networked chess

This commit is contained in:
2025-05-21 10:34:33 -05:00
parent e7cc716590
commit 146baf1d23
5 changed files with 526 additions and 95 deletions

148
CLAUDE.md
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@@ -36,9 +36,10 @@ Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty sy
### JavaScript Style Guide
- Use `use()` function for imports (Misty-style, not ES6 import/export)
- Prefer objects and closures over ES6 classes
- Prefer closures and javascript objects and prototypes over ES6 style classes
- Follow existing JavaScript patterns in the codebase
- Functions as first-class citizens
- Do not use const or let; only var
### Core Systems
1. **Actor System** (scripts/core/engine.js)
@@ -59,8 +60,11 @@ Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty sy
### Engine Entry Points
- `source/prosperon.c` - Main C entry point
- `scripts/core/engine.js` - JavaScript engine initialization
- `scripts/core/base.js` - Base prototypes and utilities
- `scripts/core/engine.js` - JavaScript engine initialization for system
- `scripts/core/base.js` has modifications to this Javascript runtime (for example, additions to the base Array, String, etc)
### Subprojects
- C code has many subprojects, who's source and sometimes documentation can be found in subprojects. subprojects/quickjs/doc has documentation for quickjs
### Resource System
- Scripts are bundled into `core.zip` during build
@@ -91,6 +95,12 @@ cd examples/chess
./prosperon
```
### Documentation
- Documentation is found in docs
- Documentation for the JS modules loaded with 'use' is docs/api/modules
- .md files directly in docs gives a high level overview
- docs/dull is what this specific Javascript system is (including alterations from quickjs/es6)
### Shader Development
- Shaders are in `shaders/` directory as HLSL
- Compile script: `shaders/compile.sh`
@@ -117,4 +127,134 @@ meson test -C build_dbg
- Use debug build: `make debug`
- Tracy profiler support when enabled
- Console logging available via `console.log()`, `console.error()`, etc.
- Log files written to `.prosperon/log.txt`
- Log files written to `.prosperon/log.txt`
# Project Structure Notes
## Core JavaScript Modules
- JavaScript modules are defined using the MISTUSE macro in jsffi.c
- The `js_os_funcs`, `js_io_funcs`, etc. arrays define the available functions for each module
- New functions are added with MIST_FUNC_DEF(module, function, args_count)
## File I/O
- `io.slurp(path)` - Reads a file as text
- `io.slurpbytes(path)` - Reads a file as an ArrayBuffer
- `io.slurpwrite(path, data)` - Writes data (string or ArrayBuffer) to a file
- `io.exists(path)` - Checks if a file exists
## Script Loading
- The `use(path)` function in engine.js loads JavaScript modules
- Script loading happens in prosperon.c and the engine.js script
- jsffi.c contains the C hooks for the QuickJS JavaScript engine
- Added functionality for bytecode compilation and loading:
- `os.compile_bytecode(source, filename)` - Compiles JS to bytecode, returns ArrayBuffer
- `os.eval_bytecode(bytecode)` - Evaluates bytecode from an ArrayBuffer
- `compile(scriptPath)` - Compiles a JS file to a .jso bytecode file
- Modified `use()` to check for .jso files before loading .js files
## QuickJS Bytecode API
- `JS_Eval` with JS_EVAL_FLAG_COMPILE_ONLY - Compiles without executing
- `JS_WriteObject` with JS_WRITE_OBJ_BYTECODE - Serializes to bytecode
- `JS_ReadObject` with JS_READ_OBJ_BYTECODE - Deserializes and loads bytecode
- Bytecode files use .jso extension alongside .js files
## Available JavaScript APIs
### Core APIs
- `actor` - Base prototype for all actor objects
- `$_` - Special global for actor messaging
- `prosperon` - Global engine interface
- `console` - Logging and debugging interface
### Framework APIs
- `moth` - Higher-level game framework that simplifies Prosperon usage
- Handles window creation, game loop, and event dispatching
- Provides simple configuration via config.js
- Auto-initializes systems like rendering and input
- Manages camera, resolution, and FPS automatically
### Rendering
- `draw2d` - 2D drawing primitives
- `render` - Low-level rendering operations
- `graphics` - Higher-level graphics utilities
- `camera` - Camera controls and transformations
- `sprite` - Sprite rendering and management
### Physics and Math
- `math` - Mathematical utilities
- `geometry` - Geometric calculations and shapes
- `transform` - Object transformations
### Input and Events
- `input` - Mouse, keyboard, and touch handling
- `event` - Event management system
### Networking
- `enet` - Networking through ENet library
- `http` - HTTP client capabilities
### Audio
- `sound` - Audio playback using SoLoud
### Utility Modules
- `time` - Time management and delays
- `io` - File I/O operations
- `json` - JSON parsing and serialization
- `util` - General utilities
- `color` - Color manipulation
- `miniz` - Compression utilities
- `nota` - Structured data format
- `wota` - Serialization format
- `qr` - QR code generation/reading
- `tween` - Animation tweening
- `spline` - Spline calculations
- `imgui` - Immediate mode GUI
## Game Development Patterns
### Project Structure
- Game config is typically in `config.js`
- Main entry point is `main.js`
- Resource loading through `resources.js`
### Actor Pattern Usage
- Create actors with `actor.spawn(script, config)`
- Manage actor hierarchy with overlings and underlings
- Schedule actor tasks with `delay()` method
- Clean up with `kill()` and `garbage()`
### Game Loop Registration
- Register functions like `update`, `draw`, `gui`, etc.
- Set function.layer property to control execution order
- Use `Register` system to manage callbacks
### Program vs Module Pattern
- Programs are actor scripts that don't return values, they execute top-to-bottom
- Modules are files that return single values (usually objects) that get frozen
- Programs can spawn other programs as underlings
- Programs have lifecycle hooks: awake, update, draw, garbage, etc.
## Technical Capabilities
### Graphics Pipeline
- Supports multiple render backends (Direct3D, Metal, Vulkan via SDL3)
- Custom shader system with cross-platform compilation
- Sprite batching for efficient 2D rendering
- Camera systems for both 2D and 3D
### Asset Support
- Images: PNG, JPG, QOI, etc.
- Audio: Various formats through SoLoud
- Models: Basic 3D model support
- Custom formats: Aseprite animations, etc.
### Developer Tools
- Built-in documentation system with `prosperon.DOC`
- Tracy profiler integration for performance monitoring
- Imgui debugging tools
- Console logging with various severity levels
```

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@@ -1,18 +1,17 @@
/* main.js runs the demo with your prototype-based grid */
var moth = use('moth')
var json = use('json')
var res = 160
var internal_res = 480
var render = use('render');
render.initialize({ width:res, height:res, resolution_x:internal_res, resolution_y:internal_res, mode:'letterbox' });
moth.initialize({ width:res, height:res, resolution_x:internal_res, resolution_y:internal_res, mode:'letterbox' });
var os = use('os');
var draw2d = use('draw2d');
var gfx = use('graphics');
/* camera unchanged */
var camera = { size:[internal_res,internal_res], transform:os.make_transform(), fov:50, near_z:0,
far_z:1000, surface:undefined, viewport:{x:0,y:0,width:1,height:1},
ortho:true, anchor:[0,0] };
/*──── import our pieces + systems ───────────────────────────────────*/
var Grid = use('grid'); // your new ctor
var MovementSystem = use('movement').MovementSystem;
@@ -21,97 +20,281 @@ var rules = use('rules');
/*──── build board ───────────────────────────────────────────────────*/
var grid = new Grid(8, 8);
grid.width = 8; // (the ctor didnt store them)
grid.width = 8; // (the ctor didn't store them)
grid.height = 8;
var mover = new MovementSystem(grid, rules);
startingPos(grid);
/*──── networking and game state ─────────────────────────────────────*/
var gameState = 'waiting'; // 'waiting', 'searching', 'server_waiting', 'connected'
var isServer = false;
var opponent = null;
var myColor = null; // 'white' or 'black'
var isMyTurn = false;
function updateTitle() {
var title = "Misty Chess - ";
switch(gameState) {
case 'waiting':
title += "Press S to start server or J to join";
break;
case 'searching':
title += "Searching for server...";
break;
case 'server_waiting':
title += "Waiting for player to join...";
break;
case 'connected':
if (myColor) {
title += (mover.turn === myColor ? "Your turn (" + myColor + ")" : "Opponent's turn (" + mover.turn + ")");
} else {
title += mover.turn + " turn";
}
break;
}
prosperon.window.title = title
}
// Initialize title
updateTitle();
/*──── mouse → click-to-move ─────────────────────────────────────────*/
var selectPos = null;
prosperon.window.on_mousedown = function (btn, mx, my) {
if (btn !== 0) return;
var hoverPos = null;
var holdingPiece = false;
prosperon.on('mouse_button_down', function(e) {
if (e.which !== 0) return;
var mx = e.mouse.x;
var my = e.mouse.y;
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
if (!grid.inBounds(c)) return;
var cell = grid.at(c);
if (selectPos && mover.tryMove(grid.at(selectPos)[0], c)) {
selectPos = null; // made a move
return;
}
if (cell.length && cell[0].colour === mover.turn) {
selectPos = c; // pick up piece
selectPos = c;
holdingPiece = true;
} else {
selectPos = null;
}
};
})
prosperon.on('mouse_button_up', function(e) {
if (e.which !== 0 || !holdingPiece || !selectPos) return;
var mx = e.mouse.x;
var my = e.mouse.y;
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
if (!grid.inBounds(c)) {
holdingPiece = false;
return;
}
// Only allow moves if it's our turn or we're in local mode
if (gameState !== 'connected' || isMyTurn) {
if (mover.tryMove(grid.at(selectPos)[0], c)) {
// Send move to opponent if connected
if (gameState === 'connected' && opponent) {
$_.send(opponent, {
type: 'move',
from: selectPos,
to: c
});
isMyTurn = false; // It's now opponent's turn
}
selectPos = null;
updateTitle();
}
}
holdingPiece = false;
})
prosperon.on('mouse_motion', function(e) {
var mx = e.pos.x;
var my = e.pos.y;
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
if (!grid.inBounds(c)) {
hoverPos = null;
return;
}
hoverPos = c;
})
/*──── drawing helpers ───────────────────────────────────────────────*/
/* ── constants ─────────────────────────────────────────────────── */
var S = 60; // square size in px
var light = [0.93,0.93,0.93,1];
var dark = [0.25,0.25,0.25,1];
var hoverColor = [0.8, 1.0, 0.8, 1.0];
var validMoveColor = [1.0, 0.8, 0.8, 1.0];
/* ── draw one 8×8 chess board ──────────────────────────────────── */
function drawBoard() {
for (var y = 0; y < 8; ++y)
for (var x = 0; x < 8; ++x) {
var isHovered = hoverPos && hoverPos[0] === x && hoverPos[1] === y;
var isValidMove = selectPos && holdingPiece && isValidMoveForTurn(selectPos, [x, y]);
var color = ((x+y)&1) ? dark : light;
if (isHovered && !isValidMove) {
color = hoverColor;
} else if (isValidMove) {
color = validMoveColor;
}
draw2d.rectangle(
{ x: x*S, y: y*S, width: S, height: S },
{ thickness: 0, color: ((x+y)&1) ? dark : light }
{ thickness: 0, color: color }
);
}
}
function isValidMoveForTurn(from, to) {
if (!grid.inBounds(to)) return false;
var piece = grid.at(from)[0];
if (!piece) return false;
// Check if the destination has a piece of the same color
var destCell = grid.at(to);
if (destCell.length && destCell[0].colour === piece.colour) {
return false;
}
return rules.canMove(piece, from, to, grid);
}
/* ── draw every live piece ─────────────────────────────────────── */
function drawPieces() {
grid.each(function (piece) {
if (piece.captured) return;
// Skip drawing the piece being held
if (holdingPiece && selectPos &&
piece.coord[0] === selectPos[0] &&
piece.coord[1] === selectPos[1]) {
return;
}
var r = { x: piece.coord[0]*S, y: piece.coord[1]*S,
width:S, height:S };
draw2d.image(piece.sprite, r, 0, [0,0], [0,0], {mode:"nearest"});
});
}
/*──── main loop ─────────────────────────────────────────────────────*/
var last = os.now(), fpsTimer = 0, fpsCount = 0;
function loop() {
var now = os.now(), dt = now - last; last = now;
render.clear([22/255, 120/255, 194/255, 1]);
render.camera(camera);
drawBoard();
drawPieces();
render.present();
fpsTimer += dt; fpsCount++;
if (fpsTimer >= 0.5) {
prosperon.window.title =
'Chess demo ' + mover.turn + '\'s move FPS ' + (fpsCount / fpsTimer).toFixed(1);
fpsTimer = fpsCount = 0;
// Draw the held piece at the mouse position if we're holding one
if (holdingPiece && selectPos && hoverPos) {
var piece = grid.at(selectPos)[0];
if (piece) {
var r = { x: hoverPos[0]*S, y: hoverPos[1]*S,
width:S, height:S };
draw2d.image(piece.sprite, r, 0, [0,0], [0,0], {mode:"nearest"});
}
}
$_.delay(loop, Math.max(0, (1 / 60) - (os.now() - now)));
}
loop();
prosperon.on('draw', function() {
drawBoard()
drawPieces()
})
prosperon.on('key_down', function(e) {
// S key - start server
if (e.scancode === 22 && gameState === 'waiting') { // S key
startServer();
}
// J key - join server
else if (e.scancode === 13 && gameState === 'waiting') { // J key
joinServer();
}
})
function startServer() {
gameState = 'server_waiting';
isServer = true;
myColor = 'white';
isMyTurn = true;
updateTitle();
$_.portal(e => {
opponent = e;
gameState = 'connected';
updateTitle();
// Tell the joining player they are black
$_.send(opponent, {
type: 'game_start',
your_color: 'black'
});
}, 5678);
}
function joinServer() {
gameState = 'searching';
updateTitle();
function contact_fn(actor, reason) {
console.log("CONTACTED!")
if (actor) {
opponent = actor;
gameState = 'connected';
myColor = 'black';
isMyTurn = false;
updateTitle();
} else {
console.log(`Failed to connect: ${json.encode(reason)}`);
gameState = 'waiting';
updateTitle();
}
}
$_.contact(contact_fn, {
address: "localhost",
port: 5678
});
}
var os = use('os')
// Set up IO actor subscription
var ioguy = {
__ACTORDATA__: {
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)
})

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@@ -1000,8 +1000,6 @@ function enet_check()
$_.delay(enet_check, service_delay);
}
console.log(`actor ${prosperon.id} online.`)
send_messages();
})()

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@@ -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);
});

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@@ -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