add to look for same folder name as well as main
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This commit is contained in:
@@ -1,398 +0,0 @@
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/* main.js – runs the demo with your prototype-based grid */
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var json = use('json')
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var draw2d = use('prosperon/draw2d')
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var blob = use('blob')
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log.console("HERE")
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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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var startingPos = use('pieces').startingPosition;
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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.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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log.console(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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var hoverPos = null;
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var holdingPiece = false;
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var opponentMousePos = null;
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var opponentHoldingPiece = false;
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var opponentSelectPos = null;
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function handleMouseButtonDown(e) {
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if (e.which !== 0) return;
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// Don't allow piece selection unless we have an opponent
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if (gameState !== 'connected' || !opponent) 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 (cell.length && cell[0].colour === mover.turn) {
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selectPos = c;
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holdingPiece = true;
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// Send pickup notification to opponent
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if (opponent) {
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send(opponent, {
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type: 'piece_pickup',
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pos: c
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});
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}
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} else {
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selectPos = null;
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}
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}
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function handleMouseButtonUp(e) {
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if (e.which !== 0 || !holdingPiece || !selectPos) return;
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// Don't allow moves unless we have an opponent and it's our turn
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if (gameState !== 'connected' || !opponent || !isMyTurn) {
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holdingPiece = false;
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return;
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}
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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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if (mover.tryMove(grid.at(selectPos)[0], c)) {
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log.console("Made move from", selectPos, "to", c);
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// Send move to opponent
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log.console("Sending move to opponent:", 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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log.console("Move sent, now opponent's turn");
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selectPos = null;
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updateTitle();
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}
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holdingPiece = false;
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// Send piece drop notification to opponent
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if (opponent) {
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send(opponent, {
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type: 'piece_drop'
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});
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}
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}
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function handleMouseMotion(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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// Send mouse position to opponent in real-time
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if (opponent && gameState === 'connected') {
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send(opponent, {
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type: 'mouse_move',
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pos: c,
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holding: holdingPiece,
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selectPos: selectPos
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});
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}
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}
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function handleKeyDown(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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/*──── 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 allowedColor = [1.0, 0.84, 0.0, 1.0]; // Gold for allowed moves
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var myMouseColor = [0.0, 1.0, 0.0, 1.0]; // Green for my mouse
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var opponentMouseColor = [1.0, 0.0, 0.0, 1.0]; // Red for opponent mouse
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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 isMyHover = hoverPos && hoverPos[0] === x && hoverPos[1] === y;
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var isOpponentHover = opponentMousePos && opponentMousePos[0] === x && opponentMousePos[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 (isValidMove) {
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color = allowedColor; // Gold for allowed moves
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} else if (isMyHover && !isOpponentHover) {
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color = myMouseColor; // Green for my mouse
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} else if (isOpponentHover) {
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color = opponentMouseColor; // Red for opponent mouse
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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 },
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{ 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 (by me or opponent)
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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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// Skip drawing the piece being held by opponent
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if (opponentHoldingPiece && opponentSelectPos &&
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piece.coord[0] === opponentSelectPos[0] &&
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piece.coord[1] === opponentSelectPos[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);
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});
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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);
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}
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}
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// Draw opponent's held piece if they're dragging one
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if (opponentHoldingPiece && opponentSelectPos && opponentMousePos) {
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var opponentPiece = grid.at(opponentSelectPos)[0];
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if (opponentPiece) {
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var r = { x: opponentMousePos[0]*S, y: opponentMousePos[1]*S,
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width:S, height:S };
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// Draw with slight transparency to show it's the opponent's piece
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draw2d.image(opponentPiece.sprite, r);
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}
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}
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}
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function update(dt)
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{
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return {}
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}
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function draw()
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{
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draw2d.clear()
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drawBoard()
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drawPieces()
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return draw2d.get_commands()
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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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$_.portal(e => {
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log.console("Portal received contact message");
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// Reply with this actor to establish connection
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log.console (json.encode($_))
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send(e, $_);
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log.console("Portal replied with server actor");
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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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log.console("CONTACTED!", actor ? "SUCCESS" : "FAILED", reason);
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if (actor) {
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opponent = actor;
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log.console("Connection established with server, sending join request");
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// Send a greet message with our actor object
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send(opponent, {
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type: 'greet',
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client_actor: $_
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});
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} else {
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log.console(`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: "192.168.0.149",
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port: 5678
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});
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}
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$_.receiver(e => {
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if (e.kind == 'update')
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send(e, update(e.dt))
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else if (e.kind == 'draw')
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send(e, draw())
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else if (e.type === 'game_start' || e.type === 'move' || e.type === 'greet')
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log.console("Receiver got message:", e.type, e);
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if (e.type === 'greet') {
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log.console("Server received greet from client");
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// Store the client's actor object for ongoing communication
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opponent = e.client_actor;
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log.console("Stored client actor:", json.encode(opponent));
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gameState = 'connected';
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updateTitle();
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// Send game_start to the client
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log.console("Sending game_start to client");
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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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log.console("game_start message sent to client");
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}
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else if (e.type === 'game_start') {
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log.console("Game starting, I am:", e.your_color);
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myColor = e.your_color;
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isMyTurn = (myColor === 'white');
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gameState = 'connected';
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updateTitle();
|
||||
} else if (e.type === 'move') {
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log.console("Received move from opponent:", e.from, "to", e.to);
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// Apply opponent's move
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var fromCell = grid.at(e.from);
|
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if (fromCell.length) {
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var piece = fromCell[0];
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if (mover.tryMove(piece, e.to)) {
|
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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') {
|
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// Update opponent's mouse position
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opponentMousePos = e.pos;
|
||||
opponentHoldingPiece = e.holding;
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opponentSelectPos = e.selectPos;
|
||||
} else if (e.type === 'piece_pickup') {
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// 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)
|
||||
}
|
||||
})
|
||||
@@ -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) world‐window origin (bottom‐left)
|
||||
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 pixel‐space 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 camera’s 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 world‐window origin (bottom‐left)
|
||||
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)
|
||||
})
|
||||
@@ -305,7 +305,6 @@ function loop(time)
|
||||
}
|
||||
|
||||
$_.receiver(e => {
|
||||
log.console(json.encode(e))
|
||||
if (e.type === 'quit')
|
||||
$_.stop()
|
||||
|
||||
@@ -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.");
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user