screens/screen_ending.o \
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# typing 'make' will invoke the default target entry called 'all',
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# in this case, the 'default' target entry is advance_game
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default: wave_collector
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# compile template - advance_game
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wave_collector: wave_collector.c $(SCREENS)
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$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile screen LOGO
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screens/screen_logo.o: screens/screen_logo.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# compile screen TITLE
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screens/screen_title.o: screens/screen_title.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# compile screen GAMEPLAY
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screens/screen_gameplay.o: screens/screen_gameplay.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# compile screen ENDING
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screens/screen_ending.o: screens/screen_ending.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# clean everything
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clean:
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),OSX)
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find . -type f -perm +ugo+x -delete
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rm -f screens/*.o
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else
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ifeq ($(PLATFORM_OS),LINUX)
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find . -type f -executable -delete
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rm -f screens/*.o
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else
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del screens\*.o *.exe
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endif
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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find . -type f -executable -delete
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rm -f screens/*.o
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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del screens/*.o *.html *.js
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endif
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@echo Cleaning done
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# instead of defining every module one by one, we can define a pattern
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# this pattern below will automatically compile every module defined on $(OBJS)
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#%.exe : %.c
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# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
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