3 Commits

Author SHA1 Message Date
John Alanbrook
ad4f3d3f58 correct deletion
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2025-02-26 10:07:32 -06:00
John Alanbrook
b23dca6934 attempt at handling automatic removal on destroy
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2025-02-25 15:49:32 -06:00
John Alanbrook
8fba19c820 WIP: Chipmunk integration
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2025-02-24 18:24:45 -06:00
574 changed files with 15249 additions and 42869 deletions

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@@ -1,8 +0,0 @@
[dependencies]
extramath = "https://gitea.pockle.world/john/extramath@master"
[system]
ar_timer = 60 # seconds before idle actor reclamation
actor_memory = 0 # MB of memory an actor can use; 0 for unbounded
net_service = 0.1 # seconds per net service pull
reply_timeout = 60 # seconds to hold callback for reply messages; 0 for unbounded

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@@ -1,6 +0,0 @@
[modules]
[modules.extramath]
hash = "MCLZT3JABTAENS4WVXKGWJ7JPBLZER4YQ5VN2PE7ZD2Z4WYGTIMA===="
url = "https://gitea.pockle.world/john/extramath@master"
downloaded = "Monday June 2 12:07:20.42 PM -5 2025 AD"
commit = "84d81a19a8455bcf8dc494739e9e6d545df6ff2c"

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@@ -3,13 +3,10 @@ name: Build and Deploy
on:
push:
branches: [ "*" ]
tags: [ "v*" ]
tags: [ "v*" ]
pull_request:
jobs:
# ──────────────────────────────────────────────────────────────
# LINUX BUILD
# ──────────────────────────────────────────────────────────────
build-linux:
runs-on: ubuntu-latest
container:
@@ -18,17 +15,20 @@ jobs:
steps:
- name: Check Out Code
uses: actions/checkout@v4
with: { fetch-depth: 0 }
with:
fetch-depth: 0
- name: Build Prosperon (Linux)
run: |
meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true
meson setup build -Dbuildtype=release -Db_lto=true -Db_ndebug=true
meson compile -C build
- name: Test Prosperon (Linux)
env: { TRACY_NO_INVARIANT_CHECK: 1 }
env:
TRACY_NO_INVARIANT_CHECK: 1
run: |
meson test --print-errorlogs -C build
strip build/prosperon
- name: Upload Test Log (Linux)
if: ${{ always() }}
@@ -43,43 +43,12 @@ jobs:
with:
name: prosperon-artifacts-linux
path: build/prosperon
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
- name: Log in to Gitea Registry
uses: docker/login-action@v3
with:
registry: gitea.pockle.world
username: ${{ secrets.USER_GITEA }}
password: ${{ secrets.TOKEN_GITEA }}
- name: Determine Docker Tag
id: docker_tag
run: |
if [[ "${{ github.ref }}" =~ ^refs/tags/v.* ]]; then
TAG=$(echo "${{ github.ref }}" | sed 's#refs/tags/##')
echo "tag=$TAG" >> $GITHUB_OUTPUT
else
echo "tag=latest" >> $GITHUB_OUTPUT
fi
- name: Build and Push Docker Image
uses: docker/build-push-action@v6
with:
context: .
file: ./Dockerfile
push: true
tags: gitea.pockle.world/john/prosperon:${{ steps.docker_tag.outputs.tag }}
platforms: linux/amd64
# ──────────────────────────────────────────────────────────────
# WINDOWS BUILD (MSYS2 / CLANG64)
# ──────────────────────────────────────────────────────────────
build-windows:
runs-on: win-native
strategy:
matrix: { msystem: [ CLANG64 ] }
matrix:
msystem: [CLANG64]
steps:
- name: Check Out Code
@@ -92,26 +61,32 @@ jobs:
update: true
cache: true
install: |
git zip gzip tar base-devel
git
zip
gzip
tar
base-devel
pacboy: |
meson
cmake
toolchain
- name: Build Prosperon (Windows)
- name: Build Prosperon
shell: msys2 {0}
run: |
meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true -Dtracy:only_localhost=true -Dtracy:no_broadcast=true
meson setup build -Dbuildtype=release -Db_lto=true -Db_ndebug=true -Dtracy:only_localhost=true -Dtracy:no_broadcast=true
meson compile -C build
- name: Test Prosperon (Windows)
- name: Test Prosperon
shell: msys2 {0}
continue-on-error: true
env:
TRACY_NO_INVARIANT_CHECK: 1
run: |
meson test --print-errorlogs -C build
strip build/prosperon.exe
- name: Upload Test Log (Windows)
- name: Upload Test Log
if: ${{ always() }}
uses: actions/upload-artifact@v3
with:
@@ -125,52 +100,15 @@ jobs:
name: prosperon-artifacts-windows
path: build/prosperon.exe
# ──────────────────────────────────────────────────────────────
# MACOS BUILD
# ──────────────────────────────────────────────────────────────
build-macos:
runs-on: macos-latest
steps:
- name: Check Out Code
uses: actions/checkout@v4
with: { fetch-depth: 0 }
- name: Build Prosperon (macOS)
run: |
meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true
meson compile -C build
- name: Test Prosperon (macOS)
run: |
meson test --print-errorlogs -C build
- name: Upload Test Log (macOS)
if: ${{ always() }}
uses: actions/upload-artifact@v3
with:
name: testlog-macos
path: build/meson-logs/testlog.txt
- name: Upload Artifact (macOS)
if: startsWith(github.ref, 'refs/tags/v')
uses: actions/upload-artifact@v3
with:
name: prosperon-artifacts-macos
path: build/prosperon
# ──────────────────────────────────────────────────────────────
# PACKAGE CROSS-PLATFORM DIST
# ──────────────────────────────────────────────────────────────
package-dist:
needs: [ build-linux, build-windows, build-macos ]
needs: [build-linux, build-windows]
if: startsWith(github.ref, 'refs/tags/v')
runs-on: ubuntu-latest
steps:
- name: Check Out Code
uses: actions/checkout@v3
with: { fetch-depth: 0 }
with:
fetch-depth: 0
- name: Get Latest Tag
id: get_tag
@@ -190,21 +128,16 @@ jobs:
name: prosperon-artifacts-windows
path: windows_artifacts
- name: Download macOS Artifacts
uses: actions/download-artifact@v3
with:
name: prosperon-artifacts-macos
path: mac_artifacts
- name: Create Dist Folder
- name: Create the Dist Folder
run: |
mkdir -p dist/linux dist/win dist/mac
cp README.md dist/
cp license.txt dist/
cp -r examples dist/
cp linux_artifacts/* dist/linux/
mkdir dist
cp README.md dist/
cp license.txt dist/
cp -r examples dist/
mkdir dist/linux
mkdir dist/win
cp linux_artifacts/* dist/linux/
cp windows_artifacts/* dist/win/
cp mac_artifacts/* dist/mac/
- name: Package Final Dist
run: |
@@ -218,17 +151,15 @@ jobs:
name: "prosperon-${{ steps.get_tag.outputs.tag }}"
path: "prosperon-${{ steps.get_tag.outputs.tag }}.zip"
# ──────────────────────────────────────────────────────────────
# DEPLOY TO ITCH.IO (single ZIP containing all OSes)
# ──────────────────────────────────────────────────────────────
deploy-itch:
needs: [ package-dist ]
needs: [package-dist]
if: ${{ false }}
runs-on: ubuntu-latest
steps:
- name: Check Out Code
uses: actions/checkout@v3
with: { fetch-depth: 0 }
with:
fetch-depth: 0
- name: Get Latest Tag
id: get_tag
@@ -247,30 +178,25 @@ jobs:
- name: Push to itch.io
run: |
butler push "dist/prosperon-${{ steps.get_tag.outputs.tag }}.zip" \
${{ secrets.ITCHIO_USERNAME }}/prosperon:universal \
--userversion ${{ steps.get_tag.outputs.tag }}
butler push "dist/prosperon-${{ steps.get_tag.outputs.tag }}.zip" ${{ secrets.ITCHIO_USERNAME }}/prosperon:win-linux --userversion ${{ steps.get_tag.outputs.tag }}
env:
BUTLER_API_KEY: ${{ secrets.ITCHIO_API_KEY }}
# ──────────────────────────────────────────────────────────────
# DEPLOY TO SELF-HOSTED GITEA
# ──────────────────────────────────────────────────────────────
deploy-gitea:
needs: [ package-dist ]
needs: [package-dist]
runs-on: ubuntu-latest
steps:
- name: Check Out Code
uses: actions/checkout@v3
with: { fetch-depth: 0 }
with:
fetch-depth: 0
- name: Get Latest Tag & Commit Message
- name: Get Latest Tag and Commit Message
id: get_tag
run: |
TAG=$(git describe --tags --abbrev=0)
COMMIT_MSG=$(git log -1 --pretty=%B "$TAG")
echo "tag=$TAG" >> $GITHUB_OUTPUT
COMMIT_MSG=$(git log -1 --pretty=%B "${TAG}")
echo "tag=$TAG" >> $GITHUB_OUTPUT
echo "commit_msg=$COMMIT_MSG" >> $GITHUB_OUTPUT
- name: Download Final Distribution
@@ -279,26 +205,39 @@ jobs:
name: "prosperon-${{ steps.get_tag.outputs.tag }}"
path: dist
- name: Create / Update Gitea Release
- name: Create or Update Gitea Release
run: |
TAG=${{ steps.get_tag.outputs.tag }}
ZIP=dist/prosperon-${TAG}.zip
BODY=$(echo "${{ steps.get_tag.outputs.commit_msg }}" | jq -R -s '.')
RELEASE=$(curl -s -H "Authorization: token ${{ secrets.TOKEN_GITEA }}" \
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases/tags/$TAG" | jq -r '.id')
ZIP_FILE="dist/prosperon-${TAG}.zip"
COMMIT_MSG=$(echo "${{ steps.get_tag.outputs.commit_msg }}" | jq -R -s '.')
if [ "$RELEASE" = "null" ] || [ -z "$RELEASE" ]; then
RELEASE=$(curl -X POST \
# Check if release exists
RELEASE_ID=$(curl -s -H "Authorization: token ${{ secrets.TOKEN_GITEA }}" \
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases/tags/${TAG}" | jq -r '.id')
if [ -z "$RELEASE_ID" ] || [ "$RELEASE_ID" == "null" ]; then
# Create a new release if it doesn't exist
echo "Creating new release for tag ${TAG}"
RELEASE_ID=$(curl -X POST \
-H "Authorization: token ${{ secrets.TOKEN_GITEA }}" \
-H "Content-Type: application/json" \
-d "{\"tag_name\":\"$TAG\",\"target_commitish\":\"${{ github.sha }}\",\"name\":\"$TAG\",\"body\":$BODY,\"draft\":false,\"prerelease\":false}" \
-d "{\"tag_name\":\"${TAG}\",\"target_commitish\":\"${{ github.sha }}\",\"name\":\"${TAG}\",\"body\":${COMMIT_MSG},\"draft\":false,\"prerelease\":false}" \
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases" | jq -r '.id')
if [ -z "$RELEASE_ID" ] || [ "$RELEASE_ID" == "null" ]; then
echo "Failed to create release for tag ${TAG}"
exit 1
fi
echo "Created release with ID: ${RELEASE_ID}"
else
echo "Release already exists with ID: ${RELEASE_ID}"
fi
# Upload the zip file as an asset
curl -X POST \
-H "Authorization: token ${{ secrets.TOKEN_GITEA }}" \
-H "Content-Type: application/octet-stream" \
--data-binary @"$ZIP" \
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases/$RELEASE/assets?name=prosperon-${TAG}.zip"
--data-binary @"${ZIP_FILE}" \
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases/${RELEASE_ID}/assets?name=prosperon-${TAG}.zip"
env:
TOKEN_GITEA: ${{ secrets.TOKEN_GITEA }}
TOKEN_GITEA: ${{ secrets.TOKEN_GITEA }}

64
.github/workflows/macbuild.yml vendored Normal file
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@@ -0,0 +1,64 @@
name: Build
jobs:
# ===============================================================
# MACOS BUILD (Using Homebrew SDL3)
# ===============================================================
build-macos:
runs-on: macos-latest
continue-on-error: true
steps:
# 1) Check out code
- name: Check Out Code
uses: actions/checkout@v3
# 2) Install dependencies (SDL3 via Homebrew) + ccache
- name: Install Dependencies (macOS)
run: |
brew update
brew install sdl3 meson ninja cmake ccache
# 3) Configure ccache
- name: Configure ccache
run: |
echo "CMAKE_C_COMPILER_LAUNCHER=ccache" >> $GITHUB_ENV
echo "CMAKE_CXX_COMPILER_LAUNCHER=ccache" >> $GITHUB_ENV
# 4) Cache ccache
- name: Cache ccache
uses: actions/cache@v3
with:
path: ~/Library/Caches/ccache
key: ccache-macos-${{ hashFiles('**/*.c', '**/*.cpp', '**/*.h', '**/CMakeLists.txt', '**/meson.build') }}
restore-keys: |
ccache-macos-
# 5) Build Prosperon (macOS) linking against Homebrew's SDL3
- name: Build Prosperon (macOS)
run: |
# Ensure pkg-config can find Homebrew's SDL3 .pc files
export PKG_CONFIG_PATH="$(brew --prefix sdl3)/lib/pkgconfig:$PKG_CONFIG_PATH"
meson setup build_macos -Dbuildtype=release -Db_lto=true -Db_ndebug=true
meson compile -C build_macos
# 6) Copy SDL3 .dylib from Homebrew for packaging
- name: Copy SDL3 library for packaging
run: |
SDL3_PREFIX=$(brew --prefix sdl3)
mkdir -p sdl3-macos
# Copy all versions of the SDL3 dynamic library
cp -a "${SDL3_PREFIX}/lib/libSDL3*.dylib" sdl3-macos/ || echo "No .dylib found, ignoring"
# 7) Create minimal artifact folder (macOS)
- name: Create artifact folder (macOS)
run: |
mkdir _pack
cp build_macos/prosperon _pack/
cp sdl3-macos/libSDL3*.dylib _pack/ || echo "No .dylib found, ignoring"
# 8) Upload artifact (macOS)
- name: Upload Artifact (macOS)
uses: actions/upload-artifact@v3
with:
name: prosperon-artifacts-macos
path: _pack

12
.gitignore vendored
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@@ -6,18 +6,26 @@ build/
*.o
*.a
*.d
tags
Jenkinsfile
*~
*.log
*.gz
*.tar
.nova/
packer*
primum
sokol-shdc*
source/shaders/*.h
core.cdb
primum.exe
core.cdb.h
jsc
.DS_Store
*.html
.vscode
*.icns
game.zip
icon.ico
steam/
subprojects/*/
build_dbg/
modules/

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@@ -1,27 +0,0 @@
# AGENTS.md
## Project Overview
This is a game engine developed using a QuickJS fork as its scripting language. It is an actor based system, based on Douglas Crockford's Misty. It is a Meson compiled project with a number of dependencies.
## File Structure
- `source/`: Contains the C source code
- `scripts/`: Contains script code that is loaded on executable start, and modules
- `shaders/`: Contains shaders that ship with the engine (for shader based backends)
- `benchmarks/`: Benchmark programs for testing speed
- `tests/`: Unit tests
- `examples/`: Contains full game examples
## Coding Practices
- Use K&R style C
- Use as little whitespace as possible
- Javascript style prefers objects and prototypical inheritence over ES6 classes, liberal use of closures, and var everywhere
## Instructions
- When generating code, adhere to the coding practices outlined above.
- When adding new features, ensure they align with the project's goals.
- When fixing bugs, review the code carefully before making changes.
- When writing unit tests, cover all important scenarios.
## Compiling, running, and testing
- To compile the code, run "make", which generates a prosperon executable in build_dbg/, and copy it into the root folder
- Run a test by giving it as its command: so ./prosperon tests/overling.js would run the test overling.js, ./prosperon tests/nota.js runs the nota benchmark

405
CLAUDE.md
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@@ -1,405 +0,0 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Build Commands
### Build variants
- `make` - Make and install debug version. Usually all that's needed.
- `make fast` - Build optimized version
- `make release` - Build release version with LTO and optimizations
- `make small` - Build minimal size version
- `make web` - Build for web/emscripten platform
- `make crosswin` - Cross-compile for Windows using mingw32
### Testing
After install with 'make', just run 'cell' and point it at the actor you want to launch. "cell tests/toml" runs the actor "tests/toml.js"
## Scripting language
This is called "cell", but it is is a variant of javascript and extremely similar.
### Common development commands
- `meson setup build_<variant>` - Configure build directory
- `meson compile -C build_<variant>` - Compile in build directory
- `./build_dbg/prosperon examples/<example>` - Run example from build directory
- Copy prosperon to game directory and run: `cp build_dbg/prosperon <game-dir>/ && cd <game-dir> && ./prosperon`
## Architecture Overview
Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty system. Key architectural principles:
### Actor Model
- Each actor runs on its own thread
- Communication only through message passing (no shared JavaScript objects)
- Hierarchical actor system with spawning/killing
- Actor lifecycle: awake, update, draw, garbage collection
### JavaScript Style Guide
- Use `use()` function for imports (Misty-style, not ES6 import/export)
- 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)
- Message passing via `send()`, `$_.receive()`
- Actor spawning/management
- Register-based component system (update, draw, gui, etc.)
2. **Module System**
- `use()` function for loading modules
- Module paths: `scripts/modules/`, `scripts/modules/ext/`
- Custom QuickJS build with embedded C modules
3. **Build System**
- Meson build configuration (Makefile is convenience wrapper)
- Multiple platform targets (Windows, macOS, Linux, Web)
- Custom QuickJS build in `subprojects/`
- Uses SDL3 for cross-platform support
### Engine Entry Points
- `source/prosperon.c` - Main C entry point
- `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
- Runtime module loading via PhysFS
- Resource paths checked in order: `/`, `scripts/modules/`, `scripts/modules/ext/`
### Notable Dependencies
- QuickJS (custom build) - JavaScript runtime
- SDL3 - Platform abstraction
- Chipmunk2D - Physics
- ENet - Networking
- Soloud - Audio
- Tracy - Profiling (when enabled)
## Development Tips
### Running Games
```bash
# Build first
make debug
# Run example from build directory
./build_dbg/prosperon examples/chess
# Or copy to game directory
cp build_dbg/prosperon examples/chess/
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`
- Outputs to platform-specific formats: `dxil/`, `msl/`, `spv/`
### Example Games
Located in `examples/` directory:
- `chess` - Chess implementation (has its own Makefile)
- `pong` - Classic pong game
- `snake` - Snake game
- `tetris` - Tetris clone
- `bunnymark` - Performance test
### Testing
```bash
# Run all tests
meson test -C build_dbg
# Run specific test
./build_dbg/prosperon tests/spawn_actor.js
```
### Debugging
- Use debug build: `make debug`
- Tracy profiler support when enabled
- Console logging available via `log.console()`, `log.error()`, etc.
- 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
- **Must be imported with `use('time')`**
- No `time.now()` function - use:
- `time.number()` - Number representation of current time
- `time.record()` - Struct representation of current time
- `time.text()` - Text representation of current time
- `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)`
- Start actors with `$_.start(callback, script)` - the system automatically sends a greeting, callback receives {type: 'greet', actor: actor_ref}
- No need to manually send greetings - `$_.start` handles this automatically
- Manage actor hierarchy with overlings and underlings
- Schedule actor tasks with `$_.delay()` method
- Clean up with `kill()` and `garbage()`
### Actor Messaging with Callbacks
When sending a message with a callback, respond by sending to the message itself:
```javascript
// Sender side:
send(actor, {type: 'status'}, response => {
log.console(response); // Handle the response
});
// Receiver side:
$_.receiver(msg => {
if (msg.type === 'status') {
send(msg, {status: 'ok'}); // Send response to the message itself
}
});
```
**Critical Rules for Message Callbacks**:
- **A message can only be used ONCE as a send target** - after sending a response to a message, it cannot be used again
- If you need to send multiple updates (like progress), only the download request message should be used for the final response
- Status requests should each get their own individual response
- Actor objects and message headers are completely opaque - never try to access internal properties
- Never access `msg.__HEADER__` or similar - the actor system handles routing internally
- Use `$_.delay()` to schedule work and avoid blocking the message receiver
### 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 `cell.DOC`
- Tracy profiler integration for performance monitoring
- Imgui debugging tools
- Console logging with various severity levels
## Misty Networking Patterns
Prosperon implements the Misty actor networking model. Understanding these patterns is critical for building distributed applications.
### Portal Reply Pattern
Portals must reply with an actor object, not application data:
```javascript
// CORRECT: Portal replies with actor
$_.portal(e => {
send(e, $_); // Reply with server actor
}, 5678);
// WRONG: Portal sends application data
$_.portal(e => {
send(e, {type: 'game_start'}); // This breaks the pattern
}, 5678);
```
### Two-Phase Connection Protocol
Proper Misty networking follows a two-phase pattern:
**Phase 1: Actor Connection**
- Client contacts portal using `$_.contact()`
- Portal replies with an actor object
- This establishes the communication channel
**Phase 2: Application Communication**
- Client sends application messages to the received actor
- Normal bidirectional messaging begins
- Application logic handles game/service initialization
### Message Handling Best Practices
Messages should be treated as opaque objects with your application data:
```javascript
// CORRECT: Store actor references separately
var players = {};
$_.receiver(msg => {
if (msg.type === 'join_game' && msg.player_id) {
// Store the message for later response
players[msg.player_id] = msg;
// Later, respond to the stored message
send(players[msg.player_id], {type: 'game_start'});
}
});
// WRONG: Trying to access internal message properties
$_.receiver(msg => {
var sender = msg.__HEADER__.replycc; // Never do this!
});
```
### Return ID Lifecycle
- Each reply callback gets a unique return ID
- Return IDs are consumed once and then deleted
- Reusing message objects with return headers causes "Could not find return function" errors
- Always create clean actor references for ongoing communication
### Actor Object Transparency
Actor objects must be completely opaque black boxes that work identically regardless of transport:
```javascript
// Actor objects work transparently for:
// - Same-process communication (fastest - uses mailbox)
// - Inter-process communication (uses mailbox)
// - Network communication (uses ENet)
// The actor shouldn't know or care about the transport mechanism
send(opponent, {type: 'move', from: [0,0], to: [1,1]});
```
**Key Implementation Details:**
- `actor_send()` in `scripts/core/engine.js` handles routing based on available actor data
- Actor objects sent in message data automatically get address/port populated when received over network
- Three communication pathways: `os.mailbox_exist()` check → mailbox send → network send
- Actor objects must contain all necessary routing information for transparent messaging
### Common Networking Bugs
1. **Portal sending application data**: Portal should only establish actor connections
2. **Return ID collision**: Reusing messages with return headers for multiple sends
3. **Mixed phases**: Trying to do application logic during connection establishment
4. **Header pollution**: Using received message objects as actor references
5. **Missing actor address info**: Actor objects in message data need network address population (fixed in engine.js:746-766)
### Example: Correct Chess Networking
```javascript
// Server: Portal setup
$_.portal(e => {
send(e, $_); // Just reply with actor
}, 5678);
// Client: Two-phase connection
$_.contact((actor, reason) => {
if (actor) {
opponent = actor;
send(opponent, {type: 'join_game'}); // Phase 2: app messaging
}
}, {address: "localhost", port: 5678});
// Server: Handle application messages
$_.receiver(e => {
if (e.type === 'join_game') {
opponent = e.__HEADER__.replycc;
send(opponent, {type: 'game_start', your_color: 'black'});
}
});
```
## Memory Management
- When working with a conversational AI system like Claude, it's important to maintain a clean and focused memory
- Regularly review and update memories to ensure they remain relevant and helpful
- Delete or modify memories that are no longer accurate or useful
- Prioritize information that can genuinely assist in future interactions

View File

@@ -1,54 +0,0 @@
# Builder stage
FROM ubuntu:plucky AS builder
RUN apt-get update && apt-get install -y --no-install-recommends \
python3 python3-pip \
libasound2-dev \
libpulse-dev \
libudev-dev \
libwayland-dev \
wayland-protocols \
libxkbcommon-dev \
libx11-dev \
libxext-dev \
libxrandr-dev \
libxcursor-dev \
libxi-dev \
libxinerama-dev \
libxss-dev \
libegl1-mesa-dev \
libgl1-mesa-dev \
cmake \
ninja-build \
git \
build-essential \
binutils \
pkg-config \
meson \
zip && \
rm -rf /var/lib/apt/lists/*
WORKDIR /app
RUN git clone https://gitea.pockle.world/john/prosperon.git
WORKDIR /app/prosperon
RUN git checkout jsffi_refactor
RUN meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true
RUN meson compile -C build
# Runtime stage
FROM ubuntu:latest
# Install minimal runtime dependencies (e.g., for dynamically linked libraries)
RUN apt-get update && apt-get install -y libstdc++6 && rm -rf /var/lib/apt/lists/*
# Copy the compiled prosperon binary from the build stage
COPY --from=builder /app/prosperon/build/prosperon /usr/local/bin/prosperon
# Create an entrypoint script
RUN echo '#!/bin/bash' > /entrypoint.sh && \
echo '/usr/local/bin/prosperon "$@" &' >> /entrypoint.sh && \
echo 'tail -f /dev/null' >> /entrypoint.sh && \
chmod +x /entrypoint.sh
WORKDIR /workdir
ENTRYPOINT ["/entrypoint.sh"]

View File

@@ -1,22 +1,22 @@
debug: FORCE
meson setup build_dbg -Dbuildtype=debug
meson install --only-changed -C build_dbg
meson setup build_dbg -Dbuildtype=debugoptimized
meson compile -C build_dbg
fast: FORCE
meson setup build_fast
meson install -C build_fast
meson compile -C build_fast
release: FORCE
meson setup -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true build_release
meson install -C build_release
meson setup -Dbuildtype=release -Db_lto=true -Db_ndebug=true build_release
meson compile -C build_release
sanitize: FORCE
meson setup -Db_sanitize=address -Db_sanitize=memory -Db_sanitize=leak -Db_sanitize=undefined build_sani
meson install -C build_sani
meson compile -C build_sani
small: FORCE
meson setup -Dbuildtype=minsize -Db_lto=true -Db_ndebug=true build_small
meson install -C build_small
meson compile -C build_small
web: FORCE
meson setup -Deditor=false -Dbuildtype=minsize -Db_lto=true -Db_ndebug=true --cross-file emscripten.cross build_web

View File

@@ -2,6 +2,6 @@ Thank you for using Prosperon!
Provided are prosperon builds for all available platforms. Simply run prosperon for your platform in a game folder to play!
To get started, take a dive into the provided example games in the examples folder. You can either copy the prosperon executable into an example directory and run it there, or run `prosperon path/to/example` from the project root.
To get started, take a dive into the provided example games in the examples folder. Just copy the prosperon executable for your platform, into any provided example folder, then run it!
You can take a look through the docs folder for the prosperon manual to learn all about it. The manual is available on the web at [docs.prosperon.dev](https://docs.prosperon.dev).

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@@ -1,76 +0,0 @@
var nota = use('nota')
var os = use('os')
var io = use('io')
var ll = io.slurp('benchmarks/nota.json')
var newarr = []
var accstr = ""
for (var i = 0; i < 10000; i++) {
accstr += i;
newarr.push(i.toString())
}
// Arrays to store timing results
var jsonDecodeTimes = [];
var jsonEncodeTimes = [];
var notaEncodeTimes = [];
var notaDecodeTimes = [];
var notaSizes = [];
// Run 100 tests
for (let i = 0; i < 100; i++) {
// JSON Decode test
let start = os.now();
var jll = json.decode(ll);
jsonDecodeTimes.push((os.now() - start) * 1000);
// JSON Encode test
start = os.now();
let jsonStr = JSON.stringify(jll);
jsonEncodeTimes.push((os.now() - start) * 1000);
// NOTA Encode test
start = os.now();
var nll = nota.encode(jll);
notaEncodeTimes.push((os.now() - start) * 1000);
// NOTA Decode test
start = os.now();
var oll = nota.decode(nll);
notaDecodeTimes.push((os.now() - start) * 1000);
}
// Calculate statistics
function getStats(arr) {
const avg = arr.reduce((a, b) => a + b) / arr.length;
const min = Math.min(...arr);
const max = Math.max(...arr);
return { avg, min, max };
}
// Pretty print results
log.console("\n=== Performance Test Results (100 iterations) ===");
log.console("\nJSON Decoding (ms):");
const jsonDecStats = getStats(jsonDecodeTimes);
log.console(`Average: ${jsonDecStats.avg.toFixed(2)} ms`);
log.console(`Min: ${jsonDecStats.min.toFixed(2)} ms`);
log.console(`Max: ${jsonDecStats.max.toFixed(2)} ms`);
log.console("\nJSON Encoding (ms):");
const jsonEncStats = getStats(jsonEncodeTimes);
log.console(`Average: ${jsonEncStats.avg.toFixed(2)} ms`);
log.console(`Min: ${jsonEncStats.min.toFixed(2)} ms`);
log.console(`Max: ${jsonEncStats.max.toFixed(2)} ms`);
log.console("\nNOTA Encoding (ms):");
const notaEncStats = getStats(notaEncodeTimes);
log.console(`Average: ${notaEncStats.avg.toFixed(2)} ms`);
log.console(`Min: ${notaEncStats.min.toFixed(2)} ms`);
log.console(`Max: ${notaEncStats.max.toFixed(2)} ms`);
log.console("\nNOTA Decoding (ms):");
const notaDecStats = getStats(notaDecodeTimes);
log.console(`Average: ${notaDecStats.avg.toFixed(2)} ms`);
log.console(`Min: ${notaDecStats.min.toFixed(2)} ms`);
log.console(`Max: ${notaDecStats.max.toFixed(2)} ms`);

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@@ -1,106 +0,0 @@
//
// wota_benchmark.js
//
// Usage in QuickJS:
// qjs wota_benchmark.js
//
// Prerequisite:
var wota = use('wota');
var os = use('os');
// or otherwise ensure `wota` and `os` are available.
// Make sure wota_benchmark.js is loaded after wota.js or combined with it.
//
// Helper to run a function repeatedly and measure total time in seconds.
// Returns elapsed time in seconds.
function measureTime(fn, iterations) {
let t1 = os.now();
for (let i = 0; i < iterations; i++) {
fn();
}
let t2 = os.now();
return t2 - t1;
}
// We'll define a function that does `encode -> decode` for a given value:
function roundTripWota(value) {
let encoded = wota.encode(value);
let decoded = wota.decode(encoded);
// Not doing a deep compare here, just measuring performance.
// (We trust the test suite to verify correctness.)
}
// A small suite of data we want to benchmark. Each entry includes:
// name: label for printing
// data: the test value(s) to encode/decode
// iterations: how many times to loop
//
// You can tweak these as you like for heavier or lighter tests.
const benchmarks = [
{
name: "Small Integers",
data: [0, 42, -1, 2023],
iterations: 100000
},
{
name: "Strings (short, emoji)",
data: ["Hello, Wota!", "short", "Emoji: \u{1f600}\u{1f64f}"],
iterations: 100000
},
{
name: "Small Objects",
data: [
{ a:1, b:2.2, c:"3", d:false },
{ x:42, y:null, z:"test" }
],
iterations: 50000
},
{
name: "Nested Arrays",
data: [ [ [ [1,2], [3,4] ] ], [[[]]], [1, [2, [3, [4]]]] ],
iterations: 50000
},
{
name: "Large Array (1k numbers)",
// A thousand random numbers
data: [ Array.from({length:1000}, (_, i) => i * 0.5) ],
iterations: 1000
},
{
name: "Large Binary Blob (256KB)",
// A 256KB ArrayBuffer
data: [ new Uint8Array(256 * 1024).buffer ],
iterations: 200
}
];
// Print a header
log.console("Wota Encode/Decode Benchmark");
log.console("============================\n");
// We'll run each benchmark scenario in turn.
for (let bench of benchmarks) {
// We'll measure how long it takes to do 'iterations' *for each test value*
// in bench.data. The total loop count is `bench.iterations * bench.data.length`.
// Then we compute an overall encode+decode throughput (ops/s).
let totalIterations = bench.iterations * bench.data.length;
// We'll define a function that does a roundTrip for *each* data item in bench.data
// to measure in one loop iteration. Then we multiply by bench.iterations.
function runAllData() {
for (let val of bench.data) {
roundTripWota(val);
}
}
let elapsedSec = measureTime(runAllData, bench.iterations);
let opsPerSec = (totalIterations / elapsedSec).toFixed(1);
log.console(`${bench.name}:`);
log.console(` Iterations: ${bench.iterations} × ${bench.data.length} data items = ${totalIterations}`);
log.console(` Elapsed: ${elapsedSec.toFixed(3)} s`);
log.console(` Throughput: ${opsPerSec} encode+decode ops/sec\n`);
}
// All done
log.console("Benchmark completed.\n");

View File

@@ -1,189 +0,0 @@
//
// benchmark_wota_nota_json.js
//
// Usage in QuickJS:
// qjs benchmark_wota_nota_json.js
//
// Ensure wota, nota, json, and os are all available, e.g.:
var wota = use('wota');
var nota = use('nota');
var json = use('json');
var os = use('os');
//
////////////////////////////////////////////////////////////////////////////////
// 1. Setup "libraries" array to easily switch among Wota, Nota, and JSON
////////////////////////////////////////////////////////////////////////////////
const libraries = [
{
name: "Wota",
encode: wota.encode,
decode: wota.decode,
// Wota produces an ArrayBuffer. We'll count `buffer.byteLength` as size.
getSize(encoded) {
return encoded.byteLength;
}
},
{
name: "Nota",
encode: nota.encode,
decode: nota.decode,
// Nota also produces an ArrayBuffer:
getSize(encoded) {
return encoded.byteLength;
}
},
{
name: "JSON",
encode: json.encode,
decode: json.decode,
// JSON produces a JS string. We'll measure its UTF-16 code unit length
// as a rough "size". Alternatively, you could convert to UTF-8 for
// a more accurate byte size. Here we just use `string.length`.
getSize(encodedStr) {
return encodedStr.length;
}
}
];
////////////////////////////////////////////////////////////////////////////////
// 2. Test data sets (similar to wota benchmarks).
// Each scenario has { name, data, iterations }
////////////////////////////////////////////////////////////////////////////////
const benchmarks = [
{
name: "Empty object",
data: [{}, {}, {}, {}],
iterations: 10000
},
{
name: "Small Integers",
data: [0, 42, -1, 2023],
iterations: 100000
},
{
name: "Floating point",
data: [0.1, 1e-50, 3.14159265359],
iterations: 100000
},
{
name: "Strings (short, emoji)",
data: ["Hello, Wota!", "short", "Emoji: \u{1f600}\u{1f64f}"],
iterations: 100000
},
{
name: "Small Objects",
data: [
{ a:1, b:2.2, c:"3", d:false },
{ x:42, y:null, z:"test" }
],
iterations: 50000
},
{
name: "Nested Arrays",
data: [ [ [ [1,2], [3,4] ] ], [[[]]], [1, [2, [3, [4]]]] ],
iterations: 50000
},
{
name: "Large Array (1k integers)",
data: [ Array.from({length:1000}, (_, i) => i) ],
iterations: 1000
},
{
name: "Large Binary Blob (256KB)",
data: [ new Uint8Array(256 * 1024).buffer ],
iterations: 200
}
];
////////////////////////////////////////////////////////////////////////////////
// 3. Utility: measureTime(fn) => how long fn() takes in seconds.
////////////////////////////////////////////////////////////////////////////////
function measureTime(fn) {
let start = os.now();
fn();
let end = os.now();
return (end - start); // in seconds
}
////////////////////////////////////////////////////////////////////////////////
// 4. For each library, we run each benchmark scenario and measure:
// - Encoding time (seconds)
// - Decoding time (seconds)
// - Total encoded size (bytes or code units for JSON)
//
////////////////////////////////////////////////////////////////////////////////
function runBenchmarkForLibrary(lib, bench) {
// We'll encode and decode each item in `bench.data`.
// We do 'bench.iterations' times. Then sum up total time.
// Pre-store the encoded results for all items so we can measure decode time
// in a separate pass. Also measure total size once.
let encodedList = [];
let totalSize = 0;
// 1) Measure ENCODING
let encodeTime = measureTime(() => {
for (let i = 0; i < bench.iterations; i++) {
// For each data item, encode it
for (let j = 0; j < bench.data.length; j++) {
let e = lib.encode(bench.data[j]);
// store only in the very first iteration, so we can decode them later
// but do not store them every iteration or we blow up memory.
if (i === 0) {
encodedList.push(e);
totalSize += lib.getSize(e);
}
}
}
});
// 2) Measure DECODING
let decodeTime = measureTime(() => {
for (let i = 0; i < bench.iterations; i++) {
// decode everything we stored during the first iteration
for (let e of encodedList) {
let decoded = lib.decode(e);
// not verifying correctness here, just measuring speed
}
}
});
return { encodeTime, decodeTime, totalSize };
}
////////////////////////////////////////////////////////////////////////////////
// 5. Main driver: run across all benchmarks, for each library.
////////////////////////////////////////////////////////////////////////////////
log.console("Benchmark: Wota vs Nota vs JSON");
log.console("================================\n");
for (let bench of benchmarks) {
log.console(`SCENARIO: ${bench.name}`);
log.console(` Data length: ${bench.data.length} | Iterations: ${bench.iterations}\n`);
for (let lib of libraries) {
let { encodeTime, decodeTime, totalSize } = runBenchmarkForLibrary(lib, bench);
// We'll compute total operations = bench.iterations * bench.data.length
let totalOps = bench.iterations * bench.data.length;
let encOpsPerSec = (totalOps / encodeTime).toFixed(1);
let decOpsPerSec = (totalOps / decodeTime).toFixed(1);
log.console(` ${lib.name}:`);
log.console(` Encode time: ${encodeTime.toFixed(3)}s => ${encOpsPerSec} encodes/sec [${(encodeTime/bench.iterations)*1000000000} ns/try]`);
log.console(` Decode time: ${decodeTime.toFixed(3)}s => ${decOpsPerSec} decodes/sec [${(decodeTime/bench.iterations)*1000000000}/try]`);
log.console(` Total size: ${totalSize} bytes (or code units for JSON)`);
log.console("");
}
log.console("---------------------------------------------------------\n");
}
log.console("Benchmark complete.\n");
os.exit()

View File

@@ -47,7 +47,7 @@ Certain functions are intrinsic to the program and cannot be overridden. They
- **Example**:
```js
this.delay(_ => {
log.console("3 seconds later!")
console.log("3 seconds later!")
}, 3)
```

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@@ -1,39 +0,0 @@
# dmon
### watch() <sub>function</sub>
Start watching the root directory, recursively.
This function begins monitoring the specified directory and its subdirectories recursively for events such as file creation, deletion, modification, or movement. Events are queued and can be retrieved by calling poll.
:throws: An error if dmon is already watching.
**Returns**: None
### unwatch() <sub>function</sub>
Stop watching the currently monitored directory.
This function halts filesystem monitoring for the directory previously set by watch. It clears the watch state, allowing a new watch to be started.
:throws: An error if no directory is currently being watched.
**Returns**: None
### poll(callback) <sub>function</sub>
Retrieve and process queued filesystem events.
This function dequeues all pending filesystem events and invokes the provided callback for each one. The callback receives an event object with properties: 'action' (string: "create", "delete", "modify", or "move"), 'root' (string: watched directory), 'file' (string: affected file path), and 'old' (string: previous file path for move events, empty if not applicable).
**callback**: A function to call for each event, receiving an event object as its argument.
**Returns**: None

View File

@@ -3,11 +3,11 @@
Provides a consistent way to create documentation for prosperon elements. Objects are documented by adding docstrings directly to object-like things (functions, objects, ...), or to an object's own "doc object".
Docstrings are set to the symbol `cell.DOC`
Docstrings are set to the symbol `prosperon.DOC`
```js
// Suppose we have a module that returns a function
function greet(name) { log.console("Hello, " + name) }
function greet(name) { console.log("Hello, " + name) }
// We can attach a docstring
greet.doc = `
@@ -21,12 +21,12 @@ return greet
```js
// Another way is to add a docstring object to an object
var greet = {
hello() { log.console('hello!') }
hello() { console.log('hello!') }
}
greet[cell.DOC] = {}
greet[cell.DOC][cell.DOC] = 'An object full of different greeter functions'
greet[cell.DOC].hello = 'A greeter that says, "hello!"'
greet[prosperon.DOC] = {}
greet[prosperon.DOC][prosperon.DOC] = 'An object full of different greeter functions'
greet[prosperon.DOC].hello = 'A greeter that says, "hello!"'
```

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@@ -1,45 +0,0 @@
# enet
### initialize() <sub>function</sub>
Initialize the ENet library. Must be called before using any ENet functionality.
Throws an error if initialization fails.
**Returns**: None
### deinitialize() <sub>function</sub>
Deinitialize the ENet library, cleaning up all resources. Call this when you no longer
need any ENet functionality.
**Returns**: None
### create_host(address) <sub>function</sub>
Create an ENet host for either a client-like unbound host or a server bound to a specific
address and port:
- If no argument is provided, creates an unbound "client-like" host with default settings
(maximum 32 peers, 2 channels, unlimited bandwidth).
- If you pass an "ip:port" string (e.g. "127.0.0.1:7777"), it creates a server bound to
that address. The server supports up to 32 peers, 2 channels, and unlimited bandwidth.
Throws an error if host creation fails for any reason.
omit to create an unbound client-like host.
**address**: (optional) A string in 'ip:port' format to bind the host (server), or
**Returns**: An ENetHost object.

View File

@@ -1,30 +0,0 @@
# nota
### encode(value) <sub>function</sub>
Convert a JavaScript value into a NOTA-encoded ArrayBuffer.
This function serializes JavaScript values (such as numbers, strings, booleans, arrays, objects, or ArrayBuffers) into the NOTA binary format. The resulting ArrayBuffer can be stored or transmitted and later decoded back into a JavaScript value.
:throws: An error if no argument is provided.
**value**: The JavaScript value to encode (e.g., number, string, boolean, array, object, or ArrayBuffer).
**Returns**: An ArrayBuffer containing the NOTA-encoded data.
### decode(buffer) <sub>function</sub>
Decode a NOTA-encoded ArrayBuffer into a JavaScript value.
This function deserializes a NOTA-formatted ArrayBuffer into its corresponding JavaScript representation, such as a number, string, boolean, array, object, or ArrayBuffer. If the input is invalid or empty, it returns undefined.
**buffer**: An ArrayBuffer containing NOTA-encoded data to decode.
**Returns**: The decoded JavaScript value (e.g., number, string, boolean, array, object, or ArrayBuffer), or undefined if no argument is provided.

View File

@@ -1,66 +0,0 @@
# enet_host
### service(callback, timeout) <sub>function</sub>
Poll for and process any available network events (connect, receive, disconnect, or none)
from this host, calling the provided callback for each event. This function loops until
no more events are available in the current timeframe.
Event object properties:
- type: String, one of "connect", "receive", "disconnect", or "none".
- peer: (present if type = "connect") The ENetPeer object for the new connection.
- channelID: (present if type = "receive") The channel on which the data was received.
- data: (present if type = "receive") The received data as a *plain JavaScript object*.
If the JSON parse fails or the data isn't an object, a JavaScript error is thrown.
object as its single argument.
**callback**: A function called once for each available event, receiving an event
**timeout**: (optional) Timeout in milliseconds. Defaults to 0 (non-blocking).
**Returns**: None
### connect(host, port) <sub>function</sub>
Initiate a connection from this host to a remote server. Throws an error if the
connection cannot be started.
**host**: The hostname or IP address of the remote server (e.g. "example.com" or "127.0.0.1").
**port**: The port number to connect to.
**Returns**: An ENetPeer object representing the connection.
### flush() <sub>function</sub>
Flush all pending outgoing packets for this host immediately.
**Returns**: None
### broadcast(data) <sub>function</sub>
Broadcast a JavaScript object to all connected peers on channel 0. The object is
serialized to JSON, and the packet is sent reliably. Throws an error if serialization fails.
**data**: A JavaScript object to broadcast to all peers.
**Returns**: None

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@@ -1,102 +0,0 @@
# enet_peer
### send(data) <sub>function</sub>
Send a JavaScript object to this peer on channel 0. The object is serialized to JSON and
sent reliably. Throws an error if serialization fails.
**data**: A JavaScript object to send.
**Returns**: None
### disconnect() <sub>function</sub>
Request a graceful disconnection from this peer. The connection will close after
pending data is sent.
**Returns**: None
### disconnect_now() <sub>function</sub>
Immediately terminate the connection to this peer, discarding any pending data.
**Returns**: None
### disconnect_later() <sub>function</sub>
Request a disconnection from this peer after all queued packets are sent.
**Returns**: None
### reset() <sub>function</sub>
Reset this peer's connection, immediately dropping it and clearing its internal state.
**Returns**: None
### ping() <sub>function</sub>
Send a ping request to this peer to measure latency.
**Returns**: None
### throttle_configure(interval, acceleration, deceleration) <sub>function</sub>
Configure the throttling behavior for this peer, controlling how ENet adjusts its sending
rate based on packet loss or congestion.
**interval**: The interval (ms) between throttle adjustments.
**acceleration**: The factor to increase sending speed when conditions improve.
**deceleration**: The factor to decrease sending speed when conditions worsen.
**Returns**: None
### timeout(timeout_limit, timeout_min, timeout_max) <sub>function</sub>
Set timeout parameters for this peer, determining how long ENet waits before considering
the connection lost.
**timeout_limit**: The total time (ms) before the peer is disconnected.
**timeout_min**: The minimum timeout (ms) used for each timeout attempt.
**timeout_max**: The maximum timeout (ms) used for each timeout attempt.
**Returns**: None

View File

@@ -49,7 +49,7 @@ return {
This will cause prosperon to launch a 500x500 window with the title 'Hello World'. In your ```main.js```, write the following:
```
log.console("Hello world")
console.log("Hello world")
this.delay(_ => {
this.kill();
@@ -62,6 +62,6 @@ this.delay(_ => {
The global object called `prosperon` has a variety of engine specific settings on it that can be set to influence how the engine behaves. For example, `prosperon.argv` contains a list of the command line arguments given to prosperon; `prosperon.PATH` is an array of paths to resolve resources such as modules and images. `prosperon` is fully documented in the API section.
## Getting help
The `prosperon` global has a 'doc' function, which can be invoked on any engine object to see a description of it and its members. For example, to learn about `prosperon`, try printing out `cell.DOC(prosperon)` in your `main.js`.
The `prosperon` global has a 'doc' function, which can be invoked on any engine object to see a description of it and its members. For example, to learn about `prosperon`, try printing out `prosperon.doc(prosperon)` in your `main.js`.
Writing documentation for your own modules and game components will be explored in the chapter on actors & modules.

View File

@@ -3,20 +3,9 @@ c = 'emcc'
cpp = 'em++'
ar = 'emar'
strip = 'emstrip'
pkg-config = 'pkg-config'
exe_wrapper = 'node'
[host_machine]
system = 'emscripten'
cpu_family = 'wasm32'
cpu = 'wasm32'
endian = 'little'
[built-in options]
pkg_config_path = '$EMSDK/upstream/emscripten/cache/sysroot/lib/pkgconfig'
cmake_prefix_path = '$EMSDK/upstream/emscripten/cache/sysroot'
[properties]
needs_exe_wrapper = true
cmake_system_name = 'Emscripten'
sys_root = '@env:EMSDK@/upstream/emscripten/cache/sysroot'
cpu_family = 'wasm64'
cpu = 'wasm64'
endian = 'little'

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@@ -5,7 +5,6 @@ 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")
@@ -66,5 +65,5 @@ 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)
draw.text(msg, {x:0, y:0, width:config.width, height:40}, undefined, 0, Color.white, 0)
}

View File

@@ -1,234 +0,0 @@
// HTTP Download Actor
// Handles download requests and progress queries
var http = use('http');
var os = use('os');
// Actor state
var state = {
downloading: false,
current_url: null,
total_bytes: 0,
downloaded_bytes: 0,
start_time: 0,
error: null,
connection: null,
download_msg: null,
chunks: []
};
// Helper to calculate progress percentage
function get_progress() {
if (state.total_bytes === 0) {
return 0;
}
return Math.round((state.downloaded_bytes / state.total_bytes) * 100);
}
// Helper to format status response
function get_status() {
if (!state.downloading) {
return {
status: 'idle',
error: state.error
};
}
var elapsed = os.now() - state.start_time;
var bytes_per_sec = elapsed > 0 ? state.downloaded_bytes / elapsed : 0;
return {
status: 'downloading',
url: state.current_url,
progress: get_progress(),
downloaded_bytes: state.downloaded_bytes,
total_bytes: state.total_bytes,
elapsed_seconds: elapsed,
bytes_per_second: Math.round(bytes_per_sec)
};
}
// Main message receiver
$_.receiver(function(msg) {
switch (msg.type) {
case 'download':
if (state.downloading) {
send(msg, {
type: 'error',
error: 'Already downloading',
current_url: state.current_url
});
return;
}
if (!msg.url) {
send(msg, {
type: 'error',
error: 'No URL provided'
});
return;
}
// Start download
state.downloading = true;
state.current_url = msg.url;
state.total_bytes = 0;
state.downloaded_bytes = 0;
state.start_time = os.now();
state.error = null;
state.download_msg = msg;
state.chunks = [];
try {
// Start the connection
state.connection = http.fetch_start(msg.url, msg.options || {});
if (!state.connection) {
throw new Error('Failed to start download');
}
// Schedule the first chunk read
$_.delay(read_next_chunk, 0);
} catch (e) {
state.error = e.toString();
state.downloading = false;
send(msg, {
type: 'error',
error: state.error,
url: msg.url
});
}
break;
case 'status':
log.console(`got status request. current is ${json.encode(get_status())}`)
send(msg, {
type: 'status_response',
...get_status()
});
break;
case 'cancel':
if (state.downloading) {
// Cancel the download
if (state.connection) {
http.fetch_close(state.connection);
state.connection = null;
}
state.downloading = false;
state.current_url = null;
state.download_msg = null;
state.chunks = [];
send(msg, {
type: 'cancelled',
message: 'Download cancelled',
url: state.current_url
});
} else {
send(msg, {
type: 'error',
error: 'No download in progress'
});
}
break;
default:
send(msg, {
type: 'error',
error: 'Unknown message type: ' + msg.type
});
}
});
// Non-blocking chunk reader
function read_next_chunk() {
if (!state.downloading || !state.connection) {
return;
}
try {
var chunk = http.fetch_read_chunk(state.connection);
if (chunk === null) {
// Download complete
finish_download();
return;
}
// Store chunk
state.chunks.push(chunk);
// Update progress
var info = http.fetch_info(state.connection);
state.downloaded_bytes = info.bytes_read;
if (info.headers_complete && info.content_length > 0) {
state.total_bytes = info.content_length;
}
// Schedule next chunk read
$_.delay(read_next_chunk, 0);
} catch (e) {
// Error during download
state.error = e.toString();
if (state.connection) {
http.fetch_close(state.connection);
}
if (state.download_msg) {
send(state.download_msg, {
type: 'error',
error: state.error,
url: state.current_url
});
}
// Reset state
state.downloading = false;
state.connection = null;
state.download_msg = null;
state.chunks = [];
}
}
// Complete the download and send result
function finish_download() {
if (state.connection) {
http.fetch_close(state.connection);
}
// Combine all chunks into single ArrayBuffer
var total_size = 0;
for (var i = 0; i < state.chunks.length; i++) {
total_size += state.chunks[i].byteLength;
}
var result = new ArrayBuffer(total_size);
var view = new Uint8Array(result);
var offset = 0;
for (var i = 0; i < state.chunks.length; i++) {
var chunk_view = new Uint8Array(state.chunks[i]);
view.set(chunk_view, offset);
offset += state.chunks[i].byteLength;
}
// Send complete message
if (state.download_msg) {
send(state.download_msg, {
type: 'complete',
url: state.current_url,
data: result,
size: result.byteLength,
duration: os.now() - state.start_time
});
}
// Reset state
state.downloading = false;
state.connection = null;
state.current_url = null;
state.download_msg = null;
state.chunks = [];
}

View File

@@ -1,29 +0,0 @@
// NAT Punchthrough Server
// This server helps two chess clients find each other through NAT
// The server coordinates the punchthrough by having both clients
// connect to each other simultaneously
var json = use('json');
var waiting_client = null;
var match_id = 0;
$_.portal(e => {
log.console("NAT server: received connection request");
if (!is_actor(e.actor))
send(e, {reason: "Must provide the actor you want to connect."});
if (waiting_client) {
log.console(`sending out messages! to ${json.encode(e.actor)} and ${json.encode(waiting_client.actor)}`)
send(waiting_client, e.actor)
send(e, waiting_client.actor)
waiting_client = undefined
return
}
waiting_client = e
log.console(`actor ${json.encode(e.actor)} is waiting ...`)
}, 4000);

View File

@@ -1,22 +0,0 @@
log.console(`nat client starting`)
$_.contact((actor, reason) => {
if (actor) {
log.console(`trying to message ${json.encode(actor)}`)
send(actor, {type:"greet"})
} else {
log.console(json.encode(reason))
}
}, {
address: "108.210.60.32", // NAT server's public IP
port: 4000,
actor: $_
})
$_.receiver(e => {
switch(e.type) {
case 'greet':
log.console(`hello!`)
break
}
})

View File

@@ -2,7 +2,6 @@
var draw = use('draw2d')
var input = use('controller')
var config = use('config')
var color = use('color')
prosperon.camera.transform.pos = [0,0]
@@ -74,13 +73,13 @@ this.hud = function() {
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.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)
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)
draw.text(msg, {x:0, y:10, width:config.width, height:40}, undefined, 0, Color.white, 0)
}

View File

@@ -4,7 +4,6 @@ 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]
@@ -84,15 +83,15 @@ this.hud = function() {
// 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.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)
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)
draw.text(msg, {x:0, y:config.height*0.5-10, width:config.width, height:20}, undefined, 0, Color.white)
}
}

View File

@@ -1,7 +1,6 @@
var draw = use('draw2d')
var input = use('input')
var config = use('config')
var color = use('color')
prosperon.camera.transform.pos = [0,0]
@@ -249,7 +248,7 @@ this.hud = function() {
}
// Next piece window
draw.text("Next", {x:70, y:5, width:50, height:10}, undefined, 0, color.white)
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]
@@ -262,10 +261,10 @@ this.hud = function() {
// 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)
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)
draw.text("GAME OVER", {x:10, y:config.height*0.5-5, width:config.width-20, height:20}, undefined, 0, Color.red)
}
}

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