networked chess
This commit is contained in:
148
CLAUDE.md
148
CLAUDE.md
@@ -36,9 +36,10 @@ Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty sy
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### JavaScript Style Guide
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- Use `use()` function for imports (Misty-style, not ES6 import/export)
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- Prefer objects and closures over ES6 classes
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- Prefer closures and javascript objects and prototypes over ES6 style classes
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- Follow existing JavaScript patterns in the codebase
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- Functions as first-class citizens
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- Do not use const or let; only var
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### Core Systems
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1. **Actor System** (scripts/core/engine.js)
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@@ -59,8 +60,11 @@ Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty sy
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### Engine Entry Points
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- `source/prosperon.c` - Main C entry point
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- `scripts/core/engine.js` - JavaScript engine initialization
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- `scripts/core/base.js` - Base prototypes and utilities
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- `scripts/core/engine.js` - JavaScript engine initialization for system
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- `scripts/core/base.js` has modifications to this Javascript runtime (for example, additions to the base Array, String, etc)
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### Subprojects
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- C code has many subprojects, who's source and sometimes documentation can be found in subprojects. subprojects/quickjs/doc has documentation for quickjs
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### Resource System
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- Scripts are bundled into `core.zip` during build
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@@ -91,6 +95,12 @@ cd examples/chess
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./prosperon
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```
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### Documentation
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- Documentation is found in docs
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- Documentation for the JS modules loaded with 'use' is docs/api/modules
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- .md files directly in docs gives a high level overview
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- docs/dull is what this specific Javascript system is (including alterations from quickjs/es6)
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### Shader Development
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- Shaders are in `shaders/` directory as HLSL
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- Compile script: `shaders/compile.sh`
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@@ -117,4 +127,134 @@ meson test -C build_dbg
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- Use debug build: `make debug`
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- Tracy profiler support when enabled
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- Console logging available via `console.log()`, `console.error()`, etc.
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- Log files written to `.prosperon/log.txt`
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- Log files written to `.prosperon/log.txt`
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# Project Structure Notes
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## Core JavaScript Modules
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- JavaScript modules are defined using the MISTUSE macro in jsffi.c
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- The `js_os_funcs`, `js_io_funcs`, etc. arrays define the available functions for each module
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- New functions are added with MIST_FUNC_DEF(module, function, args_count)
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## File I/O
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- `io.slurp(path)` - Reads a file as text
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- `io.slurpbytes(path)` - Reads a file as an ArrayBuffer
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- `io.slurpwrite(path, data)` - Writes data (string or ArrayBuffer) to a file
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- `io.exists(path)` - Checks if a file exists
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## Script Loading
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- The `use(path)` function in engine.js loads JavaScript modules
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- Script loading happens in prosperon.c and the engine.js script
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- jsffi.c contains the C hooks for the QuickJS JavaScript engine
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- Added functionality for bytecode compilation and loading:
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- `os.compile_bytecode(source, filename)` - Compiles JS to bytecode, returns ArrayBuffer
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- `os.eval_bytecode(bytecode)` - Evaluates bytecode from an ArrayBuffer
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- `compile(scriptPath)` - Compiles a JS file to a .jso bytecode file
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- Modified `use()` to check for .jso files before loading .js files
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## QuickJS Bytecode API
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- `JS_Eval` with JS_EVAL_FLAG_COMPILE_ONLY - Compiles without executing
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- `JS_WriteObject` with JS_WRITE_OBJ_BYTECODE - Serializes to bytecode
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- `JS_ReadObject` with JS_READ_OBJ_BYTECODE - Deserializes and loads bytecode
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- Bytecode files use .jso extension alongside .js files
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## Available JavaScript APIs
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### Core APIs
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- `actor` - Base prototype for all actor objects
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- `$_` - Special global for actor messaging
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- `prosperon` - Global engine interface
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- `console` - Logging and debugging interface
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### Framework APIs
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- `moth` - Higher-level game framework that simplifies Prosperon usage
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- Handles window creation, game loop, and event dispatching
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- Provides simple configuration via config.js
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- Auto-initializes systems like rendering and input
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- Manages camera, resolution, and FPS automatically
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### Rendering
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- `draw2d` - 2D drawing primitives
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- `render` - Low-level rendering operations
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- `graphics` - Higher-level graphics utilities
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- `camera` - Camera controls and transformations
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- `sprite` - Sprite rendering and management
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### Physics and Math
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- `math` - Mathematical utilities
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- `geometry` - Geometric calculations and shapes
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- `transform` - Object transformations
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### Input and Events
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- `input` - Mouse, keyboard, and touch handling
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- `event` - Event management system
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### Networking
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- `enet` - Networking through ENet library
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- `http` - HTTP client capabilities
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### Audio
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- `sound` - Audio playback using SoLoud
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### Utility Modules
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- `time` - Time management and delays
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- `io` - File I/O operations
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- `json` - JSON parsing and serialization
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- `util` - General utilities
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- `color` - Color manipulation
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- `miniz` - Compression utilities
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- `nota` - Structured data format
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- `wota` - Serialization format
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- `qr` - QR code generation/reading
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- `tween` - Animation tweening
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- `spline` - Spline calculations
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- `imgui` - Immediate mode GUI
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## Game Development Patterns
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### Project Structure
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- Game config is typically in `config.js`
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- Main entry point is `main.js`
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- Resource loading through `resources.js`
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### Actor Pattern Usage
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- Create actors with `actor.spawn(script, config)`
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- Manage actor hierarchy with overlings and underlings
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- Schedule actor tasks with `delay()` method
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- Clean up with `kill()` and `garbage()`
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### Game Loop Registration
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- Register functions like `update`, `draw`, `gui`, etc.
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- Set function.layer property to control execution order
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- Use `Register` system to manage callbacks
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### Program vs Module Pattern
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- Programs are actor scripts that don't return values, they execute top-to-bottom
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- Modules are files that return single values (usually objects) that get frozen
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- Programs can spawn other programs as underlings
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- Programs have lifecycle hooks: awake, update, draw, garbage, etc.
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## Technical Capabilities
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### Graphics Pipeline
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- Supports multiple render backends (Direct3D, Metal, Vulkan via SDL3)
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- Custom shader system with cross-platform compilation
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- Sprite batching for efficient 2D rendering
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- Camera systems for both 2D and 3D
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### Asset Support
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- Images: PNG, JPG, QOI, etc.
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- Audio: Various formats through SoLoud
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- Models: Basic 3D model support
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- Custom formats: Aseprite animations, etc.
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### Developer Tools
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- Built-in documentation system with `prosperon.DOC`
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- Tracy profiler integration for performance monitoring
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- Imgui debugging tools
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- Console logging with various severity levels
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```
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@@ -1,18 +1,17 @@
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/* main.js – runs the demo with your prototype-based grid */
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var moth = use('moth')
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var json = use('json')
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var res = 160
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var internal_res = 480
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var render = use('render');
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render.initialize({ width:res, height:res, resolution_x:internal_res, resolution_y:internal_res, mode:'letterbox' });
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moth.initialize({ width:res, height:res, resolution_x:internal_res, resolution_y:internal_res, mode:'letterbox' });
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var os = use('os');
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var draw2d = use('draw2d');
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var gfx = use('graphics');
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/* camera – unchanged */
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var camera = { size:[internal_res,internal_res], transform:os.make_transform(), fov:50, near_z:0,
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far_z:1000, surface:undefined, viewport:{x:0,y:0,width:1,height:1},
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ortho:true, anchor:[0,0] };
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/*──── import our pieces + systems ───────────────────────────────────*/
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var Grid = use('grid'); // your new ctor
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var MovementSystem = use('movement').MovementSystem;
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@@ -21,97 +20,281 @@ var rules = use('rules');
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/*──── build board ───────────────────────────────────────────────────*/
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var grid = new Grid(8, 8);
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grid.width = 8; // (the ctor didn’t store them)
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grid.width = 8; // (the ctor didn't store them)
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grid.height = 8;
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var mover = new MovementSystem(grid, rules);
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startingPos(grid);
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/*──── networking and game state ─────────────────────────────────────*/
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var gameState = 'waiting'; // 'waiting', 'searching', 'server_waiting', 'connected'
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var isServer = false;
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var opponent = null;
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var myColor = null; // 'white' or 'black'
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var isMyTurn = false;
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function updateTitle() {
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var title = "Misty Chess - ";
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switch(gameState) {
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case 'waiting':
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title += "Press S to start server or J to join";
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break;
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case 'searching':
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title += "Searching for server...";
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break;
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case 'server_waiting':
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title += "Waiting for player to join...";
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break;
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case 'connected':
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if (myColor) {
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title += (mover.turn === myColor ? "Your turn (" + myColor + ")" : "Opponent's turn (" + mover.turn + ")");
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} else {
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title += mover.turn + " turn";
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}
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break;
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}
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prosperon.window.title = title
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}
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// Initialize title
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updateTitle();
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/*──── mouse → click-to-move ─────────────────────────────────────────*/
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var selectPos = null;
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prosperon.window.on_mousedown = function (btn, mx, my) {
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if (btn !== 0) return;
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var hoverPos = null;
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var holdingPiece = false;
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prosperon.on('mouse_button_down', function(e) {
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if (e.which !== 0) return;
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var mx = e.mouse.x;
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var my = e.mouse.y;
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var c = [Math.floor(mx / 60), Math.floor(my / 60)];
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if (!grid.inBounds(c)) return;
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var cell = grid.at(c);
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if (selectPos && mover.tryMove(grid.at(selectPos)[0], c)) {
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selectPos = null; // made a move
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return;
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}
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if (cell.length && cell[0].colour === mover.turn) {
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selectPos = c; // pick up piece
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selectPos = c;
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holdingPiece = true;
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} else {
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selectPos = null;
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}
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};
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})
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prosperon.on('mouse_button_up', function(e) {
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if (e.which !== 0 || !holdingPiece || !selectPos) return;
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var mx = e.mouse.x;
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var my = e.mouse.y;
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var c = [Math.floor(mx / 60), Math.floor(my / 60)];
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if (!grid.inBounds(c)) {
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holdingPiece = false;
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return;
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}
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// Only allow moves if it's our turn or we're in local mode
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if (gameState !== 'connected' || isMyTurn) {
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if (mover.tryMove(grid.at(selectPos)[0], c)) {
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// Send move to opponent if connected
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if (gameState === 'connected' && opponent) {
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$_.send(opponent, {
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type: 'move',
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from: selectPos,
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to: c
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});
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isMyTurn = false; // It's now opponent's turn
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}
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selectPos = null;
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updateTitle();
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}
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}
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holdingPiece = false;
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})
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prosperon.on('mouse_motion', function(e) {
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var mx = e.pos.x;
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var my = e.pos.y;
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var c = [Math.floor(mx / 60), Math.floor(my / 60)];
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if (!grid.inBounds(c)) {
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hoverPos = null;
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return;
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}
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hoverPos = c;
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})
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/*──── drawing helpers ───────────────────────────────────────────────*/
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/* ── constants ─────────────────────────────────────────────────── */
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var S = 60; // square size in px
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var light = [0.93,0.93,0.93,1];
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var dark = [0.25,0.25,0.25,1];
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var hoverColor = [0.8, 1.0, 0.8, 1.0];
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var validMoveColor = [1.0, 0.8, 0.8, 1.0];
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/* ── draw one 8×8 chess board ──────────────────────────────────── */
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function drawBoard() {
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for (var y = 0; y < 8; ++y)
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for (var x = 0; x < 8; ++x) {
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var isHovered = hoverPos && hoverPos[0] === x && hoverPos[1] === y;
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var isValidMove = selectPos && holdingPiece && isValidMoveForTurn(selectPos, [x, y]);
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var color = ((x+y)&1) ? dark : light;
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if (isHovered && !isValidMove) {
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color = hoverColor;
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} else if (isValidMove) {
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color = validMoveColor;
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}
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draw2d.rectangle(
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{ x: x*S, y: y*S, width: S, height: S },
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{ thickness: 0, color: ((x+y)&1) ? dark : light }
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{ thickness: 0, color: color }
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);
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}
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}
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function isValidMoveForTurn(from, to) {
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if (!grid.inBounds(to)) return false;
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var piece = grid.at(from)[0];
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if (!piece) return false;
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// Check if the destination has a piece of the same color
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var destCell = grid.at(to);
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if (destCell.length && destCell[0].colour === piece.colour) {
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return false;
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}
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return rules.canMove(piece, from, to, grid);
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}
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/* ── draw every live piece ─────────────────────────────────────── */
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function drawPieces() {
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grid.each(function (piece) {
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if (piece.captured) return;
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// Skip drawing the piece being held
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if (holdingPiece && selectPos &&
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piece.coord[0] === selectPos[0] &&
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piece.coord[1] === selectPos[1]) {
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return;
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}
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var r = { x: piece.coord[0]*S, y: piece.coord[1]*S,
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width:S, height:S };
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draw2d.image(piece.sprite, r, 0, [0,0], [0,0], {mode:"nearest"});
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});
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}
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/*──── main loop ─────────────────────────────────────────────────────*/
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var last = os.now(), fpsTimer = 0, fpsCount = 0;
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function loop() {
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var now = os.now(), dt = now - last; last = now;
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render.clear([22/255, 120/255, 194/255, 1]);
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render.camera(camera);
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drawBoard();
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drawPieces();
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render.present();
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fpsTimer += dt; fpsCount++;
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if (fpsTimer >= 0.5) {
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prosperon.window.title =
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'Chess demo – ' + mover.turn + '\'s move – FPS ' + (fpsCount / fpsTimer).toFixed(1);
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fpsTimer = fpsCount = 0;
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// Draw the held piece at the mouse position if we're holding one
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if (holdingPiece && selectPos && hoverPos) {
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var piece = grid.at(selectPos)[0];
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if (piece) {
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var r = { x: hoverPos[0]*S, y: hoverPos[1]*S,
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width:S, height:S };
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draw2d.image(piece.sprite, r, 0, [0,0], [0,0], {mode:"nearest"});
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}
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}
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$_.delay(loop, Math.max(0, (1 / 60) - (os.now() - now)));
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}
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loop();
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prosperon.on('draw', function() {
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drawBoard()
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drawPieces()
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})
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prosperon.on('key_down', function(e) {
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// S key - start server
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if (e.scancode === 22 && gameState === 'waiting') { // S key
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startServer();
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}
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// J key - join server
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else if (e.scancode === 13 && gameState === 'waiting') { // J key
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joinServer();
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}
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})
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function startServer() {
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gameState = 'server_waiting';
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isServer = true;
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myColor = 'white';
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isMyTurn = true;
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updateTitle();
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$_.portal(e => {
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opponent = e;
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gameState = 'connected';
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updateTitle();
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// Tell the joining player they are black
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$_.send(opponent, {
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type: 'game_start',
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your_color: 'black'
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});
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}, 5678);
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}
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function joinServer() {
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gameState = 'searching';
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updateTitle();
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function contact_fn(actor, reason) {
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console.log("CONTACTED!")
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if (actor) {
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opponent = actor;
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gameState = 'connected';
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myColor = 'black';
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isMyTurn = false;
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updateTitle();
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} else {
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console.log(`Failed to connect: ${json.encode(reason)}`);
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gameState = 'waiting';
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updateTitle();
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}
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}
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$_.contact(contact_fn, {
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address: "localhost",
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port: 5678
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});
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}
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var os = use('os')
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// Set up IO actor subscription
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var ioguy = {
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__ACTORDATA__: {
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||||
id: os.ioactor()
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
$_.send(ioguy, {
|
||||
type: "subscribe",
|
||||
actor: $_
|
||||
})
|
||||
});
|
||||
|
||||
$_.receiver(e => {
|
||||
if (e.type === 'quit')
|
||||
os.exit()
|
||||
else
|
||||
console.log(json.encode(e))
|
||||
})
|
||||
if (e.type === 'quit') os.exit()
|
||||
if (e.type === 'game_start') {
|
||||
myColor = e.your_color;
|
||||
isMyTurn = (myColor === 'white');
|
||||
updateTitle();
|
||||
} else if (e.type === 'move') {
|
||||
// Apply opponent's move
|
||||
var fromCell = grid.at(e.from);
|
||||
if (fromCell.length) {
|
||||
var piece = fromCell[0];
|
||||
if (mover.tryMove(piece, e.to)) {
|
||||
isMyTurn = true; // It's now our turn
|
||||
updateTitle();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
prosperon.dispatch(e.type, e)
|
||||
})
|
||||
@@ -1000,8 +1000,6 @@ function enet_check()
|
||||
$_.delay(enet_check, service_delay);
|
||||
}
|
||||
|
||||
console.log(`actor ${prosperon.id} online.`)
|
||||
|
||||
send_messages();
|
||||
|
||||
})()
|
||||
|
||||
@@ -3,6 +3,11 @@ $_.unneeded(_ => {
|
||||
|
||||
var subscribers = []
|
||||
|
||||
var windows = []
|
||||
var renderers = []
|
||||
|
||||
var os = use('os')
|
||||
|
||||
$_.receiver(e => {
|
||||
if (e.type === "subscribe") {
|
||||
if (!e.actor) throw Error('Got a subscribe message with no actor.');
|
||||
@@ -11,6 +16,150 @@ $_.receiver(e => {
|
||||
return;
|
||||
}
|
||||
|
||||
if (e.type === "window") {
|
||||
var window = windows[e.id]
|
||||
|
||||
switch (e.fn) {
|
||||
case "create":
|
||||
window = os.engine_start(e.config)
|
||||
windows[e.id] = window
|
||||
break;
|
||||
|
||||
case "fullscreen":
|
||||
window.fullscreen()
|
||||
break;
|
||||
|
||||
case "make_renderer":
|
||||
var renderer = window.make_renderer(e.config || {})
|
||||
renderers[e.renderer_id] = renderer
|
||||
break;
|
||||
|
||||
case "keyboard_shown":
|
||||
return window.keyboard_shown()
|
||||
|
||||
case "theme":
|
||||
return window.theme()
|
||||
|
||||
case "safe_area":
|
||||
return window.safe_area()
|
||||
|
||||
case "bordered":
|
||||
window.bordered(e.value)
|
||||
break;
|
||||
|
||||
case "set_icon":
|
||||
window.set_icon(e.icon)
|
||||
break;
|
||||
|
||||
case "set_title":
|
||||
window.title = e.title
|
||||
break;
|
||||
|
||||
case "get_title":
|
||||
return window.title
|
||||
|
||||
case "set_size":
|
||||
window.size = e.size
|
||||
break;
|
||||
|
||||
case "get_size":
|
||||
return window.size
|
||||
|
||||
case "mouse_grab":
|
||||
window.mouse_grab(e.value)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (e.type === "render") {
|
||||
var renderer = renderers[e.id]
|
||||
|
||||
switch (e.fn) {
|
||||
case "draw_color":
|
||||
renderer.draw_color(e.color)
|
||||
break;
|
||||
|
||||
case "present":
|
||||
renderer.present()
|
||||
break;
|
||||
|
||||
case "clear":
|
||||
renderer.clear()
|
||||
break;
|
||||
|
||||
case "line":
|
||||
renderer.line(e.config)
|
||||
break;
|
||||
|
||||
case "point":
|
||||
renderer.point(e.config)
|
||||
break;
|
||||
|
||||
case "texture":
|
||||
renderer.texture(e.texture, e.src_rect, e.dst_rect, e.angle, e.center)
|
||||
break;
|
||||
|
||||
case "rects":
|
||||
renderer.rects(e.rects)
|
||||
break;
|
||||
|
||||
case "geometry":
|
||||
renderer.geometry(e.vertices, e.indices)
|
||||
break;
|
||||
|
||||
case "geometry2":
|
||||
renderer.geometry2(e.vertices, e.indices)
|
||||
break;
|
||||
|
||||
case "sprite":
|
||||
renderer.sprite(e.config)
|
||||
break;
|
||||
|
||||
case "load_texture":
|
||||
renderer.load_texture(e.path)
|
||||
break;
|
||||
|
||||
case "get_image":
|
||||
renderer.get_image(e.config)
|
||||
break;
|
||||
|
||||
case "scale":
|
||||
renderer.scale(e.scale)
|
||||
break;
|
||||
|
||||
case "logical_size":
|
||||
renderer.logical_size(e.size)
|
||||
break;
|
||||
|
||||
case "viewport":
|
||||
renderer.viewport(e.viewport)
|
||||
break;
|
||||
|
||||
case "clip":
|
||||
renderer.clip(e.rect)
|
||||
break;
|
||||
|
||||
case "vsync":
|
||||
renderer.vsync(e.enable)
|
||||
break;
|
||||
|
||||
case "coords":
|
||||
renderer.coords(e.config)
|
||||
break;
|
||||
|
||||
case "camera":
|
||||
renderer.camera(e.cam, e.layer)
|
||||
break;
|
||||
|
||||
case "screen2world":
|
||||
return renderer.screen2world(e.point)
|
||||
|
||||
case "target":
|
||||
renderer.target(e.target)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (var a of subscribers)
|
||||
$_.send(a, e);
|
||||
});
|
||||
|
||||
@@ -6,20 +6,15 @@
|
||||
var os = use('os');
|
||||
var io = use('io');
|
||||
var render = use('render');
|
||||
var draw2d = use('draw2d');
|
||||
var actor = use('actor');
|
||||
var gameConfig = {};
|
||||
var gameDir = "";
|
||||
|
||||
// Framework initialization
|
||||
function initialize(dir) {
|
||||
gameDir = dir;
|
||||
|
||||
// Load configuration if it exists
|
||||
var configPath = `${dir}/config.js`;
|
||||
if (io.exists(configPath)) {
|
||||
function initialize() {
|
||||
var configPath = `config.js`;
|
||||
if (io.exists(configPath))
|
||||
gameConfig = use(configPath);
|
||||
}
|
||||
|
||||
// Set up default config values
|
||||
gameConfig.resolution = gameConfig.resolution || { width: 640, height: 480 };
|
||||
@@ -52,42 +47,8 @@ function initialize(dir) {
|
||||
|
||||
// Set window title
|
||||
prosperon.window.title = gameConfig.title;
|
||||
|
||||
// Set up IO actor subscription
|
||||
var ioguy = {
|
||||
__ACTORDATA__: {
|
||||
id: os.ioactor()
|
||||
}
|
||||
};
|
||||
|
||||
$_.send(ioguy, {
|
||||
type: "subscribe",
|
||||
actor: $_
|
||||
});
|
||||
|
||||
// Set up automatic receiver for input events
|
||||
$_.receiver(function(e) {
|
||||
// Handle quit
|
||||
if (e.type === 'quit') {
|
||||
os.exit();
|
||||
}
|
||||
|
||||
// Forward all events to prosperon's dispatch system
|
||||
prosperon.dispatch(e.type, e);
|
||||
});
|
||||
|
||||
// Start the game loop
|
||||
|
||||
startGameLoop();
|
||||
|
||||
// Load the game's main.js
|
||||
|
||||
var mainPath = `${dir}/main.js`;
|
||||
if (io.exists(mainPath)) {
|
||||
// Spawn the main game actor
|
||||
actor.spawn(mainPath);
|
||||
} else {
|
||||
console.error(`No main.js found in ${dir}`);
|
||||
}
|
||||
}
|
||||
|
||||
// Main game loop
|
||||
|
||||
Reference in New Issue
Block a user