add to look for same folder name as well as main
Some checks failed
Build and Deploy / build-macos (push) Failing after 2s
Build and Deploy / build-windows (CLANG64) (push) Has been cancelled
Build and Deploy / package-dist (push) Has been cancelled
Build and Deploy / deploy-itch (push) Has been cancelled
Build and Deploy / deploy-gitea (push) Has been cancelled
Build and Deploy / build-linux (push) Has been cancelled

This commit is contained in:
2025-06-04 13:22:58 -05:00
parent ef86dd3ecf
commit 3e87bfd6cc
6 changed files with 13 additions and 759 deletions

View File

@@ -1,398 +0,0 @@
/* main.js runs the demo with your prototype-based grid */
var json = use('json')
var draw2d = use('prosperon/draw2d')
var blob = use('blob')
log.console("HERE")
/*──── import our pieces + systems ───────────────────────────────────*/
var Grid = use('grid'); // your new ctor
var MovementSystem = use('movement').MovementSystem;
var startingPos = use('pieces').startingPosition;
var rules = use('rules');
/*──── build board ───────────────────────────────────────────────────*/
var grid = new Grid(8, 8);
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;
}
log.console(title)
}
// Initialize title
updateTitle();
/*──── mouse → click-to-move ─────────────────────────────────────────*/
var selectPos = null;
var hoverPos = null;
var holdingPiece = false;
var opponentMousePos = null;
var opponentHoldingPiece = false;
var opponentSelectPos = null;
function handleMouseButtonDown(e) {
if (e.which !== 0) return;
// Don't allow piece selection unless we have an opponent
if (gameState !== 'connected' || !opponent) 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 (cell.length && cell[0].colour === mover.turn) {
selectPos = c;
holdingPiece = true;
// Send pickup notification to opponent
if (opponent) {
send(opponent, {
type: 'piece_pickup',
pos: c
});
}
} else {
selectPos = null;
}
}
function handleMouseButtonUp(e) {
if (e.which !== 0 || !holdingPiece || !selectPos) return;
// Don't allow moves unless we have an opponent and it's our turn
if (gameState !== 'connected' || !opponent || !isMyTurn) {
holdingPiece = false;
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;
}
if (mover.tryMove(grid.at(selectPos)[0], c)) {
log.console("Made move from", selectPos, "to", c);
// Send move to opponent
log.console("Sending move to opponent:", opponent);
send(opponent, {
type: 'move',
from: selectPos,
to: c
});
isMyTurn = false; // It's now opponent's turn
log.console("Move sent, now opponent's turn");
selectPos = null;
updateTitle();
}
holdingPiece = false;
// Send piece drop notification to opponent
if (opponent) {
send(opponent, {
type: 'piece_drop'
});
}
}
function handleMouseMotion(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;
// Send mouse position to opponent in real-time
if (opponent && gameState === 'connected') {
send(opponent, {
type: 'mouse_move',
pos: c,
holding: holdingPiece,
selectPos: selectPos
});
}
}
function handleKeyDown(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();
}
}
/*──── 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 allowedColor = [1.0, 0.84, 0.0, 1.0]; // Gold for allowed moves
var myMouseColor = [0.0, 1.0, 0.0, 1.0]; // Green for my mouse
var opponentMouseColor = [1.0, 0.0, 0.0, 1.0]; // Red for opponent mouse
/* ── draw one 8×8 chess board ──────────────────────────────────── */
function drawBoard() {
for (var y = 0; y < 8; ++y)
for (var x = 0; x < 8; ++x) {
var isMyHover = hoverPos && hoverPos[0] === x && hoverPos[1] === y;
var isOpponentHover = opponentMousePos && opponentMousePos[0] === x && opponentMousePos[1] === y;
var isValidMove = selectPos && holdingPiece && isValidMoveForTurn(selectPos, [x, y]);
var color = ((x+y)&1) ? dark : light;
if (isValidMove) {
color = allowedColor; // Gold for allowed moves
} else if (isMyHover && !isOpponentHover) {
color = myMouseColor; // Green for my mouse
} else if (isOpponentHover) {
color = opponentMouseColor; // Red for opponent mouse
}
draw2d.rectangle(
{ x: x*S, y: y*S, width: S, height: S },
{ 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 (by me or opponent)
if (holdingPiece && selectPos &&
piece.coord[0] === selectPos[0] &&
piece.coord[1] === selectPos[1]) {
return;
}
// Skip drawing the piece being held by opponent
if (opponentHoldingPiece && opponentSelectPos &&
piece.coord[0] === opponentSelectPos[0] &&
piece.coord[1] === opponentSelectPos[1]) {
return;
}
var r = { x: piece.coord[0]*S, y: piece.coord[1]*S,
width:S, height:S };
draw2d.image(piece.sprite, r);
});
// 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);
}
}
// Draw opponent's held piece if they're dragging one
if (opponentHoldingPiece && opponentSelectPos && opponentMousePos) {
var opponentPiece = grid.at(opponentSelectPos)[0];
if (opponentPiece) {
var r = { x: opponentMousePos[0]*S, y: opponentMousePos[1]*S,
width:S, height:S };
// Draw with slight transparency to show it's the opponent's piece
draw2d.image(opponentPiece.sprite, r);
}
}
}
function update(dt)
{
return {}
}
function draw()
{
draw2d.clear()
drawBoard()
drawPieces()
return draw2d.get_commands()
}
function startServer() {
gameState = 'server_waiting';
isServer = true;
myColor = 'white';
isMyTurn = true;
updateTitle();
$_.portal(e => {
log.console("Portal received contact message");
// Reply with this actor to establish connection
log.console (json.encode($_))
send(e, $_);
log.console("Portal replied with server actor");
}, 5678);
}
function joinServer() {
gameState = 'searching';
updateTitle();
function contact_fn(actor, reason) {
log.console("CONTACTED!", actor ? "SUCCESS" : "FAILED", reason);
if (actor) {
opponent = actor;
log.console("Connection established with server, sending join request");
// Send a greet message with our actor object
send(opponent, {
type: 'greet',
client_actor: $_
});
} else {
log.console(`Failed to connect: ${json.encode(reason)}`);
gameState = 'waiting';
updateTitle();
}
}
$_.contact(contact_fn, {
address: "192.168.0.149",
port: 5678
});
}
$_.receiver(e => {
if (e.kind == 'update')
send(e, update(e.dt))
else if (e.kind == 'draw')
send(e, draw())
else if (e.type === 'game_start' || e.type === 'move' || e.type === 'greet')
log.console("Receiver got message:", e.type, e);
if (e.type === 'greet') {
log.console("Server received greet from client");
// Store the client's actor object for ongoing communication
opponent = e.client_actor;
log.console("Stored client actor:", json.encode(opponent));
gameState = 'connected';
updateTitle();
// Send game_start to the client
log.console("Sending game_start to client");
send(opponent, {
type: 'game_start',
your_color: 'black'
});
log.console("game_start message sent to client");
}
else if (e.type === 'game_start') {
log.console("Game starting, I am:", e.your_color);
myColor = e.your_color;
isMyTurn = (myColor === 'white');
gameState = 'connected';
updateTitle();
} else if (e.type === 'move') {
log.console("Received move from opponent:", e.from, "to", e.to);
// 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();
log.console("Applied opponent move, now my turn");
} else {
log.console("Failed to apply opponent move");
}
} else {
log.console("No piece found at from position");
}
} else if (e.type === 'mouse_move') {
// Update opponent's mouse position
opponentMousePos = e.pos;
opponentHoldingPiece = e.holding;
opponentSelectPos = e.selectPos;
} else if (e.type === 'piece_pickup') {
// Opponent picked up a piece
opponentSelectPos = e.pos;
opponentHoldingPiece = true;
} else if (e.type === 'piece_drop') {
// Opponent dropped their piece
opponentHoldingPiece = false;
opponentSelectPos = null;
} else if (e.type === 'mouse_button_down') {
handleMouseButtonDown(e)
} else if (e.type === 'mouse_button_up') {
handleMouseButtonUp(e)
} else if (e.type === 'mouse_motion') {
handleMouseMotion(e)
} else if (e.type === 'key_down') {
handleKeyDown(e)
}
})

View File

@@ -1,354 +0,0 @@
/**
* Moth Game Framework
* Higher-level game development framework built on top of Prosperon
*/
var os = use('os');
var io = use('io');
var transform = use('transform');
var rasterize = use('rasterize');
var video_actor = use('sdl_video')
var input = use('input')
input.watch($_)
var geometry = use('geometry')
function worldToScreenRect({x,y,width,height}, camera, winW, winH) {
var bl = worldToScreenPoint([x,y], camera, winW, winH)
var tr = worldToScreenPoint([x+width, y+height], camera, winW, winH)
return {
x: Math.min(bl.x, tr.x),
y: Math.min(bl.y, tr.y),
width: Math.abs(tr.x - bl.x),
height: Math.abs(tr.y - bl.y)
}
}
function worldToScreenPoint([wx, wy], camera, winW, winH) {
// 1) worldwindow origin (bottomleft)
const worldX0 = camera.pos[0] - camera.size[0] * camera.anchor[0];
const worldY0 = camera.pos[1] - camera.size[1] * camera.anchor[1];
// 2) normalized device coords [0..1]
const ndcX = (wx - worldX0) / camera.size[0];
const ndcY = (wy - worldY0) / camera.size[1];
// 3) map into pixelspace via the fractional viewport
const px = camera.viewport.x * winW
+ ndcX * (camera.viewport.width * winW);
const py = camera.viewport.y * winH
+ (1 - ndcY) * (camera.viewport.height * winH);
return [ px, py ];
}
function screenToWorldPoint([px, py], camera, winW, winH) {
// 1) undo pixel→NDC within the cameras viewport
const ndcX = (px - camera.viewport.x * winW)
/ (camera.viewport.width * winW)
const ndcY = 1 - (py - camera.viewport.y * winH)
/ (camera.viewport.height * winH)
// 2) compute the worldwindow origin (bottomleft)
const worldX0 = camera.pos[0]
- camera.size[0] * camera.anchor[0]
const worldY0 = camera.pos[1]
- camera.size[1] * camera.anchor[1]
// 3) map NDC back to world coords
return [
ndcX * camera.size[0] + worldX0,
ndcY * camera.size[1] + worldY0
]
}
var camera = {
size: [500,500],//{width:500,height:500}, // pixel size the camera "sees", like its resolution
pos: [250,250],//{x:0,y:0}, // where it is
fov:50,
near_z:0,
far_z:1000,
viewport: {x:0,y:0,width:1,height:1}, // viewport it appears on screen
ortho:true,
anchor:[0.5,0.5],//{x:0.5,y:0.5},
surface: undefined
}
var util = use('util')
var cammy = util.camera_globals(camera)
var graphics
var window
var render
var gameactor
var dir = args[0]
if (!io.exists(args[0] + '/main.js'))
throw Error(`No main.js found in ${args[0]}`)
log.spam('Starting game in ' + dir)
io.mount(dir)
$_.start(e => {
if (gameactor) return
gameactor = e.actor
loop()
}, args[0] + "/main.js")
send(video_actor, {
kind: "window",
op:"create",
data: {
title: "Moth Test",
width: 500,
height: 500
}
}, e => {
if (e.error) {
log.error(e.error)
os.exit(1)
}
window = e.id
send(video_actor,{
kind:"window",
op:"makeRenderer",
id:window
}, e => {
if (e.error) {
log.error(e.error)
os.exit(1)
}
render = e.id
graphics = use('graphics', video_actor, e.id)
})
})
var last = os.now()
// FPS tracking
var fps_samples = []
var fps_sample_count = 60
var fps_sum = 0
var images = {}
// Convert high-level draw commands to low-level renderer commands
function translate_draw_commands(commands) {
if (!graphics) return
var renderer_commands = []
commands.forEach(function(cmd) {
if (cmd.material && cmd.material.color) {
renderer_commands.push({
op: "set",
prop: "drawColor",
value: cmd.material.color
})
}
switch(cmd.cmd) {
case "draw_rect":
cmd.rect = worldToScreenRect(cmd.rect, camera,500, 500)
// Handle rectangles with optional rounding and thickness
if (cmd.opt && cmd.opt.radius && cmd.opt.radius > 0) {
// Rounded rectangle
var thickness = (cmd.opt.thickness === 0) ? 0 : (cmd.opt.thickness || 1)
var raster_result = rasterize.round_rect(cmd.rect, cmd.opt.radius, thickness)
if (raster_result.type === 'rect') {
renderer_commands.push({
op: "fillRect",
data: {rect: raster_result.data}
})
} else if (raster_result.type === 'rects') {
raster_result.data.forEach(function(rect) {
renderer_commands.push({
op: "fillRect",
data: {rect: rect}
})
})
}
} else if (cmd.opt && cmd.opt.thickness && cmd.opt.thickness > 0) {
// Outlined rectangle
var raster_result = rasterize.outline_rect(cmd.rect, cmd.opt.thickness)
if (raster_result.type === 'rect') {
renderer_commands.push({
op: "fillRect",
data: {rect: raster_result.data}
})
} else if (raster_result.type === 'rects') {
renderer_commands.push({
op: "rects",
data: {rects: raster_result.data}
})
}
} else {
renderer_commands.push({
op: "fillRect",
data: {rect: cmd.rect}
})
}
break
case "draw_circle":
case "draw_ellipse":
cmd.pos = worldToScreenPoint(cmd.pos, camera, 500, 500)
// Rasterize ellipse to points or rects
var radii = cmd.radii || [cmd.radius, cmd.radius]
var raster_result = rasterize.ellipse(cmd.pos, radii, cmd.opt || {})
if (raster_result.type === 'points') {
renderer_commands.push({
op: "point",
data: {points: raster_result.data}
})
} else if (raster_result.type === 'rects') {
// Use 'rects' operation for multiple rectangles
renderer_commands.push({
op: "rects",
data: {rects: raster_result.data}
})
}
break
case "draw_line":
renderer_commands.push({
op: "line",
data: {points: cmd.points.map(p => worldToScreenPoint(p, camera, 500, 500))}
})
break
case "draw_point":
cmd.pos = worldToScreenPoint(cmd.pos, camera, 500, 500)
renderer_commands.push({
op: "point",
data: {points: [cmd.pos]}
})
break
case "draw_image":
var img = graphics.texture(cmd.image)
if (!img.gpu) break
cmd.rect.width ??= img.width
cmd.rect.height ??= img.height
cmd.rect = worldToScreenRect(cmd.rect, camera, 500, 500)
renderer_commands.push({
op: "texture",
data: {
texture_id: img.gpu.id,
dst: cmd.rect,
src: {x:0,y:0,width:img.width,height:img.height},
}
})
break
case "draw_text":
if (!cmd.text) break
if (!cmd.pos) break
var rect = worldToScreenRect({x:cmd.pos.x, y:cmd.pos.y, width:8, height:8}, camera, 500,500)
var pos = {x: rect.x, y: rect.y}
renderer_commands.push({
op: "debugText",
data: {
pos,
text: cmd.text
}
})
break
}
})
return renderer_commands
}
function loop()
{
os.frame()
var now = os.now()
var dt = now - last
last = now
// Update the game
send(gameactor, {kind:'update', dt:dt}, e => {
// Get draw commands from game
send(gameactor, {kind:'draw'}, draw_commands => {
var batch_commands = []
batch_commands.push({
op: "set",
prop: "drawColor",
value: [0.1,0.1,0.15,1]
})
// Clear the screen
batch_commands.push({
op: "clear"
})
if (draw_commands && draw_commands.length > 0) {
var renderer_commands = translate_draw_commands(draw_commands)
batch_commands = batch_commands.concat(renderer_commands)
}
batch_commands.push({
op: "present"
})
send(video_actor, {
kind: "renderer",
id: render,
op: "batch",
data: batch_commands
}, _ => {
var diff = os.now() - now
// Calculate and track FPS
var frame_time = os.now() - last
if (frame_time > 0) {
var current_fps = 1 / frame_time
// Add to samples
fps_samples.push(current_fps)
fps_sum += current_fps
// Keep only the last N samples
if (fps_samples.length > fps_sample_count) {
fps_sum -= fps_samples.shift()
}
// Calculate average FPS
var avg_fps = fps_sum / fps_samples.length
}
loop()
})
})
})
}
$_.receiver(e => {
if (e.type === 'quit')
$_.stop()
if (e.type.includes('mouse')) {
if (e.pos)
e.pos = screenToWorldPoint(e.pos, camera, 500, 500)
if (e.d_pos)
e.d_pos.y *= -1
}
send(gameactor, e)
})

View File

@@ -305,7 +305,6 @@ function loop(time)
}
$_.receiver(e => {
log.console(json.encode(e))
if (e.type === 'quit')
$_.stop()

View File

@@ -778,11 +778,19 @@ var progPath = cell.args.program
if (io.exists(progPath + ACTOR_EXT) && !io.is_directory(progPath + ACTOR_EXT)) {
prog = progPath + ACTOR_EXT
} else if (io.exists(progPath) && io.is_directory(progPath)) {
// First check for folder's name as a file
var folderName = progPath.split('/').pop()
var folderNamePath = progPath + '/' + folderName + ACTOR_EXT
if (io.exists(folderNamePath) && !io.is_directory(folderNamePath)) {
prog = folderNamePath
} else {
// Fall back to main.ce
var mainPath = progPath + '/main' + ACTOR_EXT
if (io.exists(mainPath) && !io.is_directory(mainPath)) {
prog = mainPath
}
}
}
if (!prog)
throw new Error(cell.args.program + " not found.");

View File

@@ -1584,7 +1584,7 @@ int main(int argc, char **argv)
root_cell = create_actor(startwota.data);
/* Launch runner threads */
for (int i = 0; i < cores; i++) {
for (int i = 0; i < cores-1; i++) { // -1 to keep the main thread free
char threadname[128];
snprintf(threadname, sizeof(threadname), "actor runner %d", i);
SDL_Thread *thread = SDL_CreateThread(crank_actor, threadname, NULL);

View File

@@ -108,9 +108,8 @@ JSC_CCALL(input_watch,
}
}
if (!already_watching) {
if (!already_watching)
arrput(event_watchers, strdup(actor->id));
}
SDL_UnlockMutex(event_watchers_mutex);