start of rename to cell

This commit is contained in:
2025-05-30 12:07:03 -05:00
parent f54200a7dd
commit 674eb237e0
424 changed files with 1070 additions and 1061 deletions

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return {
title:"Bunnymark",
width:1200,
height:600,
}

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var draw = use('draw2d')
var render = use('render')
var graphics = use('graphics')
var sprite = use('sprite')
var geom = use('geometry')
var input = use('controller')
var config = use('config')
var color = use('color')
var bunnyTex = graphics.texture("bunny")
// We'll store our bunnies in an array of objects: { x, y, vx, vy }
var bunnies = []
// Start with some initial bunnies:
for (var i = 0; i < 100; i++) {
bunnies.push({
x: Math.random() * config.width,
y: Math.random() * config.height,
vx: (Math.random() * 300) - 150,
vy: (Math.random() * 300) - 150
})
}
var fpsSamples = []
var fpsAvg = 0
this.update = function(dt) {
// Compute FPS average over the last 60 frames:
var currentFPS = 1 / dt
fpsSamples.push(currentFPS)
if (fpsSamples.length > 60) fpsSamples.shift()
var sum = 0
for (var f of fpsSamples) sum += f
fpsAvg = sum / fpsSamples.length
// If left mouse is down, spawn some more bunnies:
var mouse = input.mousestate()
if (mouse.left)
for (var i = 0; i < 50; i++) {
bunnies.push({
x: mouse.x,
y: mouse.y,
vx: (Math.random() * 300) - 150,
vy: (Math.random() * 300) - 150
})
}
// Update bunny positions and bounce them inside the screen:
for (var i = 0; i < bunnies.length; i++) {
var b = bunnies[i]
b.x += b.vx * dt
b.y += b.vy * dt
// Bounce off left/right edges
if (b.x < 0) { b.x = 0; b.vx = -b.vx }
else if (b.x > config.width) { b.x = config.width; b.vx = -b.vx }
// Bounce off bottom/top edges
if (b.y < 0) { b.y = 0; b.vy = -b.vy }
else if (b.y > config.height) { b.y = config.height; b.vy = -b.vy }
}
}
this.hud = function() {
draw.images(bunnyTex, bunnies)
var msg = 'FPS: ' + fpsAvg.toFixed(2) + ' Bunnies: ' + bunnies.length
draw.text(msg, {x:0, y:0, width:config.width, height:40}, undefined, 0, color.white, 0)
}

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// Chess game configuration for Moth framework
return {
title: "Chess",
resolution: { width: 480, height: 480 },
internal_resolution: { width: 480, height: 480 },
fps: 60,
clearColor: [22/255, 120/255, 194/255, 1],
mode: 'stretch' // No letterboxing for chess
};

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var CELLS = Symbol()
var key = function key(x,y) { return `${x},${y}` }
function grid(w, h)
{
this[CELLS] = new Map()
this.width = w;
this.height = h;
}
grid.prototype = {
cell(x,y) {
var k = key(x,y)
if (!this[CELLS].has(k)) this[CELLS].set(k,[])
return this[CELLS].get(k)
},
add(entity, pos) {
this.cell(pos.x, pos.y).push(entity);
entity.coord = pos.slice();
},
remove(entity, pos) {
var c = this.cell(pos.x, pos.y);
c.splice(c.indexOf(entity), 1);
},
at(pos) {
return this.cell(pos.x, pos.y);
},
inBounds(pos) {
return pos.x >= 0 && pos.x < this.width && pos.y >= 0 && pos.y < this.height;
},
each(fn) {
for (var [k, list] of this[CELLS])
for (var p of list) fn(p, p.coord);
},
toString() {
var out = `grid [${this.width}x${this.height}]
`
for (var y = 0; y < this.height; y++) {
for (var x = 0; x < this.width; x++) {
var cell = this.at([x,y]);
out += cell.length
}
if (y !== this.height - 1) out += "\n"
}
return out
},
}
return grid

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/* main.js runs the demo with your prototype-based grid */
var json = use('json')
var draw2d = use('draw2d')
var blob = use('blob')
/*──── import our pieces + systems ───────────────────────────────────*/
var Grid = use('examples/chess/grid'); // your new ctor
var MovementSystem = use('examples/chess/movement').MovementSystem;
var startingPos = use('examples/chess/pieces').startingPosition;
var rules = use('examples/chess/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()
draw2d.text("HELL", {x: 100, y: 100}, 'fonts/c64.ttf', 16, [1,1,1,1])
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)
}
})
var parseq = use('parseq', $_.delay)
for (var i in parseq) log.console(i)

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var MovementSystem = function(grid, rules) {
this.grid = grid;
this.rules = rules || {}; // expects { canMove: fn }
this.turn = 'white';
}
MovementSystem.prototype.tryMove = function (piece, to) {
if (piece.colour !== this.turn) return false;
// normalise to into our hybrid coord
var dest = [to.x !== undefined ? to.x : to[0],
to.y !== undefined ? to.y : to[1]];
if (!this.grid.inBounds(dest)) return false;
if (!this.rules.canMove(piece, piece.coord, dest, this.grid)) return false;
var victims = this.grid.at(dest);
if (victims.length && victims[0].colour === piece.colour) return false;
if (victims.length) victims[0].captured = true;
this.grid.remove(piece, piece.coord);
this.grid.add (piece, dest);
// grid.add() re-creates coord; re-add .x/.y fields:
piece.coord.x = dest.x;
piece.coord.y = dest.y;
this.turn = (this.turn === 'white') ? 'black' : 'white';
return true;
};
return { MovementSystem: MovementSystem };

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/* pieces.js simple data holders + starting layout */
function Piece(kind, colour) {
this.kind = kind; // "pawn" etc.
this.colour = colour; // "white"/"black"
this.sprite = colour + '_' + kind; // for draw2d.image
this.captured = false;
this.coord = [0,0];
}
Piece.prototype.toString = function () {
return this.colour.charAt(0) + this.kind.charAt(0).toUpperCase();
};
function startingPosition(grid) {
var W = 'white', B = 'black', x;
// pawns
for (x = 0; x < 8; x++) {
grid.add(new Piece('pawn', W), [x, 6]);
grid.add(new Piece('pawn', B), [x, 1]);
}
// major pieces
var back = ['rook','knight','bishop','queen','king','bishop','knight','rook'];
for (x = 0; x < 8; x++) {
grid.add(new Piece(back[x], W), [x, 7]);
grid.add(new Piece(back[x], B), [x, 0]);
}
}
return { Piece, startingPosition };

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/* helper robust coord access */
function cx(c) { return (c.x !== undefined) ? c.x : c[0]; }
function cy(c) { return (c.y !== undefined) ? c.y : c[1]; }
/* simple move-shape checks */
var deltas = {
pawn: function (pc, dx, dy, grid, to) {
var dir = (pc.colour === 'white') ? -1 : 1;
var base = (pc.colour === 'white') ? 6 : 1;
var one = (dy === dir && dx === 0 && grid.at(to).length === 0);
var two = (dy === 2 * dir && dx === 0 && cy(pc.coord) === base &&
grid.at({ x: cx(pc.coord), y: cy(pc.coord)+dir }).length === 0 &&
grid.at(to).length === 0);
var cap = (dy === dir && Math.abs(dx) === 1 && grid.at(to).length);
return one || two || cap;
},
rook : function (pc, dx, dy) { return (dx === 0 || dy === 0); },
bishop: function (pc, dx, dy) { return Math.abs(dx) === Math.abs(dy); },
queen : function (pc, dx, dy) { return (dx === 0 || dy === 0 || Math.abs(dx) === Math.abs(dy)); },
knight: function (pc, dx, dy) { return (Math.abs(dx) === 1 && Math.abs(dy) === 2) ||
(Math.abs(dx) === 2 && Math.abs(dy) === 1); },
king : function (pc, dx, dy) { return Math.max(Math.abs(dx), Math.abs(dy)) === 1; }
};
function clearLine(from, to, grid) {
var dx = Math.sign(cx(to) - cx(from));
var dy = Math.sign(cy(to) - cy(from));
var x = cx(from) + dx, y = cy(from) + dy;
while (x !== cx(to) || y !== cy(to)) {
if (grid.at({ x: x, y: y }).length) return false;
x += dx; y += dy;
}
return true;
}
function canMove(piece, from, to, grid) {
var dx = cx(to) - cx(from);
var dy = cy(to) - cy(from);
var f = deltas[piece.kind];
if (!f || !f(piece, dx, dy, grid, to)) return false;
if (piece.kind === 'knight') return true;
return clearLine(from, to, grid);
}
return { canMove };

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return {
title: "Pong",
width: 858,
height: 525
}

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// main.js
var draw = use('draw2d')
var input = use('controller')
var config = use('config')
var color = use('color')
prosperon.camera.transform.pos = [0,0]
var paddleW = 10, paddleH = 80
var p1 = {x: 30, y: config.height*0.5, speed: 300}
var p2 = {x: config.width-30, y: config.height*0.5, speed: 300}
var ball = {x: 0, y: 0, vx: 220, vy: 150, size: 10}
var score1 = 0, score2 = 0
function resetBall() {
ball.x = config.width*0.5
ball.y = config.height*0.5
// give it a random vertical bounce
ball.vy = (Math.random()<0.5 ? -1:1)*150
// keep horizontal speed to the same magnitude
ball.vx = ball.vx>0 ? 220 : -220
}
resetBall()
this.update = function(dt) {
// Move paddles: positive Y is up, so W/↑ means p.y += speed
if (input.keyboard.down('w')) p1.y += p1.speed*dt
if (input.keyboard.down('s')) p1.y -= p1.speed*dt
// Paddle 2 movement (ArrowUp = up, ArrowDown = down)
if (input.keyboard.down('i')) p2.y += p2.speed*dt
if (input.keyboard.down('k')) p2.y -= p2.speed*dt
// Clamp paddles to screen
if (p1.y < paddleH*0.5) p1.y = paddleH*0.5
if (p1.y > config.height - paddleH*0.5) p1.y = config.height - paddleH*0.5
if (p2.y < paddleH*0.5) p2.y = paddleH*0.5
if (p2.y > config.height - paddleH*0.5) p2.y = config.height - paddleH*0.5
// Move ball
ball.x += ball.vx*dt
ball.y += ball.vy*dt
// Bounce top/bottom
if (ball.y+ball.size*0.5>config.height || ball.y-ball.size*0.5<0) ball.vy = -ball.vy
// Check paddle collisions
// p1 bounding box
var left1 = p1.x - paddleW*0.5, right1 = p1.x + paddleW*0.5
var top1 = p1.y + paddleH*0.5, bottom1 = p1.y - paddleH*0.5
// p2 bounding box
var left2 = p2.x - paddleW*0.5, right2 = p2.x + paddleW*0.5
var top2 = p2.y + paddleH*0.5, bottom2 = p2.y - paddleH*0.5
// ball half-edges
var l = ball.x - ball.size*0.5, r = ball.x + ball.size*0.5
var b = ball.y - ball.size*0.5, t = ball.y + ball.size*0.5
// Collide with paddle 1?
if (r>left1 && l<right1 && t>bottom1 && b<top1)
ball.vx = Math.abs(ball.vx)
// Collide with paddle 2?
if (r>left2 && l<right2 && t>bottom2 && b<top2)
ball.vx = -Math.abs(ball.vx)
// Check left/right out-of-bounds
if (r<0) { score2++; resetBall() }
if (l>config.width) { score1++; resetBall() }
}
this.hud = function() {
// Clear screen black
draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
// Draw paddles
draw.rectangle({x:p1.x - paddleW*0.5, y:p1.y - paddleH*0.5, width:paddleW, height:paddleH}, color.white)
draw.rectangle({x:p2.x - paddleW*0.5, y:p2.y - paddleH*0.5, width:paddleW, height:paddleH}, color.white)
// Draw ball
draw.rectangle({x:ball.x - ball.size*0.5, y:ball.y - ball.size*0.5, width:ball.size, height:ball.size}, color.white)
// Simple score display
var msg = score1 + " " + score2
draw.text(msg, {x:0, y:10, width:config.width, height:40}, undefined, 0, color.white, 0)
}

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return {
title: "Snake",
width: 600,
height: 600
}

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// main.js
var draw = use('draw2d')
var render = use('render')
var graphics = use('graphics')
var input = use('input')
var config = use('config')
var color = use('color')
prosperon.camera.transform.pos = [0,0]
var cellSize = 20
var gridW = Math.floor(config.width / cellSize)
var gridH = Math.floor(config.height / cellSize)
var snake, direction, nextDirection, apple
var moveInterval = 0.1
var moveTimer = 0
var gameState = "playing"
function resetGame() {
var cx = Math.floor(gridW / 2)
var cy = Math.floor(gridH / 2)
snake = [
{x: cx, y: cy},
{x: cx-1, y: cy},
{x: cx-2, y: cy}
]
direction = {x:1, y:0}
nextDirection = {x:1, y:0}
spawnApple()
gameState = "playing"
moveTimer = 0
}
function spawnApple() {
apple = {x:Math.floor(Math.random()*gridW), y:Math.floor(Math.random()*gridH)}
// Re-spawn if apple lands on snake
for (var i=0; i<snake.length; i++)
if (snake[i].x === apple.x && snake[i].y === apple.y) { spawnApple(); return }
}
function wrap(pos) {
if (pos.x < 0) pos.x = gridW - 1
if (pos.x >= gridW) pos.x = 0
if (pos.y < 0) pos.y = gridH - 1
if (pos.y >= gridH) pos.y = 0
}
resetGame()
this.update = function(dt) {
if (gameState !== "playing") return
moveTimer += dt
if (moveTimer < moveInterval) return
moveTimer -= moveInterval
// Update direction
direction = {x: nextDirection.x, y: nextDirection.y}
// New head
var head = {x: snake[0].x + direction.x, y: snake[0].y + direction.y}
wrap(head)
// Check collision with body
for (var i=0; i<snake.length; i++) {
if (snake[i].x === head.x && snake[i].y === head.y) {
gameState = "gameover"
return
}
}
// Place head
snake.unshift(head)
// Eat apple?
if (head.x === apple.x && head.y === apple.y) spawnApple()
else snake.pop()
}
this.hud = function() {
// Optional clear screen
draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
// Draw snake
for (var i=0; i<snake.length; i++) {
var s = snake[i]
draw.rectangle({x:s.x*cellSize, y:s.y*cellSize, width:cellSize, height:cellSize}, color.green)
}
// Draw apple
draw.rectangle({x:apple.x*cellSize, y:apple.y*cellSize, width:cellSize, height:cellSize}, color.red)
if (gameState === "gameover") {
var msg = "GAME OVER! Press SPACE to restart."
draw.text(msg, {x:0, y:config.height*0.5-10, width:config.width, height:20}, undefined, 0, color.white)
}
}
// No immediate reversal
// "Up" means y=1, so going physically up on screen
this.inputs = {
up: function() {
if (direction.y !== -1) nextDirection = {x:0,y:1}
},
down: function() {
if (direction.y !== 1) nextDirection = {x:0,y:-1}
},
left: function() {
if (direction.x !== 1) nextDirection = {x:-1,y:0}
},
right: function() {
if (direction.x !== -1) nextDirection = {x:1,y:0}
},
space: function() {
if (gameState==="gameover") resetGame()
}
}
input.player[0].control(this)

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// Steam Integration Example
// This example shows how to use Steam achievements and stats
var steam = use("steam");
// Achievement names (these should match your Steam app configuration)
var ACHIEVEMENTS = {
FIRST_WIN: "ACH_FIRST_WIN",
PLAY_10_GAMES: "ACH_PLAY_10_GAMES",
HIGH_SCORE: "ACH_HIGH_SCORE_1000"
};
// Stat names
var STATS = {
GAMES_PLAYED: "stat_games_played",
TOTAL_SCORE: "stat_total_score",
PLAY_TIME: "stat_play_time"
};
var steam_available = false;
var stats_loaded = false;
// Initialize Steam
function init_steam() {
if (!steam) {
log.console("Steam module not available");
return false;
}
log.console("Initializing Steam...");
steam_available = steam.steam_init();
if (steam_available) {
log.console("Steam initialized successfully");
// Request current stats/achievements
if (steam.stats.stats_request()) {
log.console("Stats requested");
stats_loaded = true;
}
} else {
log.console("Failed to initialize Steam");
}
return steam_available;
}
// Update Steam (call this regularly, e.g., once per frame)
function update_steam() {
if (steam_available) {
steam.steam_run_callbacks();
}
}
// Unlock an achievement
function unlock_achievement(achievement_name) {
if (!steam_available || !stats_loaded) return false;
// Check if already unlocked
var unlocked = steam.achievement.achievement_get(achievement_name);
if (unlocked) {
log.console("Achievement already unlocked:", achievement_name);
return true;
}
// Unlock it
if (steam.achievement.achievement_set(achievement_name)) {
log.console("Achievement unlocked:", achievement_name);
// Store stats to make it permanent
steam.stats.stats_store();
return true;
}
return false;
}
// Update a stat
function update_stat(stat_name, value, is_float) {
if (!steam_available || !stats_loaded) return false;
var success;
if (is_float) {
success = steam.stats.stats_set_float(stat_name, value);
} else {
success = steam.stats.stats_set_int(stat_name, value);
}
if (success) {
log.console("Stat updated:", stat_name, "=", value);
steam.stats.stats_store();
}
return success;
}
// Get a stat value
function get_stat(stat_name, is_float) {
if (!steam_available || !stats_loaded) return 0;
if (is_float) {
return steam.stats.stats_get_float(stat_name) || 0;
} else {
return steam.stats.stats_get_int(stat_name) || 0;
}
}
// Example game logic
var games_played = 0;
var total_score = 0;
var current_score = 0;
function start_game() {
games_played = get_stat(STATS.GAMES_PLAYED, false);
total_score = get_stat(STATS.TOTAL_SCORE, false);
current_score = 0;
log.console("Starting game #" + (games_played + 1));
}
function end_game(score) {
current_score = score;
games_played++;
total_score += score;
// Update stats
update_stat(STATS.GAMES_PLAYED, games_played, false);
update_stat(STATS.TOTAL_SCORE, total_score, false);
// Check for achievements
if (games_played === 1) {
unlock_achievement(ACHIEVEMENTS.FIRST_WIN);
}
if (games_played >= 10) {
unlock_achievement(ACHIEVEMENTS.PLAY_10_GAMES);
}
if (score >= 1000) {
unlock_achievement(ACHIEVEMENTS.HIGH_SCORE);
}
}
// Cloud save example
function save_to_cloud(save_data) {
if (!steam_available) return false;
var json_data = JSON.stringify(save_data);
return steam.cloud.cloud_write("savegame.json", json_data);
}
function load_from_cloud() {
if (!steam_available) return null;
var data = steam.cloud.cloud_read("savegame.json");
if (data) {
// Convert ArrayBuffer to string
var decoder = new TextDecoder();
var json_str = decoder.decode(data);
return JSON.parse(json_str);
}
return null;
}
// Cleanup
function cleanup_steam() {
if (steam_available) {
steam.steam_shutdown();
log.console("Steam shut down");
}
}
// Export the API
module.exports = {
init: init_steam,
update: update_steam,
cleanup: cleanup_steam,
unlock_achievement: unlock_achievement,
update_stat: update_stat,
get_stat: get_stat,
start_game: start_game,
end_game: end_game,
save_to_cloud: save_to_cloud,
load_from_cloud: load_from_cloud,
is_available: function() { return steam_available; }
};

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return {
title: "Tetris",
width:160,
height:144
}

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var draw = use('draw2d')
var input = use('input')
var config = use('config')
var color = use('color')
prosperon.camera.transform.pos = [0,0]
// Board constants
var COLS = 10, ROWS = 20
var TILE = 6 // each cell is 6x6
// Board storage (2D), each cell is either 0 or a [r,g,b,a] color
var board = []
// Gravity timing
var baseGravity = 0.8 // seconds between drops at level 0
var gravityTimer = 0
// Current piece & position
var piece = null
var pieceX = 0
var pieceY = 0
// Next piece
var nextPiece = null
// Score/lines/level
var score = 0
var linesCleared = 0
var level = 0
// Rotation lock to prevent spinning with W
var rotateHeld = false
var gameOver = false
// Horizontal movement gating
var hMoveTimer = 0
var hDelay = 0.2 // delay before repeated moves begin
var hRepeat = 0.05 // time between repeated moves
var prevLeft = false
var prevRight = false
// Tetrimino definitions
var SHAPES = {
I: { color:[0,1,1,1], blocks:[[0,0],[1,0],[2,0],[3,0]] },
O: { color:[1,1,0,1], blocks:[[0,0],[1,0],[0,1],[1,1]] },
T: { color:[1,0,1,1], blocks:[[0,0],[1,0],[2,0],[1,1]] },
S: { color:[0,1,0,1], blocks:[[1,0],[2,0],[0,1],[1,1]] },
Z: { color:[1,0,0,1], blocks:[[0,0],[1,0],[1,1],[2,1]] },
J: { color:[0,0,1,1], blocks:[[0,0],[0,1],[1,1],[2,1]] },
L: { color:[1,0.5,0,1], blocks:[[2,0],[0,1],[1,1],[2,1]] }
}
var shapeKeys = Object.keys(SHAPES)
// Initialize board with empty (0)
function initBoard() {
board = []
for (var r=0; r<ROWS; r++) {
var row = []
for (var c=0; c<COLS; c++) row.push(0)
board.push(row)
}
}
initBoard()
function randomShape() {
var key = shapeKeys[Math.floor(Math.random()*shapeKeys.length)]
// Make a copy of the shapes blocks
return {
type: key,
color: SHAPES[key].color,
blocks: SHAPES[key].blocks.map(b => [b[0], b[1]])
}
}
function spawnPiece() {
piece = nextPiece || randomShape()
nextPiece = randomShape()
pieceX = 3
pieceY = 0
// Collision on spawn => game over
if (collides(pieceX, pieceY, piece.blocks)) gameOver = true
}
function collides(px, py, blocks) {
for (var i=0; i<blocks.length; i++) {
var x = px + blocks[i][0]
var y = py + blocks[i][1]
if (x<0 || x>=COLS || y<0 || y>=ROWS) return true
if (y>=0 && board[y][x]) return true
}
return false
}
// Lock piece into board
function lockPiece() {
for (var i=0; i<piece.blocks.length; i++) {
var x = pieceX + piece.blocks[i][0]
var y = pieceY + piece.blocks[i][1]
if (y>=0) board[y][x] = piece.color
}
}
// Rotate 90° clockwise
function rotate(blocks) {
// (x,y) => (y,-x)
for (var i=0; i<blocks.length; i++) {
var x = blocks[i][0]
var y = blocks[i][1]
blocks[i][0] = y
blocks[i][1] = -x
}
}
function clearLines() {
var lines = 0
for (var r=ROWS-1; r>=0;) {
if (board[r].every(cell => cell)) {
lines++
// remove row
board.splice(r,1)
// add empty row on top
var newRow = []
for (var c=0; c<COLS; c++) newRow.push(0)
board.unshift(newRow)
} else {
r--
}
}
// Score
if (lines===1) score += 100
else if (lines===2) score += 300
else if (lines===3) score += 500
else if (lines===4) score += 800
linesCleared += lines
level = Math.floor(linesCleared/10)
}
function placePiece() {
lockPiece()
clearLines()
spawnPiece()
}
// Hard drop
function hardDrop() {
while(!collides(pieceX, pieceY+1, piece.blocks)) pieceY++
placePiece()
}
spawnPiece()
this.update = function(dt) {
if (gameOver) return
// ========== Horizontal Movement Gate ==========
var leftPressed = input.keyboard.down('a')
var rightPressed = input.keyboard.down('d')
var horizontalMove = 0
// If user just pressed A, move once & start gating
if (leftPressed && !prevLeft) {
horizontalMove = -1
hMoveTimer = hDelay
}
// If user is holding A & the timer is up, move again, then reset timer to repeat
else if (leftPressed && hMoveTimer <= 0) {
horizontalMove = -1
hMoveTimer = hRepeat
}
// Same logic for D
if (rightPressed && !prevRight) {
horizontalMove = 1
hMoveTimer = hDelay
} else if (rightPressed && hMoveTimer <= 0) {
horizontalMove = 1
hMoveTimer = hRepeat
}
// Move horizontally if it doesn't collide
if (horizontalMove < 0 && !collides(pieceX-1, pieceY, piece.blocks)) pieceX--
else if (horizontalMove > 0 && !collides(pieceX+1, pieceY, piece.blocks)) pieceX++
// If neither A nor D is pressed, reset the timer so next press is immediate
if (!leftPressed && !rightPressed) {
hMoveTimer = 0
}
// Decrement horizontal timer
hMoveTimer -= dt
prevLeft = leftPressed
prevRight = rightPressed
// ========== End Horizontal Movement Gate ==========
// Rotate with W (once per press, no spinning)
if (input.keyboard.down('w')) {
if (!rotateHeld) {
rotateHeld = true
var test = piece.blocks.map(b => [b[0], b[1]])
rotate(test)
if (!collides(pieceX, pieceY, test)) piece.blocks = test
}
} else {
rotateHeld = false
}
// Soft drop if S is held (accelerates gravity)
var fallSpeed = input.keyboard.down('s') ? 10 : 1
// Gravity
gravityTimer += dt * fallSpeed
var dropInterval = Math.max(0.1, baseGravity - level*0.05)
if (gravityTimer >= dropInterval) {
gravityTimer = 0
if (!collides(pieceX, pieceY+1, piece.blocks)) {
pieceY++
} else {
placePiece()
}
}
// Hard drop if space is held
if (input.keyboard.down('space')) {
// hardDrop()
}
}
this.hud = function() {
// Clear screen
draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
// Draw board
for (var r=0; r<ROWS; r++) {
for (var c=0; c<COLS; c++) {
var cell = board[r][c]
if (!cell) continue
draw.rectangle({x:c*TILE, y:(ROWS-1-r)*TILE, width:TILE, height:TILE}, cell)
}
}
// Draw falling piece
if (!gameOver && piece) {
for (var i=0; i<piece.blocks.length; i++) {
var x = pieceX + piece.blocks[i][0]
var y = pieceY + piece.blocks[i][1]
draw.rectangle({x:x*TILE, y:(ROWS-1-y)*TILE, width:TILE, height:TILE}, piece.color)
}
}
// Next piece window
draw.text("Next", {x:70, y:5, width:50, height:10}, undefined, 0, color.white)
if (nextPiece) {
for (var i=0; i<nextPiece.blocks.length; i++) {
var nx = nextPiece.blocks[i][0]
var ny = nextPiece.blocks[i][1]
var dx = 12 + nx
var dy = 16 - ny
draw.rectangle({x:dx*TILE, y:(ROWS-1-dy)*TILE, width:TILE, height:TILE}, nextPiece.color)
}
}
// Score & Level
var info = "Score: " + score + "\nLines: " + linesCleared + "\nLevel: " + level
draw.text(info, {x:70, y:30, width:90, height:50}, undefined, 0, color.white)
if (gameOver) {
draw.text("GAME OVER", {x:10, y:config.height*0.5-5, width:config.width-20, height:20}, undefined, 0, color.red)
}
}