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⚠️ Dofus Touch is the entire property of Ankama Games, and we are not affiliated with Ankama. None of the files hosted in this repository are under copyright: They come from Open Source projects, libraries, the original DofusTouch No-Emu created by Daniel & Thomas and the work of direct contributors. We do not intend to cause any harm to Ankama Games and will never take any revenue from this project.
Keep in mind that Lindo doesn't officially respect the TOU (also known as CGU, Conditions Générales d'Utilisation in french) of Dofus Touch, use it at your own risk.
Lindo No-Emu works on :
Download the latest version of Lindo No-Emu from Github for your platform.
Lindo.${version}.exe
: Portable executable version Lindo.Setup.${version}.exe
: Installer versionLindo.${version}-win.zip
: Portable zip versionLindo-${version}.dmg
: Version for intel macLindo-${version}-arm64.dmg
: Version for arm mac (M1/M2) (see Run the arm64 mac os version for M1/M2 processors)Lindo-${version}.AppImage
: AppImage versionlindo-${version}.tar.gz
: Portable tar.gz versionlindo_${version}_amd64.deb
: Debian version/Applications
folderTerminal
application and run the following command:
$ xattr -d com.apple.quarantine /Applications/Lindo.app
$ git clone https://github.com/prixe/lindo.git
$ cd lindo
# install dependencies
$ yarn install
Start the application in debug mode
# start the application
$ yarn dev
# or from the vs code, launch -> Debug App
Build the production artefact for your current platform
$ yarn build
Once dev
or build
npm-script is executed, the dist
folder will be generated. It has the same structure as the packages
folder, the purpose of this design is to ensure the correct path calculation.
├── build Resources for the production build
| ├── icon.icns Icon for the application on macOS
| ├── icon.ico Icon for the application
| ├── installerIcon.ico Icon for the application installer
| └── uninstallerIcon.ico Icon for the application uninstaller
|
├── dist Generated after build according to the "packages" directory
| ├── main Source for the main process of electron
| ├── preload Source for the preload process of electron
| ├── renderer Source for the webview (React Application)
| └── shared Shared files between the main and renderer process
|
├── release Generated after production build, contains executables
| └──{version}
| ├── win-unpacked Contains unpacked application executable
| └── Setup.exe Installer for the application
|
├── scripts
| ├── build.mjs Develop script -> npm run build
| └── watch.mjs Develop script -> npm run dev
|
├── packages
| ├── i18n Localization source code
| ├── main Main-process source code
| | └── vite.config.ts
| ├── preload Preload-script source code
| | └── vite.config.ts
| ├── renderer Renderer-process source code
| | └── vite.config.ts
| └── shared Shared files between the main,renderer and preload process
dependencies
vs devDependencies
First, you need to know if your dependencies are needed after the application is packaged.
Like electron-store, fs-extra they are node-native modules and should be placed in dependencies
. In addition, Vite will not build them, but treat them as external modules.
Dependencies like MUI and React, which are pure javascript modules that can be built with Vite, can be placed in devDependencies
. This reduces the size of the application.
You can contact a senior developer of the project as Clover or Zenoxs. Then you can create a pull request to add or fix features, you can also submit improvement idea or bug issue in the issues section.
If you edit the README.MD you wanna update the table of contents you can easily achieve it by using this command :
$ npx doctoc README.md