# Hello Playdate A minimal game built on the `playdate-kit` bindings: a bouncing box, a crank-aimed needle, button handling, a system menu item, and an FPS counter. ## Build and run (Playdate Simulator) With the Playdate SDK installed (and the one-time` Scripts/install-pkgconfig.sh` setup from the repository root done): ```sh ./build.sh open -a "$HOME/Developer/PlaydateSDK/bin/Playdate Simulator.app" HelloPlaydate.pdx ``` The script compiles the game as a dylib, places it in `Source/` next to` pdxinfo`, and runs the SDK's `pdc` to produce `HelloPlaydate.pdx`. ## Device builds The Makefile cross-compiles the game with Embedded Swift and packages a` HelloPlaydate.pdx` containing both the device binary and the simulator dylib. It needs: - the Playdate SDK (`PLAYDATE_SDK_PATH`, or the path in `~/.Playdate/config`), - the Arm GNU toolchain (`arm-none-eabi-gcc`) on `PATH`, - a swift.org development-snapshot toolchain (Xcode's toolchain does not ship the Embedded Swift stdlib for the device target). A toolchain installed at `~/Library/Developer/Toolchains` is picked up automatically; otherwise pass `TOOLCHAINS=`. ```sh make ``` Swift code is compiled with `-Osize` by default; use `make SWIFT_OPT=-O` to favor speed over size. Sideload the pdx from the Playdate Simulator (Device > Upload Game to Device) or with the SDK's `pdutil`. ## Make targets All build targets package `HelloPlaydate.pdx` with the SDK's `pdc`. Note that every target — the simulator-only ones included — needs the device toolchain setup above, because the shared make rules resolve it up front;` build.sh` is the simulator flow without that requirement. | Target | Effect | |---|---| | `make` | Build the device binary and the simulator dylib (alias: `make all`) | | `make simulator` | Build the simulator dylib only | | `make device` | Build the device binary only | | `make run` | Build the simulator flavor and open the pdx in the Playdate Simulator | | `make clean` | Remove the `build/` and `.build/` folders, the pdx, and the binaries copied into `Source/` |