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19
.cell/cell.toml
Normal file
@@ -0,0 +1,19 @@
|
||||
sdl_video = "main"
|
||||
[dependencies]
|
||||
extramath = "https://gitea.pockle.world/john/extramath@master"
|
||||
[system]
|
||||
ar_timer = 60
|
||||
actor_memory = 0
|
||||
net_service = 0.1
|
||||
reply_timeout = 60
|
||||
actor_max = "10_000"
|
||||
stack_max = 0
|
||||
[actors]
|
||||
[actors.prosperon/sdl_video]
|
||||
main = true
|
||||
[actors.prosperon/prosperon]
|
||||
main = true
|
||||
[actors.prosperon]
|
||||
main = true
|
||||
[actors.accio]
|
||||
main=true
|
||||
6
.cell/lock.toml
Normal file
@@ -0,0 +1,6 @@
|
||||
[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"
|
||||
12
.github/docker/Dockerfile.emscripten
vendored
Normal file
@@ -0,0 +1,12 @@
|
||||
# Use the official Emscripten SDK image (includes emcc, emsdk, Python, nodejs, etc)
|
||||
FROM emscripten/emsdk:latest
|
||||
|
||||
# Install Meson & Ninja if needed (some emsdk tags already bundle them)
|
||||
RUN apt-get update && \
|
||||
apt-get install -y --no-install-recommends \
|
||||
meson \
|
||||
ninja-build \
|
||||
python3-pip && \
|
||||
rm -rf /var/lib/apt/lists/*
|
||||
|
||||
RUN pip3 install --upgrade meson>=1.4
|
||||
6
.github/docker/Dockerfile.linux
vendored
@@ -28,5 +28,7 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
|
||||
ccache \
|
||||
mingw-w64 \
|
||||
wine \
|
||||
npm nodejs zip && \
|
||||
rm -rf /var/lib/apt/lists/*
|
||||
libmimalloc-dev \
|
||||
npm nodejs zip
|
||||
|
||||
RUN apt-get install -y libunwind-dev libblas-dev liblapacke-dev
|
||||
12
.github/docker/Dockerfile.mingw
vendored
@@ -1,4 +1,6 @@
|
||||
FROM ubuntu:plucky
|
||||
FROM debian:trixie
|
||||
|
||||
ENV DEBIAN_FRONTEND=noninteractive
|
||||
|
||||
RUN apt-get update && \
|
||||
apt-get install -y --no-install-recommends \
|
||||
@@ -11,5 +13,11 @@ RUN apt-get update && \
|
||||
pkg-config \
|
||||
zip \
|
||||
ccache \
|
||||
npm nodejs && \
|
||||
npm \
|
||||
nodejs \
|
||||
meson \
|
||||
libmimalloc-dev \
|
||||
libbsd-dev \
|
||||
gcc-mingw-w64-ucrt64 \
|
||||
g++-mingw-w64-ucrt64 && \
|
||||
rm -rf /var/lib/apt/lists/*
|
||||
|
||||
323
.github/workflows/build.yml
vendored
@@ -1,13 +1,15 @@
|
||||
name: Build
|
||||
name: Build and Deploy
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [ "*" ]
|
||||
tags: [ "v*" ]
|
||||
pull_request:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
# ──────────────────────────────────────────────────────────────
|
||||
# LINUX BUILD
|
||||
# ──────────────────────────────────────────────────────────────
|
||||
build-linux:
|
||||
runs-on: ubuntu-latest
|
||||
container:
|
||||
@@ -15,44 +17,16 @@ jobs:
|
||||
|
||||
steps:
|
||||
- name: Check Out Code
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Cache SDL3 (Linux)
|
||||
uses: actions/cache@v3
|
||||
with:
|
||||
path: |
|
||||
sdl3
|
||||
sdl3-build
|
||||
key: sdl3-linux-${{ hashFiles('sdl3/CMakeLists.txt') }}
|
||||
|
||||
- name: Build SDL3 (Linux)
|
||||
run: |
|
||||
if [ ! -d "sdl3/.git" ]; then
|
||||
echo "Cloning SDL3 repository..."
|
||||
git clone --depth 1 --branch main https://github.com/libsdl-org/SDL.git sdl3
|
||||
else
|
||||
echo "SDL3 source is already present (possibly from cache)."
|
||||
fi
|
||||
|
||||
mkdir -p sdl3-build
|
||||
cd sdl3-build
|
||||
cmake ../sdl3 -GNinja \
|
||||
-DCMAKE_BUILD_TYPE=Release \
|
||||
-DCMAKE_INSTALL_PREFIX="${PWD}/installed_sdl3" \
|
||||
-DSDL_SHARED=ON \
|
||||
-DSDL_STATIC=OFF
|
||||
ninja
|
||||
ninja install
|
||||
uses: actions/checkout@v4
|
||||
with: { fetch-depth: 0 }
|
||||
|
||||
- name: Build Prosperon (Linux)
|
||||
run: |
|
||||
export PKG_CONFIG_PATH="${PWD}/sdl3-build/installed_sdl3/lib/pkgconfig:$PKG_CONFIG_PATH"
|
||||
meson setup build -Dbuildtype=release -Db_lto=true -Db_ndebug=true
|
||||
meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -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
|
||||
|
||||
@@ -63,102 +37,146 @@ jobs:
|
||||
name: testlog-linux
|
||||
path: build/meson-logs/testlog.txt
|
||||
|
||||
- name: Create artifact folder (Linux)
|
||||
if: ${{ github.event_name == 'release' && github.event.action == 'published' }}
|
||||
run: |
|
||||
mkdir _pack
|
||||
cp build/prosperon _pack/
|
||||
cp sdl3-build/installed_sdl3/lib/libSDL3.so _pack/
|
||||
|
||||
- name: Upload Artifact (Linux)
|
||||
if: ${{ github.event_name == 'release' && github.event.action == 'published' }}
|
||||
if: startsWith(github.ref, 'refs/tags/v')
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: prosperon-artifacts-linux
|
||||
path: _pack
|
||||
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: ubuntu-latest
|
||||
container:
|
||||
image: gitea.pockle.world/john/prosperon/linux:latest
|
||||
runs-on: win-native
|
||||
strategy:
|
||||
matrix: { msystem: [ CLANG64 ] }
|
||||
|
||||
steps:
|
||||
- name: Check Out Code
|
||||
uses: actions/checkout@v3
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Cache SDL3 (Windows cross)
|
||||
uses: actions/cache@v3
|
||||
- name: Setup MSYS2
|
||||
uses: msys2/setup-msys2@v2
|
||||
with:
|
||||
path: |
|
||||
sdl3-win
|
||||
sdl3-build-win
|
||||
key: sdl3-win-${{ hashFiles('sdl3-win/CMakeLists.txt') }}
|
||||
msystem: ${{ matrix.msystem }}
|
||||
update: true
|
||||
cache: true
|
||||
install: |
|
||||
git zip gzip tar base-devel
|
||||
pacboy: |
|
||||
meson
|
||||
cmake
|
||||
toolchain
|
||||
|
||||
- name: Build SDL3 (Windows cross)
|
||||
- name: Build Prosperon (Windows)
|
||||
shell: msys2 {0}
|
||||
run: |
|
||||
if [ ! -d "sdl3-win/.git" ]; then
|
||||
echo "Cloning SDL3 for Windows cross..."
|
||||
git clone --depth 1 --branch main https://github.com/libsdl-org/SDL.git sdl3-win
|
||||
else
|
||||
echo "SDL3-win source already present (possibly from cache)."
|
||||
fi
|
||||
|
||||
mkdir -p sdl3-build-win
|
||||
cd sdl3-build-win
|
||||
cmake ../sdl3-win -GNinja \
|
||||
-DCMAKE_SYSTEM_NAME=Windows \
|
||||
-DCMAKE_C_COMPILER=x86_64-w64-mingw32-gcc \
|
||||
-DCMAKE_CXX_COMPILER=x86_64-w64-mingw32-g++ \
|
||||
-DCMAKE_RC_COMPILER=x86_64-w64-mingw32-windres \
|
||||
-DCMAKE_BUILD_TYPE=Release \
|
||||
-DCMAKE_INSTALL_PREFIX="${PWD}/installed_sdl3_win" \
|
||||
-DSDL_SHARED=ON \
|
||||
-DSDL_STATIC=OFF
|
||||
ninja
|
||||
ninja install
|
||||
|
||||
- name: Configure PKG_CONFIG_PATH (Windows cross)
|
||||
run: |
|
||||
echo "PKG_CONFIG_PATH=${GITHUB_WORKSPACE}/sdl3-build-win/installed_sdl3_win/lib/pkgconfig:$PKG_CONFIG_PATH" >> $GITHUB_ENV
|
||||
|
||||
- name: Build Prosperon (Windows cross)
|
||||
run: |
|
||||
meson setup build -Dbuildtype=release -Db_lto=true -Db_ndebug=true --cross-file mingw32.cross
|
||||
meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true -Dtracy:only_localhost=true -Dtracy:no_broadcast=true
|
||||
meson compile -C build
|
||||
|
||||
- name: Test Prosperon
|
||||
- name: Test Prosperon (Windows)
|
||||
shell: msys2 {0}
|
||||
env:
|
||||
TRACY_NO_INVARIANT_CHECK: 1
|
||||
run: |
|
||||
meson test --print-errorlogs -C build
|
||||
|
||||
- name: Upload Test Log
|
||||
- name: Upload Test Log (Windows)
|
||||
if: ${{ always() }}
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: testlog-linux
|
||||
name: testlog-windows
|
||||
path: build/meson-logs/testlog.txt
|
||||
|
||||
- name: Create package folder
|
||||
run: |
|
||||
mkdir _pack
|
||||
cp build/prosperon.exe _pack/
|
||||
cp sdl3-build-win/installed_sdl3_win/bin/SDL3.dll _pack/
|
||||
|
||||
- name: Upload Artifact (Windows cross)
|
||||
if: ${{ github.event_name == 'release' && github.event.action == 'published' }}
|
||||
- name: Upload Artifact (Windows)
|
||||
if: startsWith(github.ref, 'refs/tags/v')
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: prosperon-artifacts-windows
|
||||
path: _pack
|
||||
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:
|
||||
if: ${{ github.event_name == 'release' && github.event.action == 'published' }}
|
||||
needs: [build-linux, build-windows]
|
||||
needs: [ build-linux, build-windows, build-macos ]
|
||||
if: startsWith(github.ref, 'refs/tags/v')
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Check Out Code
|
||||
uses: actions/checkout@v3
|
||||
with: { fetch-depth: 0 }
|
||||
|
||||
- name: Get Latest Tag
|
||||
id: get_tag
|
||||
run: |
|
||||
TAG=$(git describe --tags --abbrev=0)
|
||||
echo "tag=$TAG" >> $GITHUB_OUTPUT
|
||||
|
||||
- name: Download Linux Artifacts
|
||||
uses: actions/download-artifact@v3
|
||||
@@ -172,24 +190,115 @@ jobs:
|
||||
name: prosperon-artifacts-windows
|
||||
path: windows_artifacts
|
||||
|
||||
- name: Create the Dist Folder
|
||||
run: |
|
||||
mkdir dist
|
||||
- name: Download macOS Artifacts
|
||||
uses: actions/download-artifact@v3
|
||||
with:
|
||||
name: prosperon-artifacts-macos
|
||||
path: mac_artifacts
|
||||
|
||||
- name: Create Dist Folder
|
||||
run: |
|
||||
mkdir -p dist/linux dist/win dist/mac
|
||||
cp README.md dist/
|
||||
cp license.txt dist/
|
||||
cp -r examples dist/
|
||||
|
||||
# Make subdirectories for each platform
|
||||
mkdir dist/linux
|
||||
mkdir dist/win
|
||||
|
||||
# Copy artifacts in
|
||||
cp linux_artifacts/* dist/linux/
|
||||
cp windows_artifacts/* dist/win/
|
||||
cp mac_artifacts/* dist/mac/
|
||||
|
||||
- name: Package Final Dist
|
||||
run: |
|
||||
TAG=${{ steps.get_tag.outputs.tag }}
|
||||
zip -r "prosperon-${TAG}.zip" dist
|
||||
echo "Created prosperon-${TAG}.zip"
|
||||
|
||||
- name: Upload Final Dist
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: prosperon
|
||||
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 ]
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Check Out Code
|
||||
uses: actions/checkout@v3
|
||||
with: { fetch-depth: 0 }
|
||||
|
||||
- name: Get Latest Tag
|
||||
id: get_tag
|
||||
run: |
|
||||
TAG=$(git describe --tags --abbrev=0)
|
||||
echo "tag=$TAG" >> $GITHUB_OUTPUT
|
||||
|
||||
- name: Download Final Distribution
|
||||
uses: actions/download-artifact@v3
|
||||
with:
|
||||
name: "prosperon-${{ steps.get_tag.outputs.tag }}"
|
||||
path: dist
|
||||
|
||||
- name: Set up Butler
|
||||
uses: jdno/setup-butler@v1
|
||||
|
||||
- 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 }}
|
||||
env:
|
||||
BUTLER_API_KEY: ${{ secrets.ITCHIO_API_KEY }}
|
||||
|
||||
# ──────────────────────────────────────────────────────────────
|
||||
# DEPLOY TO SELF-HOSTED GITEA
|
||||
# ──────────────────────────────────────────────────────────────
|
||||
deploy-gitea:
|
||||
needs: [ package-dist ]
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Check Out Code
|
||||
uses: actions/checkout@v3
|
||||
with: { fetch-depth: 0 }
|
||||
|
||||
- name: Get Latest Tag & Commit Message
|
||||
id: get_tag
|
||||
run: |
|
||||
TAG=$(git describe --tags --abbrev=0)
|
||||
COMMIT_MSG=$(git log -1 --pretty=%B "$TAG")
|
||||
echo "tag=$TAG" >> $GITHUB_OUTPUT
|
||||
echo "commit_msg=$COMMIT_MSG" >> $GITHUB_OUTPUT
|
||||
|
||||
- name: Download Final Distribution
|
||||
uses: actions/download-artifact@v3
|
||||
with:
|
||||
name: "prosperon-${{ steps.get_tag.outputs.tag }}"
|
||||
path: dist
|
||||
|
||||
- name: Create / 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')
|
||||
|
||||
if [ "$RELEASE" = "null" ] || [ -z "$RELEASE" ]; then
|
||||
RELEASE=$(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}" \
|
||||
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases" | jq -r '.id')
|
||||
fi
|
||||
|
||||
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"
|
||||
env:
|
||||
TOKEN_GITEA: ${{ secrets.TOKEN_GITEA }}
|
||||
|
||||
64
.github/workflows/macbuild.yml
vendored
@@ -1,64 +0,0 @@
|
||||
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
@@ -6,26 +6,18 @@ 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/
|
||||
|
||||
26
AGENTS.md
Normal file
@@ -0,0 +1,26 @@
|
||||
# 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
|
||||
- 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
|
||||
409
CLAUDE.md
Normal file
@@ -0,0 +1,409 @@
|
||||
# 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", a variant of JavaScript with important differences. See docs/cell.md for detailed language documentation.
|
||||
|
||||
### 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
|
||||
|
||||
### Cell Language 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
|
||||
- Use `def` for constants (not const)
|
||||
- Use `var` for variables (block-scoped like let)
|
||||
- Check for null with `== null` (no undefined in Cell)
|
||||
- Use `==` for equality (always strict, no `===`)
|
||||
- See docs/cell.md for complete language reference
|
||||
|
||||
### 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/cell.md documents the Cell language (JavaScript variant used in Prosperon)
|
||||
|
||||
### 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
|
||||
55
Dockerfile
Normal file
@@ -0,0 +1,55 @@
|
||||
# Builder stage
|
||||
FROM ubuntu:plucky AS builder
|
||||
|
||||
RUN apt-get update && apt-get install -y --no-install-recommends \
|
||||
python3 python3-pip \
|
||||
libmimalloc-dev \
|
||||
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 master
|
||||
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"]
|
||||
53
Makefile
@@ -1,22 +1,23 @@
|
||||
debug: FORCE
|
||||
meson setup build_dbg -Dbuildtype=debugoptimized
|
||||
meson compile -C build_dbg
|
||||
meson install --only-changed -C build_dbg
|
||||
cp build_dbg/cell . && chmod +x cell
|
||||
|
||||
fast: FORCE
|
||||
meson setup build_fast
|
||||
meson compile -C build_fast
|
||||
meson install -C build_fast
|
||||
|
||||
release: FORCE
|
||||
meson setup -Dbuildtype=release -Db_lto=true -Db_ndebug=true build_release
|
||||
meson compile -C build_release
|
||||
meson setup -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true build_release
|
||||
meson install -C build_release
|
||||
|
||||
sanitize: FORCE
|
||||
meson setup -Db_sanitize=address -Db_sanitize=memory -Db_sanitize=leak -Db_sanitize=undefined build_sani
|
||||
meson compile -C build_sani
|
||||
meson install -C build_sani
|
||||
|
||||
small: FORCE
|
||||
meson setup -Dbuildtype=minsize -Db_lto=true -Db_ndebug=true build_small
|
||||
meson compile -C build_small
|
||||
meson install -C build_small
|
||||
|
||||
web: FORCE
|
||||
meson setup -Deditor=false -Dbuildtype=minsize -Db_lto=true -Db_ndebug=true --cross-file emscripten.cross build_web
|
||||
@@ -27,3 +28,43 @@ crosswin: FORCE
|
||||
meson compile -C build_win
|
||||
|
||||
FORCE:
|
||||
|
||||
IMAGE_LINUX := prosperon/linux-builder:latest
|
||||
IMAGE_MINGW := prosperon/mingw-builder:latest
|
||||
IMAGE_EMSCRIPTEN := prosperon/emscripten-builder:latest
|
||||
PWD := $(shell pwd)
|
||||
ARTIFACTS_DIR := artifacts
|
||||
|
||||
build:
|
||||
meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true
|
||||
meson compile -C build
|
||||
|
||||
dockerclean:
|
||||
rm -rf build build-win $(ARTIFACTS_DIR)
|
||||
|
||||
dockerlinux: build-linux-image run-linux
|
||||
|
||||
build-linux-image:
|
||||
docker build -f .github/docker/Dockerfile.linux -t $(IMAGE_LINUX) .
|
||||
|
||||
run-linux:
|
||||
@mkdir -p $(ARTIFACTS_DIR)/linux
|
||||
docker run --rm -v $(PWD):/src -w /src $(IMAGE_LINUX) bash -lc 'meson setup build -Dbuildtype=release -Db_lto=true -Db_ndebug=true && meson compile -C build && cp build/cell $(ARTIFACTS_DIR)/linux/'
|
||||
|
||||
dockerwin: build-mingw-image run-win
|
||||
|
||||
build-mingw-image:
|
||||
docker build -f .github/docker/Dockerfile.mingw -t $(IMAGE_MINGW) .
|
||||
|
||||
run-win:
|
||||
@mkdir -p $(ARTIFACTS_DIR)/windows
|
||||
docker run --rm -v $(PWD):/src -w /src $(IMAGE_MINGW) bash -lc 'meson setup build-win --cross-file mingw32.cross -Dbuildtype=release -Db_lto=true -Db_ndebug=true && meson compile -C build-win && cp build-win/cell.exe $(ARTIFACTS_DIR)/windows/'
|
||||
|
||||
dockeremc: build-emscripten-image run-emc
|
||||
|
||||
build-emscripten-image:
|
||||
docker build -f .github/docker/Dockerfile.emscripten -t $(IMAGE_EMSCRIPTEN) .
|
||||
|
||||
run-emc:
|
||||
@mkdir -p $(ARTIFACTS_DIR)/emscripten
|
||||
docker run --rm -v $(PWD):/src -w /src $(IMAGE_EMSCRIPTEN) bash -lc 'meson setup build-emscripten --cross-file emscripten.cross -Dbuildtype=release -Db_ndebug=true -Ddefault_library=static -Dcpp_std=c++11 && meson compile -C build-emscripten && cp build-emscripten/cell.wasm build-emscripten/cell.js $(ARTIFACTS_DIR)/emscripten/'
|
||||
@@ -1,9 +1,7 @@
|
||||
Thank you for using Prosperon!
|
||||
|
||||
Provided are prosperon builds for all available platforms, including SDL3 for each respective one. SDL3 must be present in the same folder as prosperon to run!
|
||||
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. Just copy the prosperon executable for your platform, along with its SDL3 library, into any provided example folder, then run it!
|
||||
|
||||
NOTE: For MacOS, SDL3 must first be installed with homebrew. After installing homebrew, run `brew install sdl3`. This will be fixed in a future release!
|
||||
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.
|
||||
|
||||
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).
|
||||
|
||||
43
benchmarks/binarytree.ce
Normal file
@@ -0,0 +1,43 @@
|
||||
function mainThread() {
|
||||
var maxDepth = Math.max(6, Number(arg[0] || 16));
|
||||
|
||||
var stretchDepth = maxDepth + 1;
|
||||
var check = itemCheck(bottomUpTree(stretchDepth));
|
||||
log.console(`stretch tree of depth ${stretchDepth}\t check: ${check}`);
|
||||
|
||||
var longLivedTree = bottomUpTree(maxDepth);
|
||||
|
||||
for (let depth = 4; depth <= maxDepth; depth += 2) {
|
||||
var iterations = 1 << maxDepth - depth + 4;
|
||||
work(iterations, depth);
|
||||
}
|
||||
|
||||
log.console(`long lived tree of depth ${maxDepth}\t check: ${itemCheck(longLivedTree)}`);
|
||||
}
|
||||
|
||||
function work(iterations, depth) {
|
||||
let check = 0;
|
||||
for (let i = 0; i < iterations; i++)
|
||||
check += itemCheck(bottomUpTree(depth));
|
||||
log.console(`${iterations}\t trees of depth ${depth}\t check: ${check}`);
|
||||
}
|
||||
|
||||
function TreeNode(left, right) {
|
||||
return {left, right};
|
||||
}
|
||||
|
||||
function itemCheck(node) {
|
||||
if (node.left == null)
|
||||
return 1;
|
||||
return 1 + itemCheck(node.left) + itemCheck(node.right);
|
||||
}
|
||||
|
||||
function bottomUpTree(depth) {
|
||||
return depth > 0
|
||||
? new TreeNode(bottomUpTree(depth - 1), bottomUpTree(depth - 1))
|
||||
: new TreeNode(null, null);
|
||||
}
|
||||
|
||||
mainThread()
|
||||
|
||||
$_.stop()
|
||||
24
benchmarks/eratosthenes.ce
Normal file
@@ -0,0 +1,24 @@
|
||||
var blob = use('blob')
|
||||
|
||||
function eratosthenes (n) {
|
||||
var sieve = new blob(n, true)
|
||||
var sqrtN = Math.trunc(Math.sqrt(n));
|
||||
|
||||
for (i = 2; i <= sqrtN; i++)
|
||||
if (sieve.read_logical(i))
|
||||
for (j = i * i; j <= n; j += i)
|
||||
sieve.write_bit(j, false);
|
||||
|
||||
return sieve;
|
||||
}
|
||||
|
||||
var sieve = eratosthenes(10000000);
|
||||
stone(sieve)
|
||||
|
||||
var c = 0
|
||||
for (var i = 0; i < sieve.length; i++)
|
||||
if (sieve.read_logical(i)) c++
|
||||
|
||||
log.console(c)
|
||||
|
||||
$_.stop()
|
||||
58
benchmarks/fannkuch.ce
Normal file
@@ -0,0 +1,58 @@
|
||||
function fannkuch(n) {
|
||||
var perm1 = [n]
|
||||
for (let i = 0; i < n; i++) perm1[i] = i
|
||||
var perm = [n]
|
||||
var count = [n]
|
||||
var f = 0, flips = 0, nperm = 0, checksum = 0
|
||||
var i, k, r
|
||||
|
||||
r = n
|
||||
while (r > 0) {
|
||||
i = 0
|
||||
while (r != 1) { count[r-1] = r; r -= 1 }
|
||||
while (i < n) { perm[i] = perm1[i]; i += 1 }
|
||||
|
||||
// Count flips and update max and checksum
|
||||
f = 0
|
||||
k = perm[0]
|
||||
while (k != 0) {
|
||||
i = 0
|
||||
while (2*i < k) {
|
||||
let t = perm[i]; perm[i] = perm[k-i]; perm[k-i] = t
|
||||
i += 1
|
||||
}
|
||||
k = perm[0]
|
||||
f += 1
|
||||
}
|
||||
if (f > flips) flips = f
|
||||
if ((nperm & 0x1) == 0) checksum += f; else checksum -= f
|
||||
|
||||
// Use incremental change to generate another permutation
|
||||
var more = true
|
||||
while (more) {
|
||||
if (r == n) {
|
||||
log.console( checksum )
|
||||
return flips
|
||||
}
|
||||
let p0 = perm1[0]
|
||||
i = 0
|
||||
while (i < r) {
|
||||
let j = i + 1
|
||||
perm1[i] = perm1[j]
|
||||
i = j
|
||||
}
|
||||
perm1[r] = p0
|
||||
|
||||
count[r] -= 1
|
||||
if (count[r] > 0) more = false; else r += 1
|
||||
}
|
||||
nperm += 1
|
||||
}
|
||||
return flips;
|
||||
}
|
||||
|
||||
var n = arg[0] || 10
|
||||
|
||||
log.console(`Pfannkuchen(${n}) = ${fannkuch(n)}`)
|
||||
|
||||
$_.stop()
|
||||
16
benchmarks/fib.ce
Normal file
@@ -0,0 +1,16 @@
|
||||
var time = use('time')
|
||||
|
||||
function fib(n) {
|
||||
if (n<2) return n
|
||||
return fib(n-1) + fib(n-2)
|
||||
}
|
||||
|
||||
var now = time.number()
|
||||
var arr = [1,2,3,4,5]
|
||||
for (var i in arr) {
|
||||
log.console(fib(28))
|
||||
}
|
||||
|
||||
log.console(`elapsed: ${time.number()-now}`)
|
||||
|
||||
$_.stop()
|
||||
20
benchmarks/hyperfine_wota_nota_json.sh
Executable file
@@ -0,0 +1,20 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Run hyperfine with parameter lists
|
||||
# This will create a cross-product of all libraries × all scenarios
|
||||
hyperfine \
|
||||
--warmup 3 \
|
||||
--runs 20 \
|
||||
-i \
|
||||
--export-csv wota_vs_nota_vs_json.csv \
|
||||
--export-json wota_vs_nota_vs_json.json \
|
||||
--export-markdown wota_vs_nota_vs_json.md \
|
||||
--parameter-list lib wota,nota,json \
|
||||
--parameter-list scen empty,integers,floats,strings,objects,nested,large_array \
|
||||
'cell benchmarks/wota_nota_json {lib} {scen}'
|
||||
|
||||
|
||||
echo "Benchmark complete! Results saved to:"
|
||||
echo " - wota_vs_nota_vs_json.csv"
|
||||
echo " - wota_vs_nota_vs_json.json"
|
||||
echo " - wota_vs_nota_vs_json.md"
|
||||
395
benchmarks/js_perf.ce
Normal file
@@ -0,0 +1,395 @@
|
||||
var time = use('time')
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// JavaScript Performance Benchmark Suite
|
||||
// Tests core JS operations: property access, function calls, arithmetic, etc.
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Test configurations
|
||||
const iterations = {
|
||||
simple: 10000000,
|
||||
medium: 1000000,
|
||||
complex: 100000
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Utility: measureTime(fn) => how long fn() takes in seconds
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function measureTime(fn) {
|
||||
var start = time.number();
|
||||
fn();
|
||||
var end = time.number();
|
||||
return (end - start);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Benchmark: Property Access
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function benchPropertyAccess() {
|
||||
var obj = {
|
||||
a: 1, b: 2, c: 3, d: 4, e: 5,
|
||||
nested: { x: 10, y: 20, z: 30 }
|
||||
};
|
||||
|
||||
var readTime = measureTime(function() {
|
||||
var sum = 0;
|
||||
for (var i = 0; i < iterations.simple; i++) {
|
||||
sum += obj.a + obj.b + obj.c + obj.d + obj.e;
|
||||
sum += obj.nested.x + obj.nested.y + obj.nested.z;
|
||||
}
|
||||
});
|
||||
|
||||
var writeTime = measureTime(function() {
|
||||
for (var i = 0; i < iterations.simple; i++) {
|
||||
obj.a = i;
|
||||
obj.b = i + 1;
|
||||
obj.c = i + 2;
|
||||
obj.nested.x = i * 2;
|
||||
obj.nested.y = i * 3;
|
||||
}
|
||||
});
|
||||
|
||||
return { readTime: readTime, writeTime: writeTime };
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Benchmark: Function Calls
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function benchFunctionCalls() {
|
||||
function add(a, b) { return a + b; }
|
||||
function multiply(a, b) { return a * b; }
|
||||
function complexCalc(a, b, c) { return (a + b) * c / 2; }
|
||||
|
||||
var obj = {
|
||||
method: function(x) { return x * 2; },
|
||||
nested: {
|
||||
deepMethod: function(x, y) { return x + y; }
|
||||
}
|
||||
};
|
||||
|
||||
var simpleCallTime = measureTime(function() {
|
||||
var result = 0;
|
||||
for (var i = 0; i < iterations.simple; i++) {
|
||||
result = add(i, 1);
|
||||
result = multiply(result, 2);
|
||||
}
|
||||
});
|
||||
|
||||
var methodCallTime = measureTime(function() {
|
||||
var result = 0;
|
||||
for (var i = 0; i < iterations.simple; i++) {
|
||||
result = obj.method(i);
|
||||
result = obj.nested.deepMethod(result, i);
|
||||
}
|
||||
});
|
||||
|
||||
var complexCallTime = measureTime(function() {
|
||||
var result = 0;
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
result = complexCalc(i, i + 1, i + 2);
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
simpleCallTime: simpleCallTime,
|
||||
methodCallTime: methodCallTime,
|
||||
complexCallTime: complexCallTime
|
||||
};
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Benchmark: Array Operations
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function benchArrayOps() {
|
||||
var pushTime = measureTime(function() {
|
||||
var arr = [];
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
arr.push(i);
|
||||
}
|
||||
});
|
||||
|
||||
var arr = [];
|
||||
for (var i = 0; i < 10000; i++) arr.push(i);
|
||||
|
||||
var accessTime = measureTime(function() {
|
||||
var sum = 0;
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
sum += arr[i % 10000];
|
||||
}
|
||||
});
|
||||
|
||||
var iterateTime = measureTime(function() {
|
||||
var sum = 0;
|
||||
for (var j = 0; j < 1000; j++) {
|
||||
for (var i = 0; i < arr.length; i++) {
|
||||
sum += arr[i];
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
pushTime: pushTime,
|
||||
accessTime: accessTime,
|
||||
iterateTime: iterateTime
|
||||
};
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Benchmark: Object Creation
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function benchObjectCreation() {
|
||||
var literalTime = measureTime(function() {
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
var obj = { x: i, y: i * 2, z: i * 3 };
|
||||
}
|
||||
});
|
||||
|
||||
function Point(x, y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
var constructorTime = measureTime(function() {
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
var p = new Point(i, i * 2);
|
||||
}
|
||||
});
|
||||
|
||||
var protoObj = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
move: function(dx, dy) {
|
||||
this.x += dx;
|
||||
this.y += dy;
|
||||
}
|
||||
};
|
||||
|
||||
var prototypeTime = measureTime(function() {
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
var obj = Object.create(protoObj);
|
||||
obj.x = i;
|
||||
obj.y = i * 2;
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
literalTime: literalTime,
|
||||
constructorTime: constructorTime,
|
||||
prototypeTime: prototypeTime
|
||||
};
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Benchmark: String Operations
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function benchStringOps() {
|
||||
var concatTime = measureTime(function() {
|
||||
var str = "";
|
||||
for (var i = 0; i < iterations.complex; i++) {
|
||||
str = "test" + i + "value";
|
||||
}
|
||||
});
|
||||
|
||||
var strings = [];
|
||||
for (var i = 0; i < 1000; i++) {
|
||||
strings.push("string" + i);
|
||||
}
|
||||
|
||||
var joinTime = measureTime(function() {
|
||||
for (var i = 0; i < iterations.complex; i++) {
|
||||
var result = strings.join(",");
|
||||
}
|
||||
});
|
||||
|
||||
var splitTime = measureTime(function() {
|
||||
var str = "a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p";
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
var parts = str.split(",");
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
concatTime: concatTime,
|
||||
joinTime: joinTime,
|
||||
splitTime: splitTime
|
||||
};
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Benchmark: Arithmetic Operations
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function benchArithmetic() {
|
||||
var intMathTime = measureTime(function() {
|
||||
var result = 1;
|
||||
for (var i = 0; i < iterations.simple; i++) {
|
||||
result = ((result + i) * 2 - 1) / 3;
|
||||
result = result % 1000 + 1;
|
||||
}
|
||||
});
|
||||
|
||||
var floatMathTime = measureTime(function() {
|
||||
var result = 1.5;
|
||||
for (var i = 0; i < iterations.simple; i++) {
|
||||
result = Math.sin(result) + Math.cos(i * 0.01);
|
||||
result = Math.sqrt(Math.abs(result)) + 0.1;
|
||||
}
|
||||
});
|
||||
|
||||
var bitwiseTime = measureTime(function() {
|
||||
var result = 0;
|
||||
for (var i = 0; i < iterations.simple; i++) {
|
||||
result = (result ^ i) & 0xFFFF;
|
||||
result = (result << 1) | (result >> 15);
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
intMathTime: intMathTime,
|
||||
floatMathTime: floatMathTime,
|
||||
bitwiseTime: bitwiseTime
|
||||
};
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Benchmark: Closure Operations
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function benchClosures() {
|
||||
function makeAdder(x) {
|
||||
return function(y) { return x + y; };
|
||||
}
|
||||
|
||||
var closureCreateTime = measureTime(function() {
|
||||
var funcs = [];
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
funcs.push(makeAdder(i));
|
||||
}
|
||||
});
|
||||
|
||||
var adders = [];
|
||||
for (var i = 0; i < 1000; i++) {
|
||||
adders.push(makeAdder(i));
|
||||
}
|
||||
|
||||
var closureCallTime = measureTime(function() {
|
||||
var sum = 0;
|
||||
for (var i = 0; i < iterations.medium; i++) {
|
||||
sum += adders[i % 1000](i);
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
closureCreateTime: closureCreateTime,
|
||||
closureCallTime: closureCallTime
|
||||
};
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Main benchmark runner
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
log.console("JavaScript Performance Benchmark");
|
||||
log.console("======================\n");
|
||||
|
||||
// Property Access
|
||||
log.console("BENCHMARK: Property Access");
|
||||
var propResults = benchPropertyAccess();
|
||||
log.console(" Read time: " + propResults.readTime.toFixed(3) + "s => " +
|
||||
(iterations.simple / propResults.readTime).toFixed(1) + " reads/sec [" +
|
||||
(propResults.readTime / iterations.simple * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Write time: " + propResults.writeTime.toFixed(3) + "s => " +
|
||||
(iterations.simple / propResults.writeTime).toFixed(1) + " writes/sec [" +
|
||||
(propResults.writeTime / iterations.simple * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console("");
|
||||
|
||||
// Function Calls
|
||||
log.console("BENCHMARK: Function Calls");
|
||||
var funcResults = benchFunctionCalls();
|
||||
log.console(" Simple calls: " + funcResults.simpleCallTime.toFixed(3) + "s => " +
|
||||
(iterations.simple / funcResults.simpleCallTime).toFixed(1) + " calls/sec [" +
|
||||
(funcResults.simpleCallTime / iterations.simple * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Method calls: " + funcResults.methodCallTime.toFixed(3) + "s => " +
|
||||
(iterations.simple / funcResults.methodCallTime).toFixed(1) + " calls/sec [" +
|
||||
(funcResults.methodCallTime / iterations.simple * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Complex calls: " + funcResults.complexCallTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / funcResults.complexCallTime).toFixed(1) + " calls/sec [" +
|
||||
(funcResults.complexCallTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console("");
|
||||
|
||||
// Array Operations
|
||||
log.console("BENCHMARK: Array Operations");
|
||||
var arrayResults = benchArrayOps();
|
||||
log.console(" Push: " + arrayResults.pushTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / arrayResults.pushTime).toFixed(1) + " pushes/sec [" +
|
||||
(arrayResults.pushTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Access: " + arrayResults.accessTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / arrayResults.accessTime).toFixed(1) + " accesses/sec [" +
|
||||
(arrayResults.accessTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Iterate: " + arrayResults.iterateTime.toFixed(3) + "s => " +
|
||||
(1000 / arrayResults.iterateTime).toFixed(1) + " full iterations/sec");
|
||||
log.console("");
|
||||
|
||||
// Object Creation
|
||||
log.console("BENCHMARK: Object Creation");
|
||||
var objResults = benchObjectCreation();
|
||||
log.console(" Literal: " + objResults.literalTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / objResults.literalTime).toFixed(1) + " creates/sec [" +
|
||||
(objResults.literalTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Constructor: " + objResults.constructorTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / objResults.constructorTime).toFixed(1) + " creates/sec [" +
|
||||
(objResults.constructorTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Prototype: " + objResults.prototypeTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / objResults.prototypeTime).toFixed(1) + " creates/sec [" +
|
||||
(objResults.prototypeTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console("");
|
||||
|
||||
// String Operations
|
||||
log.console("BENCHMARK: String Operations");
|
||||
var strResults = benchStringOps();
|
||||
log.console(" Concat: " + strResults.concatTime.toFixed(3) + "s => " +
|
||||
(iterations.complex / strResults.concatTime).toFixed(1) + " concats/sec [" +
|
||||
(strResults.concatTime / iterations.complex * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Join: " + strResults.joinTime.toFixed(3) + "s => " +
|
||||
(iterations.complex / strResults.joinTime).toFixed(1) + " joins/sec [" +
|
||||
(strResults.joinTime / iterations.complex * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Split: " + strResults.splitTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / strResults.splitTime).toFixed(1) + " splits/sec [" +
|
||||
(strResults.splitTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console("");
|
||||
|
||||
// Arithmetic Operations
|
||||
log.console("BENCHMARK: Arithmetic Operations");
|
||||
var mathResults = benchArithmetic();
|
||||
log.console(" Integer math: " + mathResults.intMathTime.toFixed(3) + "s => " +
|
||||
(iterations.simple / mathResults.intMathTime).toFixed(1) + " ops/sec [" +
|
||||
(mathResults.intMathTime / iterations.simple * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Float math: " + mathResults.floatMathTime.toFixed(3) + "s => " +
|
||||
(iterations.simple / mathResults.floatMathTime).toFixed(1) + " ops/sec [" +
|
||||
(mathResults.floatMathTime / iterations.simple * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Bitwise: " + mathResults.bitwiseTime.toFixed(3) + "s => " +
|
||||
(iterations.simple / mathResults.bitwiseTime).toFixed(1) + " ops/sec [" +
|
||||
(mathResults.bitwiseTime / iterations.simple * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console("");
|
||||
|
||||
// Closures
|
||||
log.console("BENCHMARK: Closures");
|
||||
var closureResults = benchClosures();
|
||||
log.console(" Create: " + closureResults.closureCreateTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / closureResults.closureCreateTime).toFixed(1) + " creates/sec [" +
|
||||
(closureResults.closureCreateTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console(" Call: " + closureResults.closureCallTime.toFixed(3) + "s => " +
|
||||
(iterations.medium / closureResults.closureCallTime).toFixed(1) + " calls/sec [" +
|
||||
(closureResults.closureCallTime / iterations.medium * 1e9).toFixed(1) + " ns/op]");
|
||||
log.console("");
|
||||
|
||||
log.console("---------------------------------------------------------");
|
||||
log.console("Benchmark complete.\n");
|
||||
|
||||
$_.stop()
|
||||
40
benchmarks/mandelbrot.ce
Normal file
@@ -0,0 +1,40 @@
|
||||
var blob = use('blob')
|
||||
|
||||
var iter = 50, limit = 2.0;
|
||||
var zr, zi, cr, ci, tr, ti;
|
||||
|
||||
var h = Number(arg[0]) || 500
|
||||
var w = h
|
||||
|
||||
log.console(`P4\n${w} ${h}`);
|
||||
|
||||
for (let y = 0; y < h; ++y) {
|
||||
// Create a blob for the row - we need w bits
|
||||
var row = new blob(w);
|
||||
|
||||
for (let x = 0; x < w; ++x) {
|
||||
zr = zi = tr = ti = 0;
|
||||
cr = 2 * x / w - 1.5;
|
||||
ci = 2 * y / h - 1;
|
||||
for (let i = 0; i < iter && (tr + ti <= limit * limit); ++i) {
|
||||
zi = 2 * zr * zi + ci;
|
||||
zr = tr - ti + cr;
|
||||
tr = zr * zr;
|
||||
ti = zi * zi;
|
||||
}
|
||||
|
||||
// Write a 1 bit if inside the set, 0 if outside
|
||||
if (tr + ti <= limit * limit)
|
||||
row.write_bit(1);
|
||||
else
|
||||
row.write_bit(0);
|
||||
}
|
||||
|
||||
// Convert the blob to stone (immutable) to prepare for output
|
||||
stone(row)
|
||||
|
||||
// Output the blob data as raw bytes
|
||||
log.console(text(row, 'b'));
|
||||
}
|
||||
|
||||
$_.stop()
|
||||
11
benchmarks/montecarlo.ce
Normal file
@@ -0,0 +1,11 @@
|
||||
var N = 1000000;
|
||||
var num = 0;
|
||||
for (var i = 0; i < N; i ++) {
|
||||
var x = 2 * $_.random();
|
||||
var y = $_.random();
|
||||
if (y < Math.sin(x * x))
|
||||
num++;
|
||||
}
|
||||
log.console(2 * num / N);
|
||||
|
||||
$_.stop()
|
||||
188
benchmarks/nbody.ce
Normal file
@@ -0,0 +1,188 @@
|
||||
var PI = Math.PI;
|
||||
var SOLAR_MASS = 4 * PI * PI;
|
||||
var DAYS_PER_YEAR = 365.24;
|
||||
|
||||
function Body(x, y, z, vx, vy, vz, mass) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.vx = vx;
|
||||
this.vy = vy;
|
||||
this.vz = vz;
|
||||
this.mass = mass;
|
||||
}
|
||||
|
||||
function Jupiter() {
|
||||
return new Body(
|
||||
4.84143144246472090e+00,
|
||||
-1.16032004402742839e+00,
|
||||
-1.03622044471123109e-01,
|
||||
1.66007664274403694e-03 * DAYS_PER_YEAR,
|
||||
7.69901118419740425e-03 * DAYS_PER_YEAR,
|
||||
-6.90460016972063023e-05 * DAYS_PER_YEAR,
|
||||
9.54791938424326609e-04 * SOLAR_MASS
|
||||
);
|
||||
}
|
||||
|
||||
function Saturn() {
|
||||
return new Body(
|
||||
8.34336671824457987e+00,
|
||||
4.12479856412430479e+00,
|
||||
-4.03523417114321381e-01,
|
||||
-2.76742510726862411e-03 * DAYS_PER_YEAR,
|
||||
4.99852801234917238e-03 * DAYS_PER_YEAR,
|
||||
2.30417297573763929e-05 * DAYS_PER_YEAR,
|
||||
2.85885980666130812e-04 * SOLAR_MASS
|
||||
);
|
||||
}
|
||||
|
||||
function Uranus() {
|
||||
return new Body(
|
||||
1.28943695621391310e+01,
|
||||
-1.51111514016986312e+01,
|
||||
-2.23307578892655734e-01,
|
||||
2.96460137564761618e-03 * DAYS_PER_YEAR,
|
||||
2.37847173959480950e-03 * DAYS_PER_YEAR,
|
||||
-2.96589568540237556e-05 * DAYS_PER_YEAR,
|
||||
4.36624404335156298e-05 * SOLAR_MASS
|
||||
);
|
||||
}
|
||||
|
||||
function Neptune() {
|
||||
return new Body(
|
||||
1.53796971148509165e+01,
|
||||
-2.59193146099879641e+01,
|
||||
1.79258772950371181e-01,
|
||||
2.68067772490389322e-03 * DAYS_PER_YEAR,
|
||||
1.62824170038242295e-03 * DAYS_PER_YEAR,
|
||||
-9.51592254519715870e-05 * DAYS_PER_YEAR,
|
||||
5.15138902046611451e-05 * SOLAR_MASS
|
||||
);
|
||||
}
|
||||
|
||||
function Sun() {
|
||||
return new Body(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, SOLAR_MASS);
|
||||
}
|
||||
|
||||
var bodies = Array(Sun(), Jupiter(), Saturn(), Uranus(), Neptune());
|
||||
|
||||
function offsetMomentum() {
|
||||
var px = 0;
|
||||
var py = 0;
|
||||
var pz = 0;
|
||||
var size = bodies.length;
|
||||
for (var i = 0; i < size; i++) {
|
||||
var body = bodies[i];
|
||||
var mass = body.mass;
|
||||
px += body.vx * mass;
|
||||
py += body.vy * mass;
|
||||
pz += body.vz * mass;
|
||||
}
|
||||
|
||||
var body = bodies[0];
|
||||
body.vx = -px / SOLAR_MASS;
|
||||
body.vy = -py / SOLAR_MASS;
|
||||
body.vz = -pz / SOLAR_MASS;
|
||||
}
|
||||
|
||||
function advance(dt) {
|
||||
var size = bodies.length;
|
||||
|
||||
for (var i = 0; i < size; i++) {
|
||||
var bodyi = bodies[i];
|
||||
var vxi = bodyi.vx;
|
||||
var vyi = bodyi.vy;
|
||||
var vzi = bodyi.vz;
|
||||
for (var j = i + 1; j < size; j++) {
|
||||
var bodyj = bodies[j];
|
||||
var dx = bodyi.x - bodyj.x;
|
||||
var dy = bodyi.y - bodyj.y;
|
||||
var dz = bodyi.z - bodyj.z;
|
||||
|
||||
var d2 = dx * dx + dy * dy + dz * dz;
|
||||
var mag = dt / (d2 * Math.sqrt(d2));
|
||||
|
||||
var massj = bodyj.mass;
|
||||
vxi -= dx * massj * mag;
|
||||
vyi -= dy * massj * mag;
|
||||
vzi -= dz * massj * mag;
|
||||
|
||||
var massi = bodyi.mass;
|
||||
bodyj.vx += dx * massi * mag;
|
||||
bodyj.vy += dy * massi * mag;
|
||||
bodyj.vz += dz * massi * mag;
|
||||
}
|
||||
bodyi.vx = vxi;
|
||||
bodyi.vy = vyi;
|
||||
bodyi.vz = vzi;
|
||||
}
|
||||
|
||||
for (var i = 0; i < size; i++) {
|
||||
var body = bodies[i];
|
||||
body.x += dt * body.vx;
|
||||
body.y += dt * body.vy;
|
||||
body.z += dt * body.vz;
|
||||
}
|
||||
}
|
||||
|
||||
function energy() {
|
||||
var e = 0;
|
||||
var size = bodies.length;
|
||||
|
||||
for (var i = 0; i < size; i++) {
|
||||
var bodyi = bodies[i];
|
||||
|
||||
e += 0.5 * bodyi.mass * ( bodyi.vx * bodyi.vx +
|
||||
bodyi.vy * bodyi.vy + bodyi.vz * bodyi.vz );
|
||||
|
||||
for (var j = i + 1; j < size; j++) {
|
||||
var bodyj = bodies[j];
|
||||
var dx = bodyi.x - bodyj.x;
|
||||
var dy = bodyi.y - bodyj.y;
|
||||
var dz = bodyi.z - bodyj.z;
|
||||
|
||||
var distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
e -= (bodyi.mass * bodyj.mass) / distance;
|
||||
}
|
||||
}
|
||||
return e;
|
||||
}
|
||||
|
||||
var n = arg[0] || 100000
|
||||
|
||||
offsetMomentum();
|
||||
|
||||
log.console(`n = ${n}`)
|
||||
log.console(energy().toFixed(9))
|
||||
for (var i = 0; i < n; i++)
|
||||
advance(0.01);
|
||||
log.console(energy().toFixed(9))
|
||||
|
||||
var js = use('js')
|
||||
|
||||
// Get function metadata
|
||||
var fn_info = js.fn_info(advance)
|
||||
log.console(`${fn_info.filename}:${fn_info.line}:${fn_info.column}: function: ${fn_info.name}`)
|
||||
|
||||
// Display arguments
|
||||
if (fn_info.args && fn_info.args.length > 0) {
|
||||
log.console(` args: ${fn_info.args.join(' ')}`)
|
||||
}
|
||||
|
||||
// Display local variables
|
||||
if (fn_info.locals && fn_info.locals.length > 0) {
|
||||
log.console(' locals:')
|
||||
for (var i = 0; i < fn_info.locals.length; i++) {
|
||||
var local = fn_info.locals[i]
|
||||
log.console(` ${local.index}: ${local.type} ${local.name}`)
|
||||
}
|
||||
}
|
||||
|
||||
// Display stack size
|
||||
log.console(` stack_size: ${fn_info.stack_size}`)
|
||||
|
||||
// Display disassembly
|
||||
log.console(json.encode(js.disassemble(advance)))
|
||||
log.console(js.disassemble(advance).length)
|
||||
|
||||
$_.stop()
|
||||
76
benchmarks/nota.ce
Normal file
@@ -0,0 +1,76 @@
|
||||
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) {
|
||||
def avg = arr.reduce((a, b) => a + b) / arr.length;
|
||||
def min = Math.min(...arr);
|
||||
def max = Math.max(...arr);
|
||||
return { avg, min, max };
|
||||
}
|
||||
|
||||
// Pretty print results
|
||||
log.console("\n== Performance Test Results (100 iterations) ==");
|
||||
log.console("\nJSON Decoding (ms):");
|
||||
def 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):");
|
||||
def 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):");
|
||||
def 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):");
|
||||
def 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`);
|
||||
|
||||
2132
benchmarks/nota.json
Normal file
50
benchmarks/spectral-norm.ce
Normal file
@@ -0,0 +1,50 @@
|
||||
function A(i,j) {
|
||||
return 1/((i+j)*(i+j+1)/2+i+1);
|
||||
}
|
||||
|
||||
function Au(u,v) {
|
||||
for (var i=0; i<u.length; ++i) {
|
||||
var t = 0;
|
||||
for (var j=0; j<u.length; ++j)
|
||||
t += A(i,j) * u[j];
|
||||
|
||||
v[i] = t;
|
||||
}
|
||||
}
|
||||
|
||||
function Atu(u,v) {
|
||||
for (var i=0; i<u.length; ++i) {
|
||||
var t = 0;
|
||||
for (var j=0; j<u.length; ++j)
|
||||
t += A(j,i) * u[j];
|
||||
|
||||
v[i] = t;
|
||||
}
|
||||
}
|
||||
|
||||
function AtAu(u,v,w) {
|
||||
Au(u,w);
|
||||
Atu(w,v);
|
||||
}
|
||||
|
||||
function spectralnorm(n) {
|
||||
var i, u=[], v=[], w=[], vv=0, vBv=0;
|
||||
for (i=0; i<n; ++i)
|
||||
u[i] = 1; v[i] = w[i] = 0;
|
||||
|
||||
for (i=0; i<10; ++i) {
|
||||
AtAu(u,v,w);
|
||||
AtAu(v,u,w);
|
||||
}
|
||||
|
||||
for (i=0; i<n; ++i) {
|
||||
vBv += u[i]*v[i];
|
||||
vv += v[i]*v[i];
|
||||
}
|
||||
|
||||
return Math.sqrt(vBv/vv);
|
||||
}
|
||||
|
||||
log.console(spectralnorm(arg[0]).toFixed(9));
|
||||
|
||||
$_.stop()
|
||||
106
benchmarks/wota.ce
Normal file
@@ -0,0 +1,106 @@
|
||||
//
|
||||
// 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.
|
||||
def 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");
|
||||
204
benchmarks/wota_nota_json.ce
Normal file
@@ -0,0 +1,204 @@
|
||||
//
|
||||
// benchmark_wota_nota_json.js
|
||||
//
|
||||
// Usage in QuickJS:
|
||||
// qjs benchmark_wota_nota_json.js <LibraryName> <ScenarioName>
|
||||
//
|
||||
// Ensure wota, nota, json, and os are all available, e.g.:
|
||||
var wota = use('wota');
|
||||
var nota = use('nota');
|
||||
var json = use('json');
|
||||
var jswota = use('jswota')
|
||||
var os = use('os');
|
||||
//
|
||||
|
||||
// Parse command line arguments
|
||||
if (arg.length != 2) {
|
||||
log.console('Usage: cell benchmark_wota_nota_json.ce <LibraryName> <ScenarioName>');
|
||||
$_.stop()
|
||||
}
|
||||
|
||||
var lib_name = arg[0];
|
||||
var scenario_name = arg[1];
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 1. Setup "libraries" array to easily switch among wota, nota, and json
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
def libraries = [
|
||||
{
|
||||
name: "wota",
|
||||
encode: wota.encode,
|
||||
decode: wota.decode,
|
||||
// wota produces an ArrayBuffer. We'll count `buffer.byteLength` as size.
|
||||
getSize(encoded) {
|
||||
return encoded.length;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "nota",
|
||||
encode: nota.encode,
|
||||
decode: nota.decode,
|
||||
// nota also produces an ArrayBuffer:
|
||||
getSize(encoded) {
|
||||
return encoded.length;
|
||||
}
|
||||
},
|
||||
{
|
||||
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 }
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
def benchmarks = [
|
||||
{
|
||||
name: "empty",
|
||||
data: [{}, {}, {}, {}],
|
||||
iterations: 10000
|
||||
},
|
||||
{
|
||||
name: "integers",
|
||||
data: [0, 42, -1, 2023],
|
||||
iterations: 100000
|
||||
},
|
||||
{
|
||||
name: "floats",
|
||||
data: [0.1, 1e-50, 3.14159265359],
|
||||
iterations: 100000
|
||||
},
|
||||
{
|
||||
name: "strings",
|
||||
data: ["Hello, wota!", "short", "Emoji: \u{1f600}\u{1f64f}"],
|
||||
iterations: 100000
|
||||
},
|
||||
{
|
||||
name: "objects",
|
||||
data: [
|
||||
{ a:1, b:2.2, c:"3", d:false },
|
||||
{ x:42, y:null, z:"test" }
|
||||
],
|
||||
iterations: 50000
|
||||
},
|
||||
{
|
||||
name: "nested",
|
||||
data: [ [ [ [1,2], [3,4] ] ], [[[]]], [1, [2, [3, [4]]]] ],
|
||||
iterations: 50000
|
||||
},
|
||||
{
|
||||
name: "large_array",
|
||||
data: [ Array.from({length:1000}, (_, i) => i) ],
|
||||
iterations: 1000
|
||||
},
|
||||
];
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 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 only the specified library and scenario
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Find the requested library and scenario
|
||||
var lib = libraries.find(l => l.name == lib_name);
|
||||
var bench = benchmarks.find(b => b.name == scenario_name);
|
||||
|
||||
if (!lib) {
|
||||
log.console('Unknown library:', lib_name);
|
||||
log.console('Available libraries:', libraries.map(l => l.name).join(', '));
|
||||
$_.stop()
|
||||
}
|
||||
|
||||
if (!bench) {
|
||||
log.console('Unknown scenario:', scenario_name);
|
||||
log.console('Available scenarios:', benchmarks.map(b => b.name).join(', '));
|
||||
$_.stop()
|
||||
}
|
||||
|
||||
// Run the benchmark for this library/scenario combination
|
||||
var { encodeTime, decodeTime, totalSize } = runBenchmarkForLibrary(lib, bench);
|
||||
|
||||
// Output json for easy parsing by hyperfine or other tools
|
||||
var totalOps = bench.iterations * bench.data.length;
|
||||
var result = {
|
||||
lib: lib_name,
|
||||
scenario: scenario_name,
|
||||
encodeTime: encodeTime,
|
||||
decodeTime: decodeTime,
|
||||
totalSize: totalSize,
|
||||
totalOps: totalOps,
|
||||
encodeOpsPerSec: totalOps / encodeTime,
|
||||
decodeOpsPerSec: totalOps / decodeTime,
|
||||
encodeNsPerOp: (encodeTime / totalOps) * 1e9,
|
||||
decodeNsPerOp: (decodeTime / totalOps) * 1e9
|
||||
};
|
||||
|
||||
log.console(json.encode(result));
|
||||
|
||||
$_.stop()
|
||||
164
cell.md
Normal file
@@ -0,0 +1,164 @@
|
||||
JAVASCRIPT VISION
|
||||
|
||||
I see objects as being a sort of combination of a lisp cell and a record: symbols, which are used internally, and are private and non iterable, and record string values, which are iterable, readable, and writable; of course everything becomes locked in when stone.
|
||||
|
||||
CELLSCRIPT
|
||||
|
||||
Javascript to its core. Objects. What does the language need? It can be quite small, I think. The key is, ANYTHING that we want to be fast and JIT'd, must be present. So, record lookups. These are actually quicker in a jit'd language that have them as a feature. Most things should be libraries. Blobs need to be in the runtime.
|
||||
|
||||
## Actors and Objects
|
||||
Actors have a unique memory space and are made up of many objects. Objects are created in the Self style, but with a limitation: only one parent.
|
||||
|
||||
Actors only communicate with messages. Messages are a record of data consisting of a few base types: text, numbers, arrays, records, boolean values. There is no RPC, and it is not recommended to build it into your message passing protocol. Messages are very high level things: "do X", which the actor can then go and carry out.
|
||||
|
||||
Cell provides a fast way to condense an object for sending.
|
||||
|
||||
## How is it different from Javascript?
|
||||
Cell condenses Javascript down into a few core ideas. There are three pillars which cell relies on:
|
||||
|
||||
1. The idea of actors as a method of communication between parts of a program.
|
||||
2. The idea of objects as a way to organize and encapsulate data.
|
||||
3. The idea of the capability model as security.
|
||||
|
||||
Javascript already supplied some of these things; Cell takes the core of Javascript and makes these ideas more explicit, and layers on the actor communication. It removes some goofy suckiness with javascript.
|
||||
|
||||
It acts as something like an operating system at the application level. It allows random code to be ran on your machine without worrying it will break something. This is built into the language.
|
||||
|
||||
It is completly dynamically typed. In comparison with C, in C, you can treat everything as everything: it is almost not typed at all. If you try to use a type as another type, no error is thrown; it might work, but it mightly silently not work. In Cell, data has a hard type, but if you use it "incorrectly", it will throw, and you can correct it. It's a live system.
|
||||
|
||||
Cell is linked very closely with C. It's best to think of cell as a layer for message passing on top of C. It is a way to describe how to translate C tasks from one section of the program to another - or to totally different computers (actors).
|
||||
|
||||
As such, cell's primary duty is marshalling data; so it has been designed for that to be as fast as possible. It has a syntax similar to C to make it easy to translate formulae from cell to C (or the other way, if desired).
|
||||
|
||||
Unlike many actor languages, Cell does not eschew assignment. You must have some assignment. However, when it comes to actor->actor communication, you do not assign. RPC is too direct: one actor should not care all that much what specific functions another actor has available. It should request it to do something, and get a result, or possibly not get a result. It doesn't care what the actor does as long as that gets done.
|
||||
|
||||
But within itself, it will assign; it must. Actors, or cells, are best thought of as computers or nodes within the internet. You request data from a URL by typing it into your browser; that computer you're attempting to reach may not even be on. It very likely has written some other data to disk whenever you contact it. But you're not doing the specific assigning. You just request data with HTTP commands.
|
||||
|
||||
## Objects and actors
|
||||
Objects and actors are both similar ideas: they can hold data and respond to messages. Objects, local to an actor, can be thought of more like an RPC idea: they're invoked and return immediately. However, a failed RPC can crash an object; and in that case, the actor halts. It can be corrected.
|
||||
|
||||
## What does Cell bring you over C?
|
||||
Programs which are built with C; they're built statically; they're built to not crash; they're built doing extremely low level things, like assignment.
|
||||
|
||||
The goal of cell is to thrust your C code into the parallel, actor realm. It lets your code crash and resume it; even rewriting the C code which is butressing your cell code and reloading it live.
|
||||
|
||||
There are two primary sorts of Cell modules you create from C code: data and IO. C code like
|
||||
|
||||
Where there were two similar things in javscript, one has been deleted and one kept. For example, there is only null now, no undefined. There are not four ways to test for equality; there is one.
|
||||
|
||||
The purpose of this is to be a great language for passing messages. So it should be fast at creating records first and foremost, and finding items on them. So it needs first class, jitt'd records.
|
||||
|
||||
Finally, it needs to use less memory. Deleting a bunch of this stuff should make that simpler.
|
||||
|
||||
What is present?
|
||||
Objects, prototypes, numbers, arrays, strings, true, false, null.
|
||||
|
||||
Things to do:
|
||||
|
||||
merge typeof and instanceof. Misty has array? stone? number? etc; it needs to be generic. 5 is number returns true.
|
||||
|
||||
No new operator. It's the same idea though: simply instead of 'var guy = new sprite({x,y})' you would say 'var guy = sprite({x,y})', and sprite would simply be a function written to return a sprite object.
|
||||
|
||||
One number type. Dec64. Numeric stack can be added in later: a bigint library, for example, built inside cell.
|
||||
|
||||
Simplify the property attributes stuff. It is simple: objects have text keys and whatever values. Objects can also have objects as values. These work like symbols. You can share them, if desired. No well known symbols exist to eliminate that much misdirection. Obejcts basically work like private keys. If you serialize an object, objects that are keys are not serialized; only textual keys are. You can do something about it with a json() method that is invoked, if you desire. You cannot retrieve
|
||||
|
||||
var works like let; use var instead of let
|
||||
|
||||
no const
|
||||
|
||||
Function closures and _ => all work the same and close over the 'this' variable
|
||||
|
||||
Totally delete modules, coroutines, generators, proxy .. this deletes a lot of the big switch statement
|
||||
|
||||
Add the 'go' statement for tail calls
|
||||
|
||||
Add the 'do' statement
|
||||
|
||||
Implementation detail: separate out arrays and objects. They are not the same. Objects no longer need to track if they're fast arrays or not. They're not. Arrays are. Always.
|
||||
|
||||
Add the functional proxy idea. Log will be implemented through that.
|
||||
|
||||
Remove ===; it's just == now, and !=.
|
||||
|
||||
Remove 'continue'; now, break handles both. For a do statement, label it, and break to that label; so
|
||||
|
||||
var x = 0
|
||||
do loop {
|
||||
x++
|
||||
if (x < 5) break loop // goes back to loop
|
||||
break // exits loop
|
||||
}
|
||||
|
||||
rename instanceof to 'is'
|
||||
|
||||
remove undefined; all are 'null' now
|
||||
|
||||
remove 'delete'; to remove a field, assign it to null
|
||||
|
||||
remove with
|
||||
|
||||
Remove Object. New records have a prototype of nothing. There are no more 'type prototypes' at all.
|
||||
|
||||
Arrays are their own type
|
||||
|
||||
Remove property descriptors. Properties are always settable, unless the object as a whole is stone. Stone is an object property instead of a shape property.
|
||||
|
||||
Syntax stuff .. would like to invoke functions without (). This can effectively simulate a "getter". Make ? and all other characters usable for names. No reserve words, which are endlessly irritating.
|
||||
|
||||
----
|
||||
|
||||
This will all actually come about gradually. Add a few things at a time, fix up code that did not adhere. For a lot of this, no new functions will even need to be written; it's a matter of not calling certain functions that are no longer relevant, or calling different functions when required.
|
||||
|
||||
|
||||
## Benchmarks to implement
|
||||
### general speed
|
||||
binarytrees
|
||||
coro-prime-sieve
|
||||
edigits
|
||||
fannkuch-redux
|
||||
fasta
|
||||
http-server
|
||||
json serialize/deserialize
|
||||
knucleotide
|
||||
lru
|
||||
mandelbrot
|
||||
merkletrees
|
||||
nbody
|
||||
nsieve
|
||||
pidigits
|
||||
regex-redux
|
||||
secp256k1
|
||||
spectral-norm
|
||||
|
||||
### function calling and recursion stress - test goto
|
||||
naive recursive fibonacci [fib(35) or fib(40)]
|
||||
tak
|
||||
ackermann
|
||||
|
||||
### numeric
|
||||
sieve of eratosthenes [10^7 bits]
|
||||
spectral norm [5500 x 5500 matrix]
|
||||
n-body sim [50 000 - 100 000 steps]
|
||||
mandelbrot [1600x1200 image, max iter = 50]
|
||||
|
||||
### memory & gc torture
|
||||
binary trees [depth 18 (~500 000 nodes)]
|
||||
richards task scheduler
|
||||
fannkuch redux [n=11 or 12]
|
||||
|
||||
### dynamic object & property access
|
||||
deltablue constraint solver
|
||||
splay tree [256k nodes]
|
||||
json, wota, nota decode->encode [use 2MB example]
|
||||
|
||||
### string / regex kernels
|
||||
regex-DNA
|
||||
fasta
|
||||
word-frequency
|
||||
|
||||
### concurrency/message passing
|
||||
ping-pong [two actors exhange a small record N times, 1M messages end to end]
|
||||
chameneos [mating color swap game w/ randezvous]
|
||||
|
||||
For all, track memory and time.
|
||||
@@ -47,7 +47,7 @@ Certain functions are intrinsic to the program and cannot be overridden. They’
|
||||
- **Example**:
|
||||
```js
|
||||
this.delay(_ => {
|
||||
console.log("3 seconds later!")
|
||||
log.console("3 seconds later!")
|
||||
}, 3)
|
||||
```
|
||||
|
||||
|
||||
46
docs/api/modules/camera.md
Normal file
@@ -0,0 +1,46 @@
|
||||
# camera
|
||||
|
||||
### list() <sub>function</sub>
|
||||
|
||||
Return an array of available camera device IDs.
|
||||
|
||||
|
||||
|
||||
**Returns**: An array of camera IDs, or undefined if no cameras are available.
|
||||
|
||||
|
||||
### open(id) <sub>function</sub>
|
||||
|
||||
Open a camera device with the given ID.
|
||||
|
||||
|
||||
|
||||
**id**: The camera ID to open.
|
||||
|
||||
|
||||
**Returns**: A camera object on success, or throws an error if the camera cannot be opened.
|
||||
|
||||
|
||||
### name(id) <sub>function</sub>
|
||||
|
||||
Return the name of the camera with the given ID.
|
||||
|
||||
|
||||
|
||||
**id**: The camera ID to query.
|
||||
|
||||
|
||||
**Returns**: A string with the camera's name, or throws an error if the name cannot be retrieved.
|
||||
|
||||
|
||||
### position(id) <sub>function</sub>
|
||||
|
||||
Return the physical position of the camera with the given ID.
|
||||
|
||||
|
||||
|
||||
**id**: The camera ID to query.
|
||||
|
||||
|
||||
**Returns**: A string indicating the camera position ("unknown", "front", or "back").
|
||||
|
||||
76
docs/api/modules/debug.md
Normal file
@@ -0,0 +1,76 @@
|
||||
# debug
|
||||
|
||||
### stack_depth() <sub>function</sub>
|
||||
|
||||
Return the current stack depth.
|
||||
|
||||
|
||||
|
||||
**Returns**: A number representing the stack depth.
|
||||
|
||||
|
||||
### build_backtrace() <sub>function</sub>
|
||||
|
||||
Build and return a backtrace of the current call stack.
|
||||
|
||||
|
||||
|
||||
**Returns**: An object representing the call stack backtrace.
|
||||
|
||||
|
||||
### closure_vars(fn) <sub>function</sub>
|
||||
|
||||
Return the closure variables for a given function.
|
||||
|
||||
|
||||
|
||||
**fn**: The function object to inspect.
|
||||
|
||||
|
||||
**Returns**: An object containing the closure variables.
|
||||
|
||||
|
||||
### local_vars(depth) <sub>function</sub>
|
||||
|
||||
Return the local variables for a specific stack frame.
|
||||
|
||||
|
||||
|
||||
**depth**: The stack frame depth to inspect.
|
||||
|
||||
|
||||
**Returns**: An object containing the local variables at the specified depth.
|
||||
|
||||
|
||||
### fn_info(fn) <sub>function</sub>
|
||||
|
||||
Return metadata about a given function.
|
||||
|
||||
|
||||
|
||||
**fn**: The function object to inspect.
|
||||
|
||||
|
||||
**Returns**: An object with metadata about the function.
|
||||
|
||||
|
||||
### backtrace_fns() <sub>function</sub>
|
||||
|
||||
Return an array of functions in the current backtrace.
|
||||
|
||||
|
||||
|
||||
**Returns**: An array of function objects from the call stack.
|
||||
|
||||
|
||||
### dump_obj(obj) <sub>function</sub>
|
||||
|
||||
Return a string representation of a given object.
|
||||
|
||||
|
||||
|
||||
**obj**: The object to dump.
|
||||
|
||||
|
||||
**Returns**: A string describing the object's contents.
|
||||
|
||||
39
docs/api/modules/dmon.md
Normal file
@@ -0,0 +1,39 @@
|
||||
# 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
|
||||
|
||||
@@ -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 `prosperon.DOC`
|
||||
Docstrings are set to the symbol `cell.DOC`
|
||||
|
||||
```js
|
||||
// Suppose we have a module that returns a function
|
||||
function greet(name) { console.log("Hello, " + name) }
|
||||
function greet(name) { log.console("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() { console.log('hello!') }
|
||||
hello() { log.console('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!"'
|
||||
greet[cell.DOC] = {}
|
||||
greet[cell.DOC][cell.DOC] = 'An object full of different greeter functions'
|
||||
greet[cell.DOC].hello = 'A greeter that says, "hello!"'
|
||||
```
|
||||
|
||||
|
||||
|
||||
45
docs/api/modules/enet.md
Normal file
@@ -0,0 +1,45 @@
|
||||
# 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.
|
||||
|
||||
@@ -66,23 +66,3 @@ and booleans for pressed buttons (left, middle, right, x1, x2).
|
||||
|
||||
**Returns**: Object { x, y, left, middle, right, x1, x2 }
|
||||
|
||||
|
||||
### mouse <sub>object</sub>
|
||||
|
||||
### keyboard <sub>object</sub>
|
||||
|
||||
### print_pawn_kbm(pawn) <sub>function</sub>
|
||||
|
||||
### procdown() <sub>function</sub>
|
||||
|
||||
### print_md_kbm(pawn) <sub>function</sub>
|
||||
|
||||
### has_bind(pawn, bind) <sub>function</sub>
|
||||
|
||||
### action <sub>object</sub>
|
||||
|
||||
### tabcomplete(val, list) <sub>function</sub>
|
||||
|
||||
### do_uncontrol(pawn) <sub>function</sub>
|
||||
|
||||
### player <sub>object</sub>
|
||||
|
||||
@@ -174,12 +174,17 @@ Return the application's base directory (where the executable is located).
|
||||
**Returns**: A string with the base directory path.
|
||||
|
||||
|
||||
### userdir() <sub>function</sub>
|
||||
### prefdir(org, app) <sub>function</sub>
|
||||
|
||||
Return the user's directory, often used for saving data.
|
||||
Get the user-and-app-specific path where files can be written.
|
||||
|
||||
|
||||
|
||||
**org**: The name of your organization.
|
||||
|
||||
**app**: The name of your application.
|
||||
|
||||
|
||||
**Returns**: A string with the user's directory path.
|
||||
|
||||
|
||||
|
||||
30
docs/api/modules/nota.md
Normal file
@@ -0,0 +1,30 @@
|
||||
# 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.
|
||||
|
||||
@@ -33,71 +33,3 @@
|
||||
### imgui(...args) <sub>function</sub>
|
||||
|
||||
### app(...args) <sub>function</sub>
|
||||
|
||||
### date <sub>string</sub>
|
||||
|
||||
### camera <sub>object</sub>
|
||||
|
||||
### debug <sub>boolean</sub>
|
||||
|
||||
### semver <sub>object</sub>
|
||||
|
||||
### title <sub>string</sub>
|
||||
|
||||
### width <sub>number</sub>
|
||||
|
||||
### height <sub>number</sub>
|
||||
|
||||
### size <sub>object</sub>
|
||||
|
||||
### icon <sub>object</sub>
|
||||
|
||||
### high_dpi <sub>number</sub>
|
||||
|
||||
### alpha <sub>number</sub>
|
||||
|
||||
### fullscreen <sub>number</sub>
|
||||
|
||||
### sample_count <sub>number</sub>
|
||||
|
||||
### enable_clipboard <sub>boolean</sub>
|
||||
|
||||
### enable_dragndrop <sub>boolean</sub>
|
||||
|
||||
### max_dropped_files <sub>number</sub>
|
||||
|
||||
### swap_interval <sub>number</sub>
|
||||
|
||||
### name <sub>string</sub>
|
||||
|
||||
### identifier <sub>string</sub>
|
||||
|
||||
### creator <sub>string</sub>
|
||||
|
||||
### copyright <sub>string</sub>
|
||||
|
||||
### type <sub>string</sub>
|
||||
|
||||
### url <sub>string</sub>
|
||||
|
||||
### postvals <sub>object</sub>
|
||||
|
||||
### hudcam <sub>object</sub>
|
||||
|
||||
### appcam <sub>object</sub>
|
||||
|
||||
### screencolor <sub>object</sub>
|
||||
|
||||
### window <sub>object</sub>
|
||||
|
||||
An application window, created via prosperon.engine_start or SDL calls. Freed on GC.
|
||||
|
||||
|
||||
### font <sub>object</sub>
|
||||
|
||||
### gpu <sub>object</sub>
|
||||
|
||||
A handle for low-level GPU operations via SDL GPU. Freed on GC.
|
||||
|
||||
|
||||
### exit() <sub>function</sub>
|
||||
|
||||
66
docs/api/types/enet_host.md
Normal file
@@ -0,0 +1,66 @@
|
||||
# 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
|
||||
|
||||
102
docs/api/types/enet_peer.md
Normal file
@@ -0,0 +1,102 @@
|
||||
# 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
|
||||
|
||||
180
docs/cell.md
Normal file
@@ -0,0 +1,180 @@
|
||||
# Cell Language
|
||||
|
||||
Cell is a JavaScript variant used in the Prosperon game engine. While very similar to JavaScript, it has several important differences that make it more suitable for game development and actor-based programming.
|
||||
|
||||
## Key Differences from JavaScript
|
||||
|
||||
### Null vs Undefined
|
||||
- Cell has only `null`, no `undefined`
|
||||
- Idiomatic null checking: `if (object.x == null)`
|
||||
- Uninitialized variables and missing properties return `null`
|
||||
|
||||
### Equality Operators
|
||||
- Only `==` operator exists (no `===`)
|
||||
- `==` is always strict (no type coercion)
|
||||
- `!=` for inequality (no `!==`)
|
||||
|
||||
### Variable Declarations
|
||||
- `def` keyword for constants (replaces `const`)
|
||||
- `var` works like `let` (block-scoped)
|
||||
- No `let` keyword
|
||||
|
||||
### Compilation
|
||||
- All code is compiled in strict mode
|
||||
- No need for `"use strict"` directive
|
||||
|
||||
### Removed Features
|
||||
Cell removes several JavaScript features for simplicity and security:
|
||||
- No `Proxy` objects
|
||||
- No ES6 module syntax (use `use()` function instead)
|
||||
- No `class` syntax (use prototypes and closures)
|
||||
- No `Reflect` API
|
||||
- No `BigInt`
|
||||
- No `WeakMap`, `WeakSet`, `WeakRef`
|
||||
- No `document.all` (HTMLAllCollection)
|
||||
- No `with` statement
|
||||
- No `Date` intrinsic (use `time` module instead)
|
||||
|
||||
## Language Features
|
||||
|
||||
### Constants
|
||||
```javascript
|
||||
def PI = 3.14159
|
||||
def MAX_PLAYERS = 4
|
||||
// PI = 3.14 // Error: cannot reassign constant
|
||||
```
|
||||
|
||||
### Variables
|
||||
```javascript
|
||||
var x = 10
|
||||
{
|
||||
var y = 20 // Block-scoped like let
|
||||
x = 15 // Can access outer scope
|
||||
}
|
||||
// y is not accessible here
|
||||
```
|
||||
|
||||
### Null Checking
|
||||
```javascript
|
||||
var obj = {name: "player"}
|
||||
if (obj.score == null) {
|
||||
obj.score = 0
|
||||
}
|
||||
```
|
||||
|
||||
### Functions
|
||||
```javascript
|
||||
// Function declaration
|
||||
function add(a, b) {
|
||||
return a + b
|
||||
}
|
||||
|
||||
// Function expression
|
||||
var multiply = function(a, b) {
|
||||
return a * b
|
||||
}
|
||||
|
||||
// Arrow functions work normally
|
||||
var square = x => x * x
|
||||
```
|
||||
|
||||
### Objects and Prototypes
|
||||
```javascript
|
||||
// Object creation
|
||||
var player = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
move: function(dx, dy) {
|
||||
this.x += dx
|
||||
this.y += dy
|
||||
}
|
||||
}
|
||||
|
||||
// Prototype-based inheritance
|
||||
function Enemy(x, y) {
|
||||
this.x = x
|
||||
this.y = y
|
||||
}
|
||||
Enemy.prototype.attack = function() {
|
||||
// Attack logic
|
||||
}
|
||||
```
|
||||
|
||||
### Module System
|
||||
Cell uses a custom module system with the `use()` function:
|
||||
```javascript
|
||||
var math = use('math')
|
||||
var draw2d = use('prosperon/draw2d')
|
||||
```
|
||||
|
||||
### Time Handling
|
||||
Since there's no `Date` object, use the `time` module:
|
||||
```javascript
|
||||
var time = use('time')
|
||||
var now = time.number() // Numeric timestamp
|
||||
var record = time.record() // Structured time
|
||||
var text = time.text() // Human-readable time
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Prefer `def` for values that won't change**
|
||||
```javascript
|
||||
def TILE_SIZE = 32
|
||||
var playerPos = {x: 0, y: 0}
|
||||
```
|
||||
|
||||
2. **Always check for null explicitly**
|
||||
```javascript
|
||||
if (player.weapon == null) {
|
||||
player.weapon = createDefaultWeapon()
|
||||
}
|
||||
```
|
||||
|
||||
3. **Use prototype patterns instead of classes**
|
||||
```javascript
|
||||
function GameObject(x, y) {
|
||||
this.x = x
|
||||
this.y = y
|
||||
}
|
||||
GameObject.prototype.update = function(dt) {
|
||||
// Update logic
|
||||
}
|
||||
```
|
||||
|
||||
4. **Leverage closures for encapsulation**
|
||||
```javascript
|
||||
function createCounter() {
|
||||
var count = 0
|
||||
return {
|
||||
increment: function() { count++ },
|
||||
getValue: function() { return count }
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Common Gotchas
|
||||
|
||||
1. **No undefined means different behavior**
|
||||
```javascript
|
||||
var obj = {}
|
||||
console.log(obj.missing) // null, not undefined
|
||||
```
|
||||
|
||||
2. **Strict equality by default**
|
||||
```javascript
|
||||
"5" == 5 // false (no coercion)
|
||||
null == 0 // false
|
||||
```
|
||||
|
||||
3. **Block-scoped var**
|
||||
```javascript
|
||||
for (var i = 0; i < 10; i++) {
|
||||
setTimeout(() => console.log(i), 100) // Works as expected
|
||||
}
|
||||
```
|
||||
|
||||
## See Also
|
||||
- [Actor Model](actor.md) - Cell's actor-based programming model
|
||||
- [Module System](modules.md) - How to use and create modules
|
||||
- [API Reference](api/index.md) - Complete API documentation
|
||||
661
docs/dull/Array.md
Normal file
@@ -0,0 +1,661 @@
|
||||
# Array
|
||||
|
||||
### length <sub>number</sub>
|
||||
|
||||
### at(index) <sub>function</sub>
|
||||
|
||||
Return the item at index 'index', supporting negative indices to count from
|
||||
the end. If 'index' is out of range, returns undefined.
|
||||
|
||||
|
||||
|
||||
**index**: The index of the element to return (can be negative).
|
||||
|
||||
|
||||
**Returns**: The element at the given index, or undefined.
|
||||
|
||||
|
||||
### with(index, value) <sub>function</sub>
|
||||
|
||||
Return a shallow copy of the array, but with the element at 'index' replaced
|
||||
by 'value'. If 'index' is negative, it counts from the end. Throws if out of range.
|
||||
|
||||
|
||||
|
||||
**index**: The zero-based index (can be negative) to replace.
|
||||
|
||||
**value**: The new value for the specified position.
|
||||
|
||||
|
||||
**Returns**: A new array with the updated element.
|
||||
|
||||
|
||||
### concat(items) <sub>function</sub>
|
||||
|
||||
Return a new array that is the result of concatenating this array with
|
||||
any additional arrays or values provided.
|
||||
|
||||
|
||||
|
||||
**items**: One or more arrays or values to concatenate.
|
||||
|
||||
|
||||
**Returns**: A new array with the items appended.
|
||||
|
||||
|
||||
### every(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Return true if the provided callback function returns a truthy value for
|
||||
every element in the array; otherwise false.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => boolean.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: True if all elements pass the test, otherwise false.
|
||||
|
||||
|
||||
### some(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Return true if the provided callback function returns a truthy value for at
|
||||
least one element in the array; otherwise false.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => boolean.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: True if at least one element passes the test, otherwise false.
|
||||
|
||||
|
||||
### forEach(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Call the provided callback function once for each element in the array.
|
||||
Does not produce a return value.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array).
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### map(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Create a new array with the results of calling a provided callback function
|
||||
on every element in this array.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => newElement.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: A new array of transformed elements.
|
||||
|
||||
|
||||
### filter(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Create a new array containing all elements for which the provided callback
|
||||
function returns a truthy value.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => boolean.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: A new array of elements that passed the test.
|
||||
|
||||
|
||||
### reduce(callback, initialValue) <sub>function</sub>
|
||||
|
||||
Apply a callback function against an accumulator and each element in the
|
||||
array (from left to right) to reduce it to a single value.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(accumulator, element, index, array) => newAccumulator.
|
||||
|
||||
**initialValue**: Optional. The initial value for the accumulator.
|
||||
|
||||
|
||||
**Returns**: The single resulting value.
|
||||
|
||||
|
||||
### reduceRight(callback, initialValue) <sub>function</sub>
|
||||
|
||||
Similar to reduce(), except it processes elements from right to left.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(accumulator, element, index, array) => newAccumulator.
|
||||
|
||||
**initialValue**: Optional. The initial value for the accumulator.
|
||||
|
||||
|
||||
**Returns**: The single resulting value.
|
||||
|
||||
|
||||
### fill(value, start, end) <sub>function</sub>
|
||||
|
||||
Fill the array with a static value from 'start' index up to (but not including)
|
||||
'end' index. Modifies the original array.
|
||||
|
||||
|
||||
|
||||
**value**: The value to fill.
|
||||
|
||||
**start**: The starting index (default 0).
|
||||
|
||||
**end**: The ending index (default array.length).
|
||||
|
||||
|
||||
**Returns**: The modified array (with filled values).
|
||||
|
||||
|
||||
### find(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Return the first element in the array that satisfies the provided callback
|
||||
function. If none is found, return undefined.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => boolean.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: The first matching element, or undefined if not found.
|
||||
|
||||
|
||||
### findIndex(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Return the index of the first element in the array that satisfies the
|
||||
provided callback function. If none is found, return -1.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => boolean.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: The index of the first matching element, or -1 if not found.
|
||||
|
||||
|
||||
### findLast(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Return the last element in the array that satisfies the provided callback
|
||||
function, searching from right to left. If none is found, return undefined.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => boolean.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: The last matching element, or undefined if not found.
|
||||
|
||||
|
||||
### findLastIndex(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Return the index of the last element in the array that satisfies the
|
||||
provided callback function, searching from right to left. If none is found,
|
||||
return -1.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => boolean.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: The index of the last matching element, or -1 if not found.
|
||||
|
||||
|
||||
### indexOf(searchElement, fromIndex) <sub>function</sub>
|
||||
|
||||
Return the first index at which a given element can be found. If not present,
|
||||
return -1.
|
||||
|
||||
|
||||
|
||||
**searchElement**: The item to locate in the array.
|
||||
|
||||
**fromIndex**: The index at which to start searching (default 0).
|
||||
|
||||
|
||||
**Returns**: The index of the found element, or -1 if not found.
|
||||
|
||||
|
||||
### lastIndexOf(searchElement, fromIndex) <sub>function</sub>
|
||||
|
||||
Return the last index at which a given element can be found, or -1 if not
|
||||
present. Searches backward from 'fromIndex'.
|
||||
|
||||
|
||||
|
||||
**searchElement**: The item to locate in the array.
|
||||
|
||||
**fromIndex**: The index at which to start searching backward (default array.length - 1).
|
||||
|
||||
|
||||
**Returns**: The last index of the found element, or -1 if not found.
|
||||
|
||||
|
||||
### includes(searchElement, fromIndex) <sub>function</sub>
|
||||
|
||||
Return a boolean indicating whether the array contains the given element,
|
||||
comparing elements using the SameValueZero algorithm.
|
||||
|
||||
|
||||
|
||||
**searchElement**: The value to search for.
|
||||
|
||||
**fromIndex**: The position in the array to start searching (default 0).
|
||||
|
||||
|
||||
**Returns**: True if the element is found, otherwise false.
|
||||
|
||||
|
||||
### join(separator) <sub>function</sub>
|
||||
|
||||
Join all elements of the array into a string, separated by 'separator'.
|
||||
|
||||
|
||||
|
||||
**separator**: The delimiter string to separate elements (default ',').
|
||||
|
||||
|
||||
**Returns**: A string of array elements joined by the separator.
|
||||
|
||||
|
||||
### toString() <sub>function</sub>
|
||||
|
||||
Return a string representing the elements of the array, separated by commas.
|
||||
Overrides Object.prototype.toString.
|
||||
|
||||
|
||||
|
||||
**Returns**: A comma-separated string of array elements.
|
||||
|
||||
|
||||
### toLocaleString() <sub>function</sub>
|
||||
|
||||
Return a localized string representing the array and its elements, calling
|
||||
each element's toLocaleString if available.
|
||||
|
||||
|
||||
|
||||
**Returns**: A locale-sensitive, comma-separated string of array elements.
|
||||
|
||||
|
||||
### pop() <sub>function</sub>
|
||||
|
||||
Remove the last element from the array and return it. This changes the length
|
||||
of the array.
|
||||
|
||||
|
||||
|
||||
**Returns**: The removed element, or undefined if the array is empty.
|
||||
|
||||
|
||||
### push(items) <sub>function</sub>
|
||||
|
||||
Append one or more elements to the end of the array and return the new length
|
||||
of the array.
|
||||
|
||||
|
||||
|
||||
**items**: One or more items to append.
|
||||
|
||||
|
||||
**Returns**: The new length of the array.
|
||||
|
||||
|
||||
### shift() <sub>function</sub>
|
||||
|
||||
Remove the first element from the array and return it. This changes the length
|
||||
of the array.
|
||||
|
||||
|
||||
|
||||
**Returns**: The removed element, or undefined if the array is empty.
|
||||
|
||||
|
||||
### unshift(items) <sub>function</sub>
|
||||
|
||||
Insert one or more elements at the start of the array and return the new
|
||||
length of the array.
|
||||
|
||||
|
||||
|
||||
**items**: One or more elements to insert at the start.
|
||||
|
||||
|
||||
**Returns**: The new length of the array.
|
||||
|
||||
|
||||
### reverse() <sub>function</sub>
|
||||
|
||||
Reverse the elements of the array in place and return the modified array.
|
||||
|
||||
|
||||
|
||||
**Returns**: The reversed array.
|
||||
|
||||
|
||||
### toReversed() <sub>function</sub>
|
||||
|
||||
Return a shallow copy of the array in reverse order, without modifying the original array.
|
||||
|
||||
|
||||
|
||||
**Returns**: A new reversed array.
|
||||
|
||||
|
||||
### sort(compareFunction) <sub>function</sub>
|
||||
|
||||
Sort the array in place, returning it. By default, sorts elements as strings in ascending order. An optional compareFunction may be used for custom sorting.
|
||||
|
||||
|
||||
|
||||
**compareFunction**: A function(a, b) => number, defining sort order.
|
||||
|
||||
|
||||
**Returns**: The sorted array.
|
||||
|
||||
|
||||
### toSorted(compareFunction) <sub>function</sub>
|
||||
|
||||
Return a shallow copy of the array, sorted according to the optional compare
|
||||
function, without modifying the original array.
|
||||
|
||||
|
||||
|
||||
**compareFunction**: A function(a, b) => number, defining sort order.
|
||||
|
||||
|
||||
**Returns**: A new sorted array.
|
||||
|
||||
|
||||
### slice(start, end) <sub>function</sub>
|
||||
|
||||
Return a shallow copy of a portion of the array into a new array object, selected from 'start' to 'end' (end not included).
|
||||
|
||||
|
||||
|
||||
**start**: The beginning index (0-based). Negative values count from the end.
|
||||
|
||||
**end**: The end index (exclusive). Negative values count from the end.
|
||||
|
||||
|
||||
**Returns**: A new array containing the extracted elements.
|
||||
|
||||
|
||||
### splice(start, deleteCount, items) <sub>function</sub>
|
||||
|
||||
Change the contents of the array by removing or replacing existing elements and/or adding new elements in place. Returns an array of removed elements.
|
||||
|
||||
|
||||
|
||||
**start**: The index at which to start changing the array.
|
||||
|
||||
**deleteCount**: Number of elements to remove.
|
||||
|
||||
**items**: Elements to add in place of the removed elements.
|
||||
|
||||
|
||||
**Returns**: An array containing the removed elements (if any).
|
||||
|
||||
|
||||
### toSpliced(start, deleteCount, items) <sub>function</sub>
|
||||
|
||||
Return a shallow copy of the array, with a splice-like operation applied at 'start' removing 'deleteCount' elements and adding 'items'. Does not mutate the original array.
|
||||
|
||||
|
||||
|
||||
**start**: The index at which to start the splice operation.
|
||||
|
||||
**deleteCount**: Number of elements to remove.
|
||||
|
||||
**items**: Elements to add in place of the removed elements.
|
||||
|
||||
|
||||
**Returns**: A new array with the splice applied.
|
||||
|
||||
|
||||
### copyWithin(target, start, end) <sub>function</sub>
|
||||
|
||||
Copy a sequence of array elements within the array, overwriting existing values. This operation is performed in place and returns the modified array.
|
||||
|
||||
|
||||
|
||||
**target**: The index at which to copy the sequence to.
|
||||
|
||||
**start**: The beginning index of the sequence to copy.
|
||||
|
||||
**end**: The end index (exclusive) of the sequence to copy (default array.length).
|
||||
|
||||
|
||||
**Returns**: The modified array.
|
||||
|
||||
|
||||
### flatMap(callback, thisArg) <sub>function</sub>
|
||||
|
||||
Return a new array formed by applying a callback function to each element and then flattening the result by one level.
|
||||
|
||||
|
||||
|
||||
**callback**: A function(element, index, array) => array or value.
|
||||
|
||||
**thisArg**: Optional. A value to use as 'this' within the callback.
|
||||
|
||||
|
||||
**Returns**: A new array with the flattened results.
|
||||
|
||||
|
||||
### flat(depth) <sub>function</sub>
|
||||
|
||||
Return a new array with all sub-array elements concatenated into it recursively up to the specified depth.
|
||||
|
||||
|
||||
|
||||
**depth**: The maximum depth to flatten (default 1).
|
||||
|
||||
|
||||
**Returns**: A new flattened array.
|
||||
|
||||
|
||||
### values() <sub>function</sub>
|
||||
|
||||
Return a new Array Iterator object that contains the values for each index in the array.
|
||||
|
||||
|
||||
|
||||
**Returns**: An iterator over the array's elements.
|
||||
|
||||
|
||||
### keys() <sub>function</sub>
|
||||
|
||||
Return a new Array Iterator object that contains the keys (indexes) for each index in the array.
|
||||
|
||||
|
||||
|
||||
**Returns**: An iterator over the array's indices.
|
||||
|
||||
|
||||
### entries() <sub>function</sub>
|
||||
|
||||
Return a new Array Iterator object that contains key/value pairs for each index in the array. Each entry is [index, value].
|
||||
|
||||
|
||||
|
||||
**Returns**: An iterator over [index, value] pairs.
|
||||
|
||||
|
||||
### add(other) <sub>function</sub>
|
||||
|
||||
Non-standard. Add corresponding elements of the current array and 'other' element-wise, returning a new array. Behavior depends on data types.
|
||||
|
||||
|
||||
|
||||
**other**: Another array or scalar to add to each element.
|
||||
|
||||
|
||||
**Returns**: A new array with element-wise sum results.
|
||||
|
||||
|
||||
### sub(other) <sub>function</sub>
|
||||
|
||||
Non-standard. Subtract corresponding elements of 'other' from the current array element-wise, returning a new array. Behavior depends on data types.
|
||||
|
||||
|
||||
|
||||
**other**: Another array or scalar to subtract from each element.
|
||||
|
||||
|
||||
**Returns**: A new array with element-wise difference results.
|
||||
|
||||
|
||||
### div(other) <sub>function</sub>
|
||||
|
||||
Non-standard. Divide each element of the current array by the corresponding element of 'other' (or a scalar) element-wise, returning a new array. Behavior depends on data types.
|
||||
|
||||
|
||||
|
||||
**other**: Another array or scalar for the division.
|
||||
|
||||
|
||||
**Returns**: A new array with element-wise division results.
|
||||
|
||||
|
||||
### scale() <sub>function</sub>
|
||||
|
||||
### lerp() <sub>function</sub>
|
||||
|
||||
### x <sub>accessor</sub>
|
||||
|
||||
### y <sub>accessor</sub>
|
||||
|
||||
### xy <sub>accessor</sub>
|
||||
|
||||
### r <sub>accessor</sub>
|
||||
|
||||
### g <sub>accessor</sub>
|
||||
|
||||
### b <sub>accessor</sub>
|
||||
|
||||
### a <sub>accessor</sub>
|
||||
|
||||
### rgb <sub>accessor</sub>
|
||||
|
||||
### rgba <sub>accessor</sub>
|
||||
|
||||
### filter!(fn) <sub>function</sub>
|
||||
|
||||
Perform an in-place filter of this array using the provided callback 'fn'.
|
||||
Any element for which 'fn' returns a falsy value is removed. The array is modified
|
||||
and then returned.
|
||||
|
||||
|
||||
|
||||
**fn**: A callback function(element, index, array) => boolean.
|
||||
|
||||
|
||||
**Returns**: The filtered (modified) array.
|
||||
|
||||
|
||||
### delete(item) <sub>function</sub>
|
||||
|
||||
Remove the first occurrence of 'item' from the array, if it exists.
|
||||
Returns undefined.
|
||||
|
||||
|
||||
|
||||
**item**: The item to remove.
|
||||
|
||||
|
||||
**Returns**: undefined
|
||||
|
||||
|
||||
### copy() <sub>function</sub>
|
||||
|
||||
Return a deep copy of this array by applying 'deep_copy' to each element.
|
||||
The resulting array is entirely new.
|
||||
|
||||
|
||||
|
||||
**Returns**: A new array that is a deep copy of the original.
|
||||
|
||||
|
||||
### equal(b) <sub>function</sub>
|
||||
|
||||
Check if this array and array 'b' have the same elements in the same order.
|
||||
If they are of different lengths, return false. Otherwise compare them via JSON.
|
||||
|
||||
|
||||
|
||||
**b**: Another array to compare against.
|
||||
|
||||
|
||||
**Returns**: True if they match, false otherwise.
|
||||
|
||||
|
||||
### last() <sub>function</sub>
|
||||
|
||||
Return the last element of this array. If the array is empty, returns undefined.
|
||||
|
||||
|
||||
|
||||
**Returns**: The last element of the array, or undefined if empty.
|
||||
|
||||
|
||||
### wrapped(x) <sub>function</sub>
|
||||
|
||||
Return a copy of the array with the first 'x' elements appended to the end.
|
||||
Does not modify the original array.
|
||||
|
||||
|
||||
|
||||
**x**: The number of leading elements to re-append.
|
||||
|
||||
|
||||
**Returns**: A new array with the leading elements wrapped to the end.
|
||||
|
||||
|
||||
### wrap_idx(x) <sub>function</sub>
|
||||
|
||||
Wrap the integer 'x' around this array's length, ensuring the resulting index
|
||||
lies within [0, this.length - 1].
|
||||
|
||||
|
||||
|
||||
**x**: The index to wrap.
|
||||
|
||||
|
||||
**Returns**: A wrapped index within this array's bounds.
|
||||
|
||||
|
||||
### mirrored(x) <sub>function</sub>
|
||||
|
||||
Return a new array that appends a reversed copy (excluding the last element)
|
||||
of itself to the end. For example, [1,2,3] -> [1,2,3,2,1]. If the array has length
|
||||
<= 1, a copy of it is returned directly.
|
||||
|
||||
|
||||
|
||||
**Returns**: A new "mirrored" array.
|
||||
|
||||
@@ -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:
|
||||
|
||||
```
|
||||
console.log("Hello world")
|
||||
log.console("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 `prosperon.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 `cell.DOC(prosperon)` in your `main.js`.
|
||||
|
||||
Writing documentation for your own modules and game components will be explored in the chapter on actors & modules.
|
||||
@@ -3,9 +3,20 @@ c = 'emcc'
|
||||
cpp = 'em++'
|
||||
ar = 'emar'
|
||||
strip = 'emstrip'
|
||||
pkgconfig = 'pkg-config'
|
||||
exe_wrapper = 'node'
|
||||
|
||||
[host_machine]
|
||||
system = 'emscripten'
|
||||
cpu_family = 'wasm64'
|
||||
cpu = 'wasm64'
|
||||
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
|
||||
# <-- Replace with your real path to Emscripten.cmake:
|
||||
cmake_toolchain_file = '/emsdk/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake'
|
||||
|
||||
234
examples/http_download_actor.ce
Normal file
@@ -0,0 +1,234 @@
|
||||
// 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 = [];
|
||||
}
|
||||
29
examples/nat.ce
Normal file
@@ -0,0 +1,29 @@
|
||||
// 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 = null
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
waiting_client = e
|
||||
|
||||
log.console(`actor ${json.encode(e.actor)} is waiting ...`)
|
||||
}, 4000);
|
||||
22
examples/nat_client.ce
Normal file
@@ -0,0 +1,22 @@
|
||||
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
|
||||
}
|
||||
})
|
||||
441
meson.build
@@ -1,212 +1,417 @@
|
||||
project('prosperon', ['c', 'cpp'], default_options : [ 'cpp_std=c++11'])
|
||||
project('cell', ['c', 'cpp'],
|
||||
version: '0.9.3',
|
||||
meson_version: '>=1.4',
|
||||
default_options : [ 'cpp_std=c++17'])
|
||||
|
||||
libtype = get_option('default_library')
|
||||
|
||||
link = []
|
||||
src = []
|
||||
|
||||
if not get_option('editor')
|
||||
add_project_arguments('-DNEDITOR', language:'c')
|
||||
endif
|
||||
fs = import('fs')
|
||||
|
||||
add_project_arguments('-pedantic', language: ['c'])
|
||||
|
||||
git_tag_cmd = run_command('git', 'describe', '--tags', '--abbrev=0', check: false)
|
||||
prosperon_version = 'unknown'
|
||||
cell_version = 'unknown'
|
||||
if git_tag_cmd.returncode() == 0
|
||||
prosperon_version = git_tag_cmd.stdout().strip()
|
||||
cell_version = git_tag_cmd.stdout().strip()
|
||||
endif
|
||||
|
||||
git_commit_cmd = run_command('git', 'rev-parse', '--short', 'HEAD', check: false)
|
||||
prosperon_commit = 'unknown'
|
||||
cell_commit = 'unknown'
|
||||
if git_commit_cmd.returncode() == 0
|
||||
prosperon_commit = git_commit_cmd.stdout().strip()
|
||||
cell_commit = git_commit_cmd.stdout().strip()
|
||||
endif
|
||||
|
||||
# Important: pass the definitions without double-escaping quotes
|
||||
add_project_arguments(
|
||||
'-DPROSPERON_VERSION="' + prosperon_version + '"',
|
||||
'-DPROSPERON_COMMIT="' + prosperon_commit + '"',
|
||||
'-DCELL_VERSION="' + cell_version + '"',
|
||||
'-DCELL_COMMIT="' + cell_commit + '"',
|
||||
language : 'c'
|
||||
)
|
||||
|
||||
add_project_arguments('-Wno-incompatible-pointer-types', language: 'c')
|
||||
add_project_arguments('-Wno-narrowing', language: 'cpp')
|
||||
add_project_arguments('-Wno-missing-braces', language:'c')
|
||||
add_project_arguments('-Wl,--disable-new-dtags', language:'cpp')
|
||||
add_project_arguments('-Wl,--disable-new-dtags', language:'c')
|
||||
add_project_arguments('-Wno-strict-prototypes', language:'c')
|
||||
add_project_arguments('-Wno-unused-command-line-argument', language: 'c')
|
||||
add_project_arguments('-Wno-unused-command-line-argument', language: 'cpp')
|
||||
|
||||
deps = []
|
||||
|
||||
if host_machine.system() == 'darwin'
|
||||
add_project_arguments('-x', 'objective-c', language: 'c')
|
||||
fworks = ['foundation', 'metal', 'audiotoolbox', 'metalkit', 'avfoundation', 'quartzcore', 'cocoa']
|
||||
fworks = [
|
||||
'foundation',
|
||||
'metal',
|
||||
'audiotoolbox',
|
||||
'metalkit',
|
||||
'avfoundation',
|
||||
'quartzcore',
|
||||
'cocoa',
|
||||
'coreaudio',
|
||||
'coremedia',
|
||||
'gamecontroller',
|
||||
'forcefeedback',
|
||||
'iokit',
|
||||
'corefoundation',
|
||||
'corehaptics',
|
||||
'carbon',
|
||||
'uniformtypeidentifiers'
|
||||
]
|
||||
foreach fkit : fworks
|
||||
deps += dependency('appleframeworks', modules: fkit)
|
||||
endforeach
|
||||
endif
|
||||
|
||||
cmake = import('cmake')
|
||||
|
||||
# Try to find system-installed mbedtls first
|
||||
mbedtls_dep = dependency('mbedtls', static: true, required: false)
|
||||
mbedx509_dep = dependency('mbedx509', static: true, required: false)
|
||||
mbedcrypto_dep = dependency('mbedcrypto', static: true, required: false)
|
||||
|
||||
if not mbedtls_dep.found() or not mbedx509_dep.found() or not mbedcrypto_dep.found()
|
||||
message('⚙ System mbedtls not found, building subproject...')
|
||||
mbedtls_opts = cmake.subproject_options()
|
||||
mbedtls_opts.add_cmake_defines({
|
||||
'ENABLE_PROGRAMS': 'OFF', # Disable Mbed TLS programs
|
||||
'ENABLE_TESTING': 'OFF', # Disable Mbed TLS tests
|
||||
'CMAKE_BUILD_TYPE': 'Release', # Optimize for release
|
||||
'MBEDTLS_FATAL_WARNINGS': 'ON', # Treat warnings as errors
|
||||
'USE_STATIC_MBEDTLS_LIBRARY': 'ON',# Build static libraries
|
||||
'USE_SHARED_MBEDTLS_LIBRARY': 'OFF'# Disable shared libraries
|
||||
})
|
||||
mbedtls_proj = cmake.subproject('mbedtls', options: mbedtls_opts)
|
||||
deps += [
|
||||
mbedtls_proj.dependency('mbedtls'),
|
||||
mbedtls_proj.dependency('mbedx509'),
|
||||
mbedtls_proj.dependency('mbedcrypto')
|
||||
]
|
||||
else
|
||||
deps += [mbedtls_dep, mbedx509_dep, mbedcrypto_dep]
|
||||
endif
|
||||
|
||||
sdl3_opts = cmake.subproject_options()
|
||||
sdl3_opts.add_cmake_defines({
|
||||
'SDL_STATIC': 'ON',
|
||||
'SDL_SHARED': 'OFF',
|
||||
'SDL_TEST': 'OFF',
|
||||
'CMAKE_BUILD_TYPE': 'Release',
|
||||
'SDL_THREADS': 'ON',
|
||||
'SDL_PIPEWIRE': 'ON',
|
||||
'SDL_PULSEAUDIO': 'ON',
|
||||
})
|
||||
|
||||
cc = meson.get_compiler('c')
|
||||
deps += dependency('sdl3', required:true)
|
||||
|
||||
if host_machine.system() == 'darwin'
|
||||
deps += dependency('appleframeworks', modules: 'accelerate')
|
||||
add_project_arguments('-DACCELERATE_NEW_LAPACK=1', language:'c')
|
||||
add_project_arguments('-DACCELERATE_LAPACK_ILP64=1', language:'c')
|
||||
# deps += dependency('appleframeworks', modules: 'accelerate')
|
||||
# add_project_arguments('-DACCELERATE_NEW_LAPACK=1', language:'c')
|
||||
# add_project_arguments('-DACCELERATE_LAPACK_ILP64=1', language:'c')
|
||||
endif
|
||||
|
||||
if host_machine.system() == 'linux'
|
||||
deps += cc.find_library('asound', required:true)
|
||||
deps += [dependency('x11'), dependency('xi'), dependency('xcursor'), dependency('egl'), dependency('gl')]
|
||||
# link += '-fuse-ld=mold' # use mold, which is very fast, for debug builds
|
||||
# deps += cc.find_library('blas', required:true)
|
||||
# deps += cc.find_library('lapacke', required:true)
|
||||
endif
|
||||
|
||||
if host_machine.system() == 'windows'
|
||||
deps += cc.find_library('d3d11')
|
||||
# these are for tracy
|
||||
deps += cc.find_library('ws2_32', required:true)
|
||||
# For Windows, you may need to install OpenBLAS or Intel MKL
|
||||
# and adjust these library names accordingly
|
||||
# deps += cc.find_library('openblas', required:false)
|
||||
# if not cc.find_library('openblas', required:false).found()
|
||||
# deps += cc.find_library('blas', required:false)
|
||||
# deps += cc.find_library('lapacke', required:false)
|
||||
# endif
|
||||
deps += cc.find_library('dbghelp')
|
||||
#end
|
||||
link += '-static' # Required to pack in mingw dlls on cross compilation
|
||||
deps += cc.find_library('winmm')
|
||||
deps += cc.find_library('setupapi')
|
||||
deps += cc.find_library('imm32')
|
||||
deps += cc.find_library('version')
|
||||
deps += cc.find_library('cfgmgr32')
|
||||
deps += cc.find_library('bcrypt')
|
||||
sdl3_opts.add_cmake_defines({'HAVE_ISINF': '1'}) # Hack for MSYS2
|
||||
sdl3_opts.add_cmake_defines({'HAVE_ISNAN': '1'})
|
||||
link += '-static'
|
||||
endif
|
||||
|
||||
if host_machine.system() == 'emscripten'
|
||||
link += '-sUSE_WEBGPU'
|
||||
message('⚙ Building SDL3 subproject for Emscripten...')
|
||||
sdl3_opts.append_compile_args(
|
||||
'c',
|
||||
'-pthread',
|
||||
'-sUSE_PTHREADS=1',
|
||||
)
|
||||
sdl3_opts.append_compile_args(
|
||||
'cpp',
|
||||
'-pthread',
|
||||
'-sUSE_PTHREADS=1',
|
||||
)
|
||||
|
||||
# 3. And into every link step
|
||||
sdl3_opts.append_link_args(
|
||||
'-pthread',
|
||||
'-sUSE_PTHREADS=1',
|
||||
'-sPTHREAD_POOL_SIZE=4',
|
||||
)
|
||||
|
||||
sdl3_proj = cmake.subproject('sdl3', options: sdl3_opts)
|
||||
deps += sdl3_proj.dependency('SDL3-static')
|
||||
|
||||
add_project_arguments('-DPATH_MAX=4096', language: 'c')
|
||||
|
||||
add_project_arguments(
|
||||
'-pthread',
|
||||
'-sUSE_PTHREADS=1',
|
||||
'-sPTHREAD_POOL_SIZE=4',
|
||||
language: ['c', 'cpp'])
|
||||
|
||||
add_project_link_arguments(
|
||||
'--use-port=emdawnwebgpu',
|
||||
'-sUSE_PTHREADS=1',
|
||||
'-pthread',
|
||||
'-sPTHREAD_POOL_SIZE=4',
|
||||
'-sMALLOC=mimalloc',
|
||||
language: ['c','cpp'])
|
||||
else
|
||||
# Try to find system-installed SDL3 first
|
||||
sdl3_dep = dependency('sdl3', static: true, required: false)
|
||||
|
||||
if not sdl3_dep.found()
|
||||
message('⚙ System SDL3 not found, building subproject...')
|
||||
sdl3_proj = cmake.subproject('sdl3', options : sdl3_opts)
|
||||
deps += sdl3_proj.dependency('SDL3-static')
|
||||
else
|
||||
deps += sdl3_dep
|
||||
endif
|
||||
endif
|
||||
|
||||
tracy_opts = ['fibers=true', 'on_demand=true']
|
||||
quickjs_opts = []
|
||||
|
||||
src += 'qjs_tracy.c'
|
||||
add_project_arguments('-DTRACY_ENABLE', language:['c','cpp'])
|
||||
deps += dependency('tracy', static:true, default_options:tracy_opts)
|
||||
|
||||
quickjs_opts += 'default_library=static'
|
||||
|
||||
deps += dependency('quickjs', static:true, default_options:quickjs_opts)
|
||||
|
||||
storefront = get_option('storefront')
|
||||
if storefront == 'steam'
|
||||
deps += dependency('qjs-steam',static:false)
|
||||
miniz_dep = dependency('miniz', static: true, required: false)
|
||||
if not miniz_dep.found()
|
||||
message('⚙ System miniz not found, building subproject...')
|
||||
deps += dependency('miniz', static:true)
|
||||
else
|
||||
deps += miniz_dep
|
||||
endif
|
||||
|
||||
deps += dependency('qjs-layout',static:true)
|
||||
deps += dependency('qjs-nota',static:true)
|
||||
deps += dependency('qjs-miniz',static:true)
|
||||
deps += dependency('qjs-soloud',static:true)
|
||||
deps += dependency('physfs', static:true)
|
||||
|
||||
#deps += dependency('opencv4')
|
||||
#deps += cc.find_library('opencv')
|
||||
# Try to find system-installed physfs first
|
||||
physfs_dep = dependency('physfs', static: true, required: false)
|
||||
if not physfs_dep.found()
|
||||
message('⚙ System physfs not found, building subproject...')
|
||||
deps += dependency('physfs', static:true)
|
||||
else
|
||||
deps += physfs_dep
|
||||
endif
|
||||
|
||||
deps += dependency('threads')
|
||||
|
||||
deps += dependency('chipmunk')
|
||||
|
||||
if get_option('chipmunk')
|
||||
# deps += dependency('qjs-chipmunk', static:false)
|
||||
# Try to find system-installed chipmunk first
|
||||
chipmunk_dep = dependency('chipmunk', static: true, required: false)
|
||||
if not chipmunk_dep.found()
|
||||
message('⚙ System chipmunk not found, building subproject...')
|
||||
deps += dependency('chipmunk', static:true)
|
||||
else
|
||||
deps += chipmunk_dep
|
||||
endif
|
||||
|
||||
if get_option('enet')
|
||||
#deps += dependency('qjs-enet', static:false)
|
||||
if host_machine.system() != 'emscripten'
|
||||
# Try to find system-installed enet first
|
||||
enet_dep = dependency('enet', static: true, required: false)
|
||||
if not enet_dep.found()
|
||||
message('⚙ System enet not found, building subproject...')
|
||||
deps += dependency('enet', static:true)
|
||||
else
|
||||
deps += enet_dep
|
||||
endif
|
||||
src += 'qjs_enet.c'
|
||||
|
||||
deps += dependency('mimalloc')
|
||||
|
||||
tracy_opts = ['fibers=true', 'no_exit=true', 'on_demand=true']
|
||||
add_project_arguments('-DTRACY_ENABLE', language:['c','cpp'])
|
||||
|
||||
# Try to find system-installed tracy first
|
||||
tracy_dep = dependency('tracy', static: true, required: false)
|
||||
if not tracy_dep.found()
|
||||
message('⚙ System tracy not found, building subproject...')
|
||||
deps += dependency('tracy', static:true, default_options:tracy_opts)
|
||||
else
|
||||
deps += tracy_dep
|
||||
endif
|
||||
|
||||
src += 'qjs_dmon.c'
|
||||
endif
|
||||
|
||||
# Try to find system-installed soloud first
|
||||
soloud_dep = dependency('soloud', static: true, required: false)
|
||||
if not soloud_dep.found()
|
||||
message('⚙ System soloud not found, building subproject...')
|
||||
deps += dependency('soloud', static:true)
|
||||
else
|
||||
deps += soloud_dep
|
||||
endif
|
||||
|
||||
# Try to find system-installed qrencode first
|
||||
qr_dep = dependency('qrencode', static: true, required: false)
|
||||
if not qr_dep.found()
|
||||
message('⚙ System qrencode not found, building subproject...')
|
||||
deps += dependency('libqrencode', static:true)
|
||||
else
|
||||
deps += qr_dep
|
||||
endif
|
||||
|
||||
# Always build for Steam unless it's Emscripten
|
||||
if host_machine.system() == 'emscripten'
|
||||
storefront = 'none'
|
||||
else
|
||||
storefront = 'steam'
|
||||
endif
|
||||
if storefront == 'steam'
|
||||
steam_sdk_path = meson.current_source_dir() / 'sdk'
|
||||
|
||||
if host_machine.system() == 'darwin'
|
||||
steam_lib_path = steam_sdk_path / 'redistributable_bin' / 'osx' / 'libsteam_api.dylib'
|
||||
elif host_machine.system() == 'linux'
|
||||
steam_lib_path = steam_sdk_path / 'redistributable_bin' / 'linux64' / 'libsteam_api.so'
|
||||
elif host_machine.system() == 'windows'
|
||||
steam_lib_path = steam_sdk_path / 'redistributable_bin' / 'win64' / 'steam_api64.lib'
|
||||
else
|
||||
steam_lib_path = ''
|
||||
endif
|
||||
|
||||
if fs.exists(steam_lib_path)
|
||||
steam_dep = declare_dependency(
|
||||
include_directories: include_directories('sdk/public'),
|
||||
link_args: [steam_lib_path]
|
||||
)
|
||||
deps += steam_dep
|
||||
src += 'qjs_steam.cpp'
|
||||
message('Steam SDK enabled')
|
||||
else
|
||||
error('Steam SDK required but not found at: ' + steam_lib_path)
|
||||
endif
|
||||
else
|
||||
add_project_arguments('-DNSTEAM', language: ['c', 'cpp'])
|
||||
message('Storefront: ' + storefront)
|
||||
endif
|
||||
|
||||
# Discord SDK integration
|
||||
if host_machine.system() != 'emscripten'
|
||||
discord_sdk_path = meson.current_source_dir() / 'discord_social_sdk'
|
||||
|
||||
if host_machine.system() == 'darwin'
|
||||
discord_lib_path = discord_sdk_path / 'lib' / 'release' / 'libdiscord_partner_sdk.dylib'
|
||||
elif host_machine.system() == 'linux'
|
||||
discord_lib_path = discord_sdk_path / 'lib' / 'release' / 'libdiscord_partner_sdk.so'
|
||||
elif host_machine.system() == 'windows'
|
||||
discord_lib_path = discord_sdk_path / 'lib' / 'release' / 'discord_partner_sdk.lib'
|
||||
else
|
||||
discord_lib_path = ''
|
||||
endif
|
||||
|
||||
if fs.exists(discord_lib_path)
|
||||
discord_dep = declare_dependency(
|
||||
include_directories: include_directories('discord_social_sdk/include'),
|
||||
link_args: [discord_lib_path]
|
||||
)
|
||||
deps += discord_dep
|
||||
src += 'qjs_discord.cpp'
|
||||
message('Discord SDK enabled')
|
||||
else
|
||||
add_project_arguments('-NDISCORD', language: ['c', 'cpp'])
|
||||
message('Discord SDK not found at: ' + discord_lib_path)
|
||||
endif
|
||||
else
|
||||
add_project_arguments('-NDISCORD', language: ['c', 'cpp'])
|
||||
message('Discord SDK disabled for Emscripten')
|
||||
endif
|
||||
|
||||
link_args = link
|
||||
sources = []
|
||||
src += ['anim.c', 'config.c', 'datastream.c','font.c','gameobject.c','HandmadeMath.c','jsffi.c','model.c','render.c','script.c','simplex.c','spline.c', 'timer.c', 'transform.c','prosperon.c', 'wildmatch.c', 'sprite.c', 'quadtree.c', 'aabb.c', 'rtree.c']
|
||||
src += [
|
||||
'anim.c', 'config.c', 'datastream.c','font.c','HandmadeMath.c','jsffi.c','model.c',
|
||||
'render.c','simplex.c','spline.c', 'transform.c','cell.c', 'wildmatch.c',
|
||||
'sprite.c', 'rtree.c', 'qjs_nota.c', 'qjs_soloud.c', 'qjs_sdl.c', 'qjs_sdl_input.c', 'qjs_sdl_video.c', 'qjs_sdl_surface.c', 'qjs_math.c', 'qjs_geometry.c', 'qjs_transform.c', 'qjs_sprite.c', 'qjs_io.c', 'qjs_fd.c', 'qjs_os.c', 'qjs_actor.c',
|
||||
'qjs_qr.c', 'qjs_wota.c', 'monocypher.c', 'qjs_blob.c', 'qjs_crypto.c', 'qjs_time.c', 'qjs_http.c', 'qjs_rtree.c', 'qjs_spline.c', 'qjs_js.c', 'qjs_debug.c', 'picohttpparser.c', 'qjs_miniz.c', 'timer.c', 'qjs_socket.c', 'qjs_kim.c', 'qjs_utf8.c', 'qjs_fit.c', 'qjs_text.c', 'qjs_layout.c'
|
||||
]
|
||||
# quirc src
|
||||
src += [
|
||||
'thirdparty/quirc/quirc.c', 'thirdparty/quirc/decode.c',
|
||||
'thirdparty/quirc/identify.c', 'thirdparty/quirc/version_db.c'
|
||||
]
|
||||
|
||||
imsrc = ['GraphEditor.cpp','ImCurveEdit.cpp','ImGradient.cpp','imgui_draw.cpp','imgui_tables.cpp','imgui_widgets.cpp','imgui.cpp','ImGuizmo.cpp','imnodes.cpp','implot_items.cpp','implot.cpp', 'imgui_impl_sdlrenderer3.cpp', 'imgui_impl_sdl3.cpp', 'imgui_impl_sdlgpu3.cpp']
|
||||
# quickjs src
|
||||
src += ['quickjs.c', 'libregexp.c', 'libunicode.c', 'cutils.c', 'dtoa.c']
|
||||
|
||||
imsrc = [
|
||||
'GraphEditor.cpp','ImCurveEdit.cpp','ImGradient.cpp','imgui_draw.cpp',
|
||||
'imgui_tables.cpp','imgui_widgets.cpp','imgui.cpp','ImGuizmo.cpp','backends/imgui_impl_sdl3.cpp', 'backends/imgui_impl_sdlrenderer3.cpp', 'backends/imgui_impl_sdlgpu3.cpp'
|
||||
]
|
||||
|
||||
foreach file : imsrc
|
||||
sources += 'source/thirdparty/imgui' / file
|
||||
sources += 'source/qjs_imgui.cpp'
|
||||
endforeach
|
||||
|
||||
srceng = 'source'
|
||||
tp = srceng / 'thirdparty'
|
||||
|
||||
includes = [srceng,tp / 'cgltf',tp / 'imgui',tp / 'par',tp / 'stb',tp,tp / 'pl_mpeg/include']
|
||||
includes = [
|
||||
srceng, tp / 'cgltf', tp / 'imgui', tp / 'imgui/backends', tp / 'par', tp / 'stb',
|
||||
tp, tp / 'pl_mpeg/include', tp / 'quirc'
|
||||
]
|
||||
|
||||
foreach file : src
|
||||
full_path = join_paths('source', file)
|
||||
sources += files(full_path)
|
||||
endforeach
|
||||
|
||||
if get_option('editor')
|
||||
sources += 'source/qjs_imgui.cpp'
|
||||
foreach imgui : imsrc
|
||||
sources += tp / 'imgui' / imgui
|
||||
endforeach
|
||||
# sub_dmon = subproject('qjs-dmon')
|
||||
# dmon_dep = sub_dmon.get_variable('qjs_dmon_dep')
|
||||
endif
|
||||
|
||||
includers = []
|
||||
foreach inc : includes
|
||||
includers += include_directories(inc)
|
||||
endforeach
|
||||
|
||||
zip_folders = ['scripts', 'fonts', 'icons', 'shaders']
|
||||
zip_paths = []
|
||||
foreach folder: zip_folders
|
||||
zip_paths += meson.project_source_root() / folder
|
||||
endforeach
|
||||
|
||||
# Now use the hash file as a dependency so that any change in the files causes a rebuild.
|
||||
core = custom_target('core.zip',
|
||||
output : 'core.zip',
|
||||
command : ['sh', '-c',
|
||||
'cd ' + meson.project_source_root() +
|
||||
' && echo "Rebuilding core.zip" && rm -f ' + meson.current_build_dir() + '/core.zip && ' +
|
||||
'zip -r ' + meson.current_build_dir() + '/core.zip scripts fonts icons shaders'
|
||||
],
|
||||
build_always: true,
|
||||
build_by_default: true
|
||||
)
|
||||
|
||||
prosperon_raw = executable('prosperon_raw', sources,
|
||||
dependencies: deps,
|
||||
include_directories: includers,
|
||||
link_args: link,
|
||||
build_rpath: '$ORIGIN',
|
||||
install:false
|
||||
)
|
||||
|
||||
if host_machine.system() == 'windows'
|
||||
exe_ext = '.exe'
|
||||
else
|
||||
exe_ext = ''
|
||||
endif
|
||||
|
||||
prosperon = custom_target('prosperon',
|
||||
output: 'prosperon' + exe_ext,
|
||||
input: [prosperon_raw, core],
|
||||
command: [
|
||||
'sh', '-c',
|
||||
'cat "$1" "$2" > "$3" && chmod +x "$3" >/dev/null 2>&1',
|
||||
'concat',
|
||||
'@INPUT0@',
|
||||
'@INPUT1@',
|
||||
'@OUTPUT@'
|
||||
],
|
||||
build_always: true,
|
||||
build_by_default: true
|
||||
strip_enabled = ['release', 'minsize'].contains(get_option('buildtype'))
|
||||
|
||||
if strip_enabled
|
||||
add_project_link_arguments('-s', language: ['c', 'cpp'])
|
||||
endif
|
||||
|
||||
cell = executable('cell', sources,
|
||||
dependencies: deps,
|
||||
include_directories: includers,
|
||||
link_args: link,
|
||||
build_rpath: '$ORIGIN',
|
||||
install: true
|
||||
)
|
||||
|
||||
prosperon_dep = declare_dependency(
|
||||
link_with:prosperon
|
||||
)
|
||||
|
||||
copy_tests = custom_target(
|
||||
'copy_tests',
|
||||
output: 'tests',
|
||||
command: [
|
||||
'cp', '-rf',
|
||||
join_paths(meson.source_root(), 'tests'),
|
||||
meson.build_root()
|
||||
],
|
||||
build_always: true,
|
||||
build_by_default: true
|
||||
cell_dep = declare_dependency(
|
||||
link_with: cell
|
||||
)
|
||||
|
||||
tests = [
|
||||
'spawn_actor',
|
||||
'empty'
|
||||
'empty',
|
||||
'nota',
|
||||
'wota',
|
||||
'portalspawner',
|
||||
'overling',
|
||||
'send',
|
||||
'delay'
|
||||
]
|
||||
|
||||
foreach file : tests
|
||||
test(file, prosperon_raw, args:['tests/' + file + '.js'], depends:copy_tests)
|
||||
test(file, cell, args:['tests/' + file])
|
||||
endforeach
|
||||
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
option('editor', type:'boolean', value:true)
|
||||
option('chipmunk', type:'boolean', value:true)
|
||||
option('enet', type:'boolean', value:true)
|
||||
option('storefront', type:'combo', choices:['none','steam', 'gog', 'egs'], value:'none')
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
site_name: Prosperon Documentation
|
||||
edit_uri: edit/master/doc/docs
|
||||
|
||||
plugins:
|
||||
- search
|
||||
- awesome-pages
|
||||
- mike
|
||||
|
||||
extra_css:
|
||||
- style.css
|
||||
@@ -32,6 +32,9 @@ extra:
|
||||
analytics:
|
||||
provider: google
|
||||
property: G-85ECSFGCBV
|
||||
version:
|
||||
default: latest
|
||||
provider: mike
|
||||
|
||||
markdown_extensions:
|
||||
- admonition
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
var graphics = use('graphics')
|
||||
var color = use('color')
|
||||
|
||||
var sprite = {
|
||||
image: undefined,
|
||||
image: null,
|
||||
set color(x) { this._sprite.color = x; },
|
||||
get color() { return this._sprite.color; },
|
||||
anim_speed: 1,
|
||||
@@ -11,7 +12,7 @@ var sprite = {
|
||||
return;
|
||||
}
|
||||
|
||||
if (typeof str === 'string') {
|
||||
if (typeof str == 'string') {
|
||||
if (!this.animset[str]) {
|
||||
fn?.();
|
||||
return;
|
||||
@@ -25,8 +26,8 @@ var sprite = {
|
||||
|
||||
this.del_anim?.();
|
||||
this.del_anim = () => {
|
||||
this.del_anim = undefined;
|
||||
advance = undefined;
|
||||
this.del_anim = null;
|
||||
advance = null;
|
||||
stop?.();
|
||||
};
|
||||
|
||||
@@ -37,10 +38,10 @@ var sprite = {
|
||||
var done = false;
|
||||
if (reverse) {
|
||||
f = (((f - 1) % playing.frames.length) + playing.frames.length) % playing.frames.length;
|
||||
if (f === playing.frames.length - 1) done = true;
|
||||
if (f == playing.frames.length - 1) done = true;
|
||||
} else {
|
||||
f = (f + 1) % playing.frames.length;
|
||||
if (f === 0) done = true;
|
||||
if (f == 0) done = true;
|
||||
}
|
||||
|
||||
this.image = playing.frames[f];
|
||||
@@ -65,7 +66,7 @@ var sprite = {
|
||||
set path(p) {
|
||||
var image = graphics.texture(p);
|
||||
if (!image) {
|
||||
console.warn(`Could not find image ${p}.`);
|
||||
log.warn(`Could not find image ${p}.`);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -101,14 +102,14 @@ var sprite = {
|
||||
},
|
||||
garbage: function() {
|
||||
this.del_anim?.();
|
||||
this.anim = undefined;
|
||||
this.anim = null;
|
||||
tree.delete(this._sprite)
|
||||
this.transform.parent = undefined
|
||||
this.transform.parent = null
|
||||
for (var t of this.transform.children())
|
||||
t.parent = undefined
|
||||
t.parent = null
|
||||
delete this.transform.sprite
|
||||
delete this._sprite
|
||||
// console.log("CLEARED SPRITE")
|
||||
// log.console("CLEARED SPRITE")
|
||||
},
|
||||
anchor: [0, 0],
|
||||
set layer(v) { this._sprite.layer = v; },
|
||||
@@ -184,7 +185,9 @@ sprite.inputs.kp1 = function () {
|
||||
this.setanchor("ul");
|
||||
};
|
||||
|
||||
var tree = graphics.make_rtree()
|
||||
var rtree = use('rtree')
|
||||
|
||||
var tree = new rtree
|
||||
sprite.tree = tree;
|
||||
|
||||
var IN = Symbol()
|
||||
@@ -213,7 +216,7 @@ sprite.to_queue = function(ysort = false)
|
||||
};
|
||||
var culled = sprite.tree.query(camrect)
|
||||
if (culled.length == 0) return [];
|
||||
var cmd = graphics.make_sprite_queue(culled, prosperon.camera, undefined, 1);
|
||||
var cmd = graphics.make_sprite_queue(culled, prosperon.camera, null, 1);
|
||||
return cmd;
|
||||
}
|
||||
|
||||
@@ -221,18 +224,18 @@ return sprite;
|
||||
|
||||
---
|
||||
|
||||
var Color = use('color')
|
||||
var os = use('os')
|
||||
var graphics = use('graphics')
|
||||
var color = use('color')
|
||||
var transform = use('transform')
|
||||
var sprite = use('sprite')
|
||||
|
||||
this.transform = os.make_transform();
|
||||
this.transform = new transform;
|
||||
if (this.overling.transform)
|
||||
this.transform.parent = this.overling.transform;
|
||||
|
||||
this.transform.change_hook = $.t_hook;
|
||||
var msp = graphics.make_sprite();
|
||||
var msp = new sprite
|
||||
this._sprite = msp;
|
||||
msp.color = Color.white;
|
||||
msp.color = color.white;
|
||||
this.transform.sprite = this
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
var cam = {}
|
||||
|
||||
var os = use('os')
|
||||
var transform = use('transform')
|
||||
|
||||
var basecam = {}
|
||||
basecam.draw_rect = function(size)
|
||||
@@ -88,7 +88,7 @@ function mode_rect(src,dst,mode = "stretch")
|
||||
cam.make = function()
|
||||
{
|
||||
var c = Object.create(basecam)
|
||||
c.transform = os.make_transform()
|
||||
c.transform = new transform
|
||||
c.transform.unit()
|
||||
c.zoom = 1
|
||||
c.size = [640,360]
|
||||
@@ -3,32 +3,49 @@
|
||||
|
||||
var layout = use('layout')
|
||||
var geometry = use('geometry')
|
||||
var draw = use('draw2d')
|
||||
var draw = use('prosperon/draw2d')
|
||||
var graphics = use('graphics')
|
||||
var util = use('util')
|
||||
var input = use('input')
|
||||
|
||||
function normalizeSpacing(spacing) {
|
||||
if (typeof spacing == 'number') {
|
||||
return {l: spacing, r: spacing, t: spacing, b: spacing}
|
||||
} else if (Array.isArray(spacing)) {
|
||||
if (spacing.length == 2) {
|
||||
return {l: spacing[0], r: spacing[0], t: spacing[1], b: spacing[1]}
|
||||
} else if (spacing.length == 4) {
|
||||
return {l: spacing[0], r: spacing[1], t: spacing[2], b: spacing[3]}
|
||||
}
|
||||
} else if (typeof spacing == 'object') {
|
||||
return {l: spacing.l || 0, r: spacing.r || 0, t: spacing.t || 0, b: spacing.b || 0}
|
||||
} else {
|
||||
return {l:0, r:0, t:0, b:0}
|
||||
}
|
||||
}
|
||||
|
||||
var lay_ctx = layout.make_context();
|
||||
|
||||
var clay_base = {
|
||||
font: undefined,
|
||||
background_image: undefined,
|
||||
font: null,
|
||||
background_image: null,
|
||||
slice: 0,
|
||||
font: 'smalle.16',
|
||||
font_size: undefined,
|
||||
color: [1,1,1,1],
|
||||
font_size: null,
|
||||
color: {r:1,g:1,b:1,a:1},
|
||||
spacing:0,
|
||||
padding:0,
|
||||
margin:0,
|
||||
offset:[0,0],
|
||||
size:undefined,
|
||||
background_color: undefined
|
||||
offset:{x:0, y:0},
|
||||
size:null,
|
||||
background_color: null
|
||||
};
|
||||
|
||||
var root_item;
|
||||
var root_config;
|
||||
var boxes = [];
|
||||
var clay = {}
|
||||
var focused_textbox = null
|
||||
|
||||
clay.behave = layout.behave;
|
||||
clay.contain = layout.contain;
|
||||
@@ -38,6 +55,10 @@ clay.draw = function draw(size, fn, config = {})
|
||||
lay_ctx.reset();
|
||||
boxes = [];
|
||||
var root = lay_ctx.item();
|
||||
// Accept both array and object formats
|
||||
if (Array.isArray(size)) {
|
||||
size = {width: size[0], height: size[1]};
|
||||
}
|
||||
lay_ctx.set_size(root,size);
|
||||
lay_ctx.set_contain(root,layout.contain.row);
|
||||
root_item = root;
|
||||
@@ -55,7 +76,7 @@ clay.draw = function draw(size, fn, config = {})
|
||||
box.content = lay_ctx.get_rect(box.id);
|
||||
box.boundingbox = Object.assign({}, box.content);
|
||||
|
||||
var padding = util.normalizeSpacing(box.config.padding || 0);
|
||||
var padding = normalizeSpacing(box.config.padding || 0);
|
||||
if (padding.l || padding.r || padding.t || padding.b) {
|
||||
// Adjust the boundingbox to include the padding
|
||||
box.boundingbox.x -= padding.l;
|
||||
@@ -64,15 +85,15 @@ clay.draw = function draw(size, fn, config = {})
|
||||
box.boundingbox.height += padding.t + padding.b;
|
||||
}
|
||||
box.marginbox = Object.assign({}, box.content);
|
||||
var margin = util.normalizeSpacing(box.config.margin || 0);
|
||||
var margin = normalizeSpacing(box.config.margin || 0);
|
||||
box.marginbox.x -= margin.l;
|
||||
box.marginbox.y -= margin.t;
|
||||
box.marginbox.width += margin.l+margin.r;
|
||||
box.marginbox.height += margin.t+margin.b;
|
||||
box.content.y *= -1;
|
||||
box.content.y += size.y;
|
||||
box.content.y += size.height;
|
||||
box.boundingbox.y *= -1;
|
||||
box.boundingbox.y += size.y;
|
||||
box.boundingbox.y += size.height;
|
||||
box.content.anchor_y = 1;
|
||||
box.boundingbox.anchor_y = 1;
|
||||
}
|
||||
@@ -112,21 +133,22 @@ clay.spacer = create_view_fn({
|
||||
|
||||
function image_size(img)
|
||||
{
|
||||
return [img.rect[2]*img.texture.width, img.rect[3]*img.texture.height];
|
||||
return [img.width * (img.rect?.width || 1), img.height * (img.rect?.height || 1)];
|
||||
}
|
||||
|
||||
function add_item(config)
|
||||
{
|
||||
// Normalize the child's margin
|
||||
var margin = util.normalizeSpacing(config.margin || 0);
|
||||
var padding = util.normalizeSpacing(config.padding || 0);
|
||||
var margin = normalizeSpacing(config.margin || 0);
|
||||
var padding = normalizeSpacing(config.padding || 0);
|
||||
var childGap = root_config.child_gap || 0;
|
||||
|
||||
// Adjust for child_gap
|
||||
root_config._childIndex ??= 0
|
||||
if (root_config._childIndex > 0) {
|
||||
var parentContain = root_config.contain || 0;
|
||||
var isVStack = (parentContain & layout.contain.column) !== 0;
|
||||
var isHStack = (parentContain & layout.contain.row) !== 0;
|
||||
var isVStack = (parentContain & layout.contain.column) != 0;
|
||||
var isHStack = (parentContain & layout.contain.row) != 0;
|
||||
|
||||
if (isVStack) {
|
||||
margin.t += childGap;
|
||||
@@ -146,6 +168,11 @@ function add_item(config)
|
||||
|
||||
var item = lay_ctx.item();
|
||||
lay_ctx.set_margins(item, use_config.margin);
|
||||
use_config.size ??= {width:0, height:0}
|
||||
// Convert array to object if needed
|
||||
if (Array.isArray(use_config.size)) {
|
||||
use_config.size = {width: use_config.size[0], height: use_config.size[1]};
|
||||
}
|
||||
lay_ctx.set_size(item,use_config.size);
|
||||
lay_ctx.set_contain(item,use_config.contain);
|
||||
lay_ctx.set_behave(item,use_config.behave);
|
||||
@@ -162,7 +189,7 @@ function add_item(config)
|
||||
|
||||
function rectify_configs(config_array)
|
||||
{
|
||||
if (config_array.length === 0)
|
||||
if (config_array.length == 0)
|
||||
config_array = [{}];
|
||||
|
||||
for (var i = config_array.length-1; i > 0; i--)
|
||||
@@ -178,8 +205,8 @@ clay.image = function image(path, ...configs)
|
||||
{
|
||||
var config = rectify_configs(configs);
|
||||
var image = graphics.texture(path);
|
||||
config.image = image;
|
||||
config.size ??= [image.texture.width, image.texture.height];
|
||||
config.image = path; // Store the path string, not the texture object
|
||||
config.size ??= {width: image.width, height: image.height};
|
||||
add_item(config);
|
||||
}
|
||||
|
||||
@@ -188,7 +215,9 @@ clay.text = function text(str, ...configs)
|
||||
var config = rectify_configs(configs);
|
||||
config.size ??= [0,0];
|
||||
config.font = graphics.get_font(config.font)
|
||||
var tsize = config.font.text_size(str, 0, 0, config.size.x);
|
||||
var tsize = graphics.font_text_size(config.font, str, 0, config.size.x);
|
||||
tsize.x = Math.ceil(tsize.x)
|
||||
tsize.y = Math.ceil(tsize.y)
|
||||
config.size = config.size.map((x,i) => Math.max(x, tsize[i]));
|
||||
config.text = str;
|
||||
add_item(config);
|
||||
@@ -210,41 +239,53 @@ clay.button = function button(str, action, config = {})
|
||||
{
|
||||
config.__proto__ = button_base;
|
||||
config.font = graphics.get_font(config.font)
|
||||
config.size = config.font.text_size(str)
|
||||
config.size = graphics.font_text_size(config.font, str, 0, 0)
|
||||
add_item(config);
|
||||
config.text = str;
|
||||
config.action = action;
|
||||
}
|
||||
|
||||
var hovered = undefined;
|
||||
clay.newframe = function() { hovered = undefined; }
|
||||
clay.textbox = function(str, on_change, ...configs) {
|
||||
var config = rectify_configs(configs)
|
||||
config.on_change = on_change
|
||||
config.text = str
|
||||
config.font = graphics.get_font(config.font)
|
||||
var tsize = graphics.font_text_size(config.font, str, 0, 0)
|
||||
config.size ??= [0,0]
|
||||
config.size = [Math.ceil(tsize.x), Math.ceil(tsize.y)]
|
||||
config.size = [Math.max(config.size[0], config.size[0]), Math.max(config.size[1], config.size[1])]
|
||||
add_item(config)
|
||||
}
|
||||
|
||||
// mousepos given in hud coordinates
|
||||
clay.draw_commands = function draw_commands(cmds, pos = [0,0], mousepos = prosperon.camera.screen2hud(input.mouse.screenpos()))
|
||||
var point = use('point')
|
||||
|
||||
// Pure rendering function - no input handling
|
||||
clay.draw_commands = function draw_commands(cmds, pos = {x:0,y:0})
|
||||
{
|
||||
for (var cmd of cmds) {
|
||||
var config = cmd.config;
|
||||
var boundingbox = geometry.rect_move(cmd.boundingbox,pos.add(config.offset));
|
||||
var content = geometry.rect_move(cmd.content,pos.add(config.offset));
|
||||
var config = cmd.config
|
||||
var boundingbox = geometry.rect_move(cmd.boundingbox,point.add(pos,config.offset))
|
||||
var content = geometry.rect_move(cmd.content,point.add(pos, config.offset))
|
||||
|
||||
if (config.hovered && geometry.rect_point_inside(boundingbox, mousepos)) {
|
||||
config.hovered.__proto__ = config;
|
||||
config = config.hovered;
|
||||
hovered = config;
|
||||
// Check if this box should use hover styling
|
||||
if (cmd.state && cmd.state.hovered && config.hovered) {
|
||||
config.hovered.__proto__ = config
|
||||
config = config.hovered
|
||||
}
|
||||
|
||||
if (config.background_image)
|
||||
if (config.slice)
|
||||
draw.slice9(config.background_image, boundingbox, config.slice, config.background_color);
|
||||
draw.slice9(config.background_image, boundingbox, config.slice, config.background_color)
|
||||
else
|
||||
draw.image(config.background_image, boundingbox, 0, config.color);
|
||||
draw.image(config.background_image, boundingbox, 0, config.color)
|
||||
else if (config.background_color)
|
||||
draw.rectangle(boundingbox, config.background_color);
|
||||
draw.rectangle(boundingbox, config.background_color)
|
||||
|
||||
if (config.text)
|
||||
draw.text(config.text, content, config.font, config.font_size, config.color, config.size.x);
|
||||
draw.text(config.text, content, config.font, config.color, config.size.width)
|
||||
|
||||
if (config.image)
|
||||
draw.image(config.image, content, 0, config.color);
|
||||
draw.image(config.image, content, 0, config.color)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -253,7 +294,7 @@ clay.debug_colors = dbg_colors;
|
||||
dbg_colors.content = [1,0,0,0.1];
|
||||
dbg_colors.boundingbox = [0,1,0,0,0.1];
|
||||
dbg_colors.margin = [0,0,1,0.1];
|
||||
clay.draw_debug = function draw_debug(cmds, pos = [0,0])
|
||||
clay.draw_debug = function draw_debug(cmds, pos = {x:0, y:0})
|
||||
{
|
||||
for (var i = 0; i < cmds.length; i++) {
|
||||
var cmd = cmds[i];
|
||||
@@ -265,11 +306,4 @@ clay.draw_debug = function draw_debug(cmds, pos = [0,0])
|
||||
}
|
||||
}
|
||||
|
||||
clay.inputs = {};
|
||||
clay.inputs.mouse = {}
|
||||
clay.inputs.mouse.left = function()
|
||||
{
|
||||
if (hovered && hovered.action) hovered.action();
|
||||
}
|
||||
|
||||
return clay
|
||||
63
prosperon/clay_input.cm
Normal file
@@ -0,0 +1,63 @@
|
||||
// clay_input.cm - Input handling for clay UI
|
||||
// Separates input concerns from layout/rendering
|
||||
|
||||
var geometry = use('geometry')
|
||||
var point = use('point')
|
||||
|
||||
var clay_input = {}
|
||||
|
||||
// Hit-test boxes against a mouse position
|
||||
// boxes: array of box objects from clay.draw()
|
||||
// mousepos: {x, y} position to test
|
||||
// prev_state: previous input state for tracking changes
|
||||
clay_input.hit = function hit(boxes, mousepos, prev_state = {}) {
|
||||
var hovered = null
|
||||
var clicked = null
|
||||
|
||||
// Find the topmost hovered box (iterate in reverse for proper z-order)
|
||||
for (var i = boxes.length - 1; i >= 0; i--) {
|
||||
var box = boxes[i]
|
||||
var boundingbox = geometry.rect_move(box.boundingbox, box.config.offset)
|
||||
if (geometry.rect_point_inside(boundingbox, mousepos)) {
|
||||
hovered = box
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// Update hover state
|
||||
if (hovered && hovered.config.hovered) {
|
||||
hovered.state = hovered.state || {}
|
||||
hovered.state.hovered = true
|
||||
}
|
||||
|
||||
// Clear previous hover state if different
|
||||
if (prev_state.hovered && prev_state.hovered != hovered) {
|
||||
prev_state.hovered.state = prev_state.hovered.state || {}
|
||||
prev_state.hovered.state.hovered = false
|
||||
}
|
||||
|
||||
return {
|
||||
hovered: hovered,
|
||||
clicked: clicked
|
||||
}
|
||||
}
|
||||
|
||||
// Handle click events
|
||||
clay_input.click = function click(boxes, mousepos, button = 'left') {
|
||||
var hit_result = clay_input.hit(boxes, mousepos)
|
||||
var clicked = hit_result.hovered
|
||||
|
||||
if (clicked && clicked.config.action) {
|
||||
clicked.config.action()
|
||||
return clicked
|
||||
}
|
||||
|
||||
return null
|
||||
}
|
||||
|
||||
// Get boxes with actions for navigation
|
||||
clay_input.get_actionable = function get_actionable(boxes) {
|
||||
return boxes.filter(box => box.config.action)
|
||||
}
|
||||
|
||||
return clay_input
|
||||
216
prosperon/color.cm
Normal file
@@ -0,0 +1,216 @@
|
||||
function tohex(n) {
|
||||
var s = Math.floor(n).toString(16);
|
||||
if (s.length == 1) s = "0" + s;
|
||||
return s.toUpperCase();
|
||||
};
|
||||
|
||||
var Color = {
|
||||
white: [1, 1, 1],
|
||||
black: [0, 0, 0],
|
||||
blue: [0, 0, 1],
|
||||
green: [0, 1, 0],
|
||||
yellow: [1, 1, 0],
|
||||
red: [1, 0, 0],
|
||||
gray: [0.71, 0.71, 0.71],
|
||||
cyan: [0, 1, 1],
|
||||
purple: [0.635, 0.365, 0.89],
|
||||
orange: [1, 0.565, 0.251],
|
||||
magenta: [1, 0, 1],
|
||||
};
|
||||
|
||||
Color.editor = {};
|
||||
Color.editor.ur = Color.green;
|
||||
|
||||
Color.tohtml = function (v) {
|
||||
var html = v.map(function (n) {
|
||||
return tohex(n * 255);
|
||||
});
|
||||
return "#" + html.join("");
|
||||
};
|
||||
|
||||
var esc = {};
|
||||
esc.reset = "\x1b[0";
|
||||
esc.color = function (v) {
|
||||
var c = v.map(function (n) {
|
||||
return Math.floor(n * 255);
|
||||
});
|
||||
var truecolor = "\x1b[38;2;" + c.join(";") + ";";
|
||||
return truecolor;
|
||||
};
|
||||
|
||||
esc.doc = "Functions and constants for ANSI escape sequences.";
|
||||
|
||||
Color.Arkanoid = {
|
||||
orange: [1, 0.561, 0],
|
||||
teal: [0, 1, 1],
|
||||
green: [0, 1, 0],
|
||||
red: [1, 0, 0],
|
||||
blue: [0, 0.439, 1],
|
||||
purple: [1, 0, 1],
|
||||
yellow: [1, 1, 0],
|
||||
silver: [0.616, 0.616, 0.616],
|
||||
gold: [0.737, 0.682, 0],
|
||||
};
|
||||
|
||||
Color.Arkanoid.Powerups = {
|
||||
red: [0.682, 0, 0] /* laser */,
|
||||
blue: [0, 0, 0.682] /* enlarge */,
|
||||
green: [0, 0.682, 0] /* catch */,
|
||||
orange: [0.878, 0.561, 0] /* slow */,
|
||||
purple: [0.824, 0, 0.824] /* break */,
|
||||
cyan: [0, 0.682, 1] /* disruption */,
|
||||
gray: [0.561, 0.561, 0.561] /* 1up */,
|
||||
};
|
||||
|
||||
Color.Gameboy = {
|
||||
darkest: [0.898, 0.42, 0.102],
|
||||
dark: [0.898, 0.741, 0.102],
|
||||
light: [0.741, 0.898, 0.102],
|
||||
lightest: [0.42, 0.898, 0.102],
|
||||
};
|
||||
|
||||
Color.Apple = {
|
||||
green: [0.369, 0.741, 0.243],
|
||||
yellow: [1, 0.725, 0],
|
||||
orange: [0.969, 0.51, 0],
|
||||
red: [0.886, 0.22, 0.22],
|
||||
purple: [0.592, 0.224, 0.6],
|
||||
blue: [0, 0.612, 0.875],
|
||||
};
|
||||
|
||||
Color.Debug = {
|
||||
boundingbox: Color.white,
|
||||
names: [0.329, 0.431, 1],
|
||||
};
|
||||
|
||||
Color.Editor = {
|
||||
grid: [0.388, 1, 0.502],
|
||||
select: [1, 1, 0.216],
|
||||
newgroup: [0.471, 1, 0.039],
|
||||
};
|
||||
|
||||
/* Detects the format of all colors and munges them into a floating point format */
|
||||
Color.normalize = function (c) {
|
||||
var add_a = function (a) {
|
||||
var n = this.slice();
|
||||
n[3] = a;
|
||||
return n;
|
||||
};
|
||||
|
||||
for (var p of Object.keys(c)) {
|
||||
if (typeof c[p] != "object") continue;
|
||||
if (!Array.isArray(c[p])) {
|
||||
Color.normalize(c[p]);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Add alpha channel if not present
|
||||
if (c[p].length == 3) {
|
||||
c[p][3] = 1;
|
||||
}
|
||||
|
||||
// Check if any values are > 1 (meaning they're in 0-255 format)
|
||||
var needs_conversion = false;
|
||||
for (var color of c[p]) {
|
||||
if (color > 1) {
|
||||
needs_conversion = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Convert from 0-255 to 0-1 if needed
|
||||
if (needs_conversion) {
|
||||
c[p] = c[p].map(function (x) {
|
||||
return x / 255;
|
||||
});
|
||||
}
|
||||
|
||||
c[p].alpha = add_a;
|
||||
}
|
||||
};
|
||||
|
||||
Color.normalize(Color);
|
||||
|
||||
var ColorMap = {};
|
||||
ColorMap.makemap = function (map) {
|
||||
var newmap = Object.create(ColorMap);
|
||||
Object.assign(newmap, map);
|
||||
return newmap;
|
||||
};
|
||||
ColorMap.Jet = ColorMap.makemap({
|
||||
0: [0, 0, 0.514],
|
||||
0.125: [0, 0.235, 0.667],
|
||||
0.375: [0.02, 1, 1],
|
||||
0.625: [1, 1, 0],
|
||||
0.875: [0.98, 0, 0],
|
||||
1: [0.502, 0, 0],
|
||||
});
|
||||
|
||||
ColorMap.BlueRed = ColorMap.makemap({
|
||||
0: [0, 0, 1],
|
||||
1: [1, 0, 0],
|
||||
});
|
||||
|
||||
ColorMap.Inferno = ColorMap.makemap({
|
||||
0: [0, 0, 0.016],
|
||||
0.13: [0.122, 0.047, 0.282],
|
||||
0.25: [0.333, 0.059, 0.427],
|
||||
0.38: [0.533, 0.133, 0.416],
|
||||
0.5: [0.729, 0.212, 0.333],
|
||||
0.63: [0.89, 0.349, 0.2],
|
||||
0.75: [0.976, 0.549, 0.039],
|
||||
0.88: [0.976, 0.788, 0.196],
|
||||
1: [0.988, 1, 0.643],
|
||||
});
|
||||
|
||||
ColorMap.Bathymetry = ColorMap.makemap({
|
||||
0: [0.157, 0.102, 0.173],
|
||||
0.13: [0.233, 0.192, 0.353],
|
||||
0.25: [0.251, 0.298, 0.545],
|
||||
0.38: [0.247, 0.431, 0.592],
|
||||
0.5: [0.282, 0.557, 0.62],
|
||||
0.63: [0.333, 0.682, 0.639],
|
||||
0.75: [0.471, 0.808, 0.639],
|
||||
0.88: [0.733, 0.902, 0.675],
|
||||
1: [0.992, 0.996, 0.8],
|
||||
});
|
||||
|
||||
ColorMap.Viridis = ColorMap.makemap({
|
||||
0: [0.267, 0.004, 0.329],
|
||||
0.13: [0.278, 0.173, 0.478],
|
||||
0.25: [0.231, 0.318, 0.545],
|
||||
0.38: [0.173, 0.443, 0.557],
|
||||
0.5: [0.129, 0.565, 0.553],
|
||||
0.63: [0.153, 0.678, 0.506],
|
||||
0.75: [0.361, 0.784, 0.388],
|
||||
0.88: [0.667, 0.863, 0.196],
|
||||
1: [0.992, 0.906, 0.145],
|
||||
});
|
||||
|
||||
Color.normalize(ColorMap);
|
||||
|
||||
ColorMap.sample = function (t, map = this) {
|
||||
if (t < 0) return map[0];
|
||||
if (t > 1) return map[1];
|
||||
|
||||
var lastkey = 0;
|
||||
for (var key of Object.keys(map).sort()) {
|
||||
if (t < key) {
|
||||
var b = map[key];
|
||||
var a = map[lastkey];
|
||||
var tt = (key - lastkey) * t;
|
||||
return a.lerp(b, tt);
|
||||
}
|
||||
lastkey = key;
|
||||
}
|
||||
return map[1];
|
||||
};
|
||||
|
||||
ColorMap.doc = {
|
||||
sample: "Sample a given colormap at the given percentage (0 to 1).",
|
||||
};
|
||||
|
||||
Color.maps = ColorMap
|
||||
Color.utils = esc
|
||||
|
||||
return Color
|
||||
@@ -1,5 +1,5 @@
|
||||
var input = use('input')
|
||||
var util = use('util')
|
||||
return {}
|
||||
|
||||
var downkeys = {};
|
||||
|
||||
@@ -108,9 +108,9 @@ input.mouse.normal.doc = "Set the mouse to show again after hiding.";
|
||||
|
||||
input.keyboard = {};
|
||||
input.keyboard.down = function (code) {
|
||||
if (typeof code === "number") return downkeys[code];
|
||||
if (typeof code === "string") return downkeys[code.toUpperCase().charCodeAt()] || downkeys[code.toLowerCase().charCodeAt()];
|
||||
return undefined;
|
||||
if (typeof code == "number") return downkeys[code];
|
||||
if (typeof code == "string") return downkeys[code.toUpperCase().charCodeAt()] || downkeys[code.toLowerCase().charCodeAt()];
|
||||
return null;
|
||||
};
|
||||
|
||||
input.print_pawn_kbm = function (pawn) {
|
||||
@@ -158,7 +158,7 @@ input.print_md_kbm = function print_md_kbm(pawn) {
|
||||
};
|
||||
|
||||
input.has_bind = function (pawn, bind) {
|
||||
return typeof pawn.inputs?.[bind] === "function";
|
||||
return typeof pawn.inputs?.[bind] == "function";
|
||||
};
|
||||
|
||||
input.action = {
|
||||
@@ -177,17 +177,17 @@ input.tabcomplete = function tabcomplete(val, list) {
|
||||
if (!val) return val;
|
||||
list = filter(x => x.startsWith(val))
|
||||
|
||||
if (list.length === 1) {
|
||||
if (list.length == 1) {
|
||||
return list[0];
|
||||
}
|
||||
|
||||
var ret = undefined;
|
||||
var ret = null;
|
||||
var i = val.length;
|
||||
while (!ret && list.length !== 0) {
|
||||
while (!ret && list.length != 0) {
|
||||
var char = list[0][i];
|
||||
if (
|
||||
!list.every(function (x) {
|
||||
return x[i] === char;
|
||||
return x[i] == char;
|
||||
})
|
||||
)
|
||||
ret = list[0].slice(0, i);
|
||||
@@ -214,7 +214,7 @@ var Player = {
|
||||
|
||||
mouse_input(type, ...args) {
|
||||
for (var pawn of [...this.pawns].reverse()) {
|
||||
if (typeof pawn.inputs?.mouse?.[type] === "function") {
|
||||
if (typeof pawn.inputs?.mouse?.[type] == "function") {
|
||||
pawn.inputs.mouse[type].call(pawn, ...args);
|
||||
pawn.inputs.post?.call(pawn);
|
||||
if (!pawn.inputs.fallthru) return;
|
||||
@@ -224,7 +224,7 @@ var Player = {
|
||||
|
||||
char_input(c) {
|
||||
for (var pawn of [...this.pawns].reverse()) {
|
||||
if (typeof pawn.inputs?.char === "function") {
|
||||
if (typeof pawn.inputs?.char == "function") {
|
||||
pawn.inputs.char.call(pawn, c);
|
||||
pawn.inputs.post?.call(pawn);
|
||||
if (!pawn.inputs.fallthru) return;
|
||||
@@ -271,16 +271,16 @@ var Player = {
|
||||
fn = inputs[cmd].released;
|
||||
break;
|
||||
case "down":
|
||||
if (typeof inputs[cmd].down === "function") fn = inputs[cmd].down;
|
||||
if (typeof inputs[cmd].down == "function") fn = inputs[cmd].down;
|
||||
else if (inputs[cmd].down) fn = inputs[cmd];
|
||||
}
|
||||
|
||||
var consumed = false;
|
||||
if (typeof fn === "function") {
|
||||
if (typeof fn == "function") {
|
||||
fn.call(pawn, ...args);
|
||||
consumed = true;
|
||||
}
|
||||
if (state === "released") inputs.release_post?.call(pawn);
|
||||
if (state == "released") inputs.release_post?.call(pawn);
|
||||
if (inputs.block) return;
|
||||
if (consumed) return;
|
||||
}
|
||||
@@ -295,7 +295,7 @@ var Player = {
|
||||
},
|
||||
|
||||
print_pawns() {
|
||||
[...this.pawns].reverse().forEach(x => console.log(x))
|
||||
[...this.pawns].reverse().forEach(x => log.console(x))
|
||||
},
|
||||
|
||||
create() {
|
||||
35
prosperon/device.cm
Normal file
@@ -0,0 +1,35 @@
|
||||
// helpful render devices. width and height in pixels; diagonal in inches.
|
||||
return {
|
||||
pc: { width: 1920, height: 1080 },
|
||||
macbook_m2: { width: 2560, height: 1664, diagonal: 13.6 },
|
||||
ds_top: { width: 400, height: 240, diagonal: 3.53 },
|
||||
ds_bottom: { width: 320, height: 240, diagonal: 3.02 },
|
||||
playdate: { width: 400, height: 240, diagonal: 2.7 },
|
||||
switch: { width: 1280, height: 720, diagonal: 6.2 },
|
||||
switch_lite: { width: 1280, height: 720, diagonal: 5.5 },
|
||||
switch_oled: { width: 1280, height: 720, diagonal: 7 },
|
||||
dsi: { width: 256, height: 192, diagonal: 3.268 },
|
||||
ds: { width: 256, height: 192, diagonal: 3 },
|
||||
dsixl: { width: 256, height: 192, diagonal: 4.2 },
|
||||
ipad_air_m2: { width: 2360, height: 1640, diagonal: 11.97 },
|
||||
iphone_se: { width: 1334, height: 750, diagonal: 4.7 },
|
||||
iphone_12_pro: { width: 2532, height: 1170, diagonal: 6.06 },
|
||||
iphone_15: { width: 2556, height: 1179, diagonal: 6.1 },
|
||||
gba: { width: 240, height: 160, diagonal: 2.9 },
|
||||
gameboy: { width: 160, height: 144, diagonal: 2.48 },
|
||||
gbc: { width: 160, height: 144, diagonal: 2.28 },
|
||||
steamdeck: { width: 1280, height: 800, diagonal: 7 },
|
||||
vita: { width: 960, height: 544, diagonal: 5 },
|
||||
psp: { width: 480, height: 272, diagonal: 4.3 },
|
||||
imac_m3: { width: 4480, height: 2520, diagonal: 23.5 },
|
||||
macbook_pro_m3: { width: 3024, height: 1964, diagonal: 14.2 },
|
||||
ps1: { width: 320, height: 240, diagonal: 5 },
|
||||
ps2: { width: 640, height: 480 },
|
||||
snes: { width: 256, height: 224 },
|
||||
gamecube: { width: 640, height: 480 },
|
||||
n64: { width: 320, height: 240 },
|
||||
c64: { width: 320, height: 200 },
|
||||
macintosh: { width: 512, height: 342 },
|
||||
gamegear: { width: 160, height: 144, diagonal: 3.2 }
|
||||
};
|
||||
|
||||
215
prosperon/draw2d.cm
Normal file
@@ -0,0 +1,215 @@
|
||||
var math = use('math')
|
||||
var color = use('color')
|
||||
|
||||
var draw = {}
|
||||
draw[cell.DOC] = `
|
||||
A collection of 2D drawing functions that create drawing command lists.
|
||||
These are pure functions that return plain JavaScript objects representing
|
||||
drawing operations. No rendering or actor communication happens here.
|
||||
`
|
||||
var current_list = []
|
||||
|
||||
// Clear current list
|
||||
draw.clear = function() {
|
||||
current_list = []
|
||||
}
|
||||
|
||||
// Get commands from current list
|
||||
draw.get_commands = function() {
|
||||
return current_list
|
||||
}
|
||||
|
||||
// Helper to add a command
|
||||
function add_command(type, data) {
|
||||
data.cmd = type
|
||||
current_list.push(data)
|
||||
}
|
||||
|
||||
// Default geometry definitions
|
||||
var ellipse_def = {
|
||||
start: 0,
|
||||
end: 1,
|
||||
mode: 'fill',
|
||||
thickness: 1,
|
||||
}
|
||||
|
||||
var line_def = {
|
||||
thickness: 1,
|
||||
cap:"butt",
|
||||
}
|
||||
|
||||
var rect_def = {
|
||||
thickness:1,
|
||||
radius: 0
|
||||
}
|
||||
|
||||
var slice9_info = {
|
||||
tile_top:true,
|
||||
tile_bottom:true,
|
||||
tile_left:true,
|
||||
tile_right:true,
|
||||
tile_center_x:true,
|
||||
tile_center_right:true,
|
||||
}
|
||||
|
||||
var image_info = {
|
||||
tile_x: false,
|
||||
tile_y: false,
|
||||
flip_x: false,
|
||||
flip_y: false,
|
||||
mode: 'linear'
|
||||
}
|
||||
|
||||
var circle_def = {
|
||||
inner_radius:1, // percentage: 1 means filled circle
|
||||
start:0,
|
||||
end: 1,
|
||||
}
|
||||
|
||||
// Drawing functions
|
||||
draw.point = function(pos, size, opt = {}, material) {
|
||||
add_command("draw_point", {
|
||||
pos: pos,
|
||||
size: size,
|
||||
opt: opt,
|
||||
material: material
|
||||
})
|
||||
}
|
||||
|
||||
draw.ellipse = function(pos, radii, defl, material) {
|
||||
var opt = defl ? {...ellipse_def, ...defl} : ellipse_def
|
||||
if (opt.thickness <= 0) opt.thickness = Math.max(radii[0], radii[1])
|
||||
|
||||
add_command("draw_ellipse", {
|
||||
pos: pos,
|
||||
radii: radii,
|
||||
opt: opt,
|
||||
material: material
|
||||
})
|
||||
}
|
||||
|
||||
draw.line = function(points, defl, material)
|
||||
{
|
||||
var opt = defl ? {...line_def, ...defl} : line_def
|
||||
|
||||
add_command("draw_line", {
|
||||
points: points,
|
||||
opt: opt,
|
||||
material: material
|
||||
})
|
||||
}
|
||||
|
||||
draw.cross = function render_cross(pos, size, defl, material) {
|
||||
var a = [pos.add([0, size]), pos.add([0, -size])]
|
||||
var b = [pos.add([size, 0]), pos.add([-size, 0])]
|
||||
draw.line(a, defl, material)
|
||||
draw.line(b, defl, material)
|
||||
}
|
||||
|
||||
draw.arrow = function render_arrow(start, end, wingspan = 4, wingangle = 10, defl, material) {
|
||||
var dir = math.norm(end.sub(start))
|
||||
var wing1 = [math.rotate(dir, wingangle).scale(wingspan).add(end), end]
|
||||
var wing2 = [math.rotate(dir, -wingangle).scale(wingspan).add(end), end]
|
||||
draw.line([start, end], defl, material)
|
||||
draw.line(wing1, defl, material)
|
||||
draw.line(wing2, defl, material)
|
||||
}
|
||||
|
||||
draw.rectangle = function render_rectangle(rect, defl, material) {
|
||||
var opt = defl ? {...rect_def, ...defl} : rect_def
|
||||
|
||||
add_command("draw_rect", {
|
||||
rect: rect,
|
||||
opt: opt,
|
||||
material: material
|
||||
})
|
||||
}
|
||||
|
||||
draw.slice9 = function slice9(image, rect = [0,0], slice = 0, info = slice9_info, material) {
|
||||
if (!image) throw Error('Need an image to render.')
|
||||
|
||||
add_command("draw_slice9", {
|
||||
image,
|
||||
rect,
|
||||
slice,
|
||||
info,
|
||||
material
|
||||
})
|
||||
}
|
||||
|
||||
draw.image = function image(image, rect, rotation, anchor, shear, info = {mode:"nearest"}, material = {color:{r:1,g:1,b:1,a:1}}) {
|
||||
if (!rect) throw Error('Need rectangle to render image.')
|
||||
if (!image) throw Error('Need an image to render.')
|
||||
|
||||
if (!('x' in rect && 'y' in rect)) throw Error('Must provide X and Y for image.')
|
||||
|
||||
add_command("draw_image", {
|
||||
image,
|
||||
rect,
|
||||
rotation,
|
||||
anchor,
|
||||
shear,
|
||||
info,
|
||||
material
|
||||
})
|
||||
}
|
||||
|
||||
draw.circle = function render_circle(pos, radius, defl, material) {
|
||||
draw.ellipse(pos, [radius,radius], defl, material)
|
||||
}
|
||||
|
||||
draw.text = function text(text, pos, font = 'fonts/c64.8', color = {r:1,g:1,b:1,a:1}, wrap = 0) {
|
||||
add_command("draw_text", {
|
||||
text,
|
||||
pos,
|
||||
font,
|
||||
wrap,
|
||||
material: {color}
|
||||
})
|
||||
}
|
||||
|
||||
draw.grid = function grid(rect, spacing, thickness = 1, offset = {x: 0, y: 0}, material) {
|
||||
if (!rect || rect.x == null || rect.y == null ||
|
||||
rect.width == null || rect.height == null) {
|
||||
throw Error('Grid requires rect with x, y, width, height')
|
||||
}
|
||||
if (!spacing || typeof spacing.x == 'undefined' || typeof spacing.y == 'undefined') {
|
||||
throw Error('Grid requires spacing with x and y')
|
||||
}
|
||||
|
||||
var left = rect.x
|
||||
var right = rect.x + rect.width
|
||||
var top = rect.y
|
||||
var bottom = rect.y + rect.height
|
||||
|
||||
// Apply offset and align to grid
|
||||
var start_x = Math.floor((left - offset.x) / spacing.x) * spacing.x + offset.x
|
||||
var end_x = Math.ceil((right - offset.x) / spacing.x) * spacing.x + offset.x
|
||||
var start_y = Math.floor((top - offset.y) / spacing.y) * spacing.y + offset.y
|
||||
var end_y = Math.ceil((bottom - offset.y) / spacing.y) * spacing.y + offset.y
|
||||
|
||||
// Draw vertical lines
|
||||
for (var x = start_x; x <= end_x; x += spacing.x) {
|
||||
if (x >= left && x <= right) {
|
||||
var line_top = Math.max(top, start_y)
|
||||
var line_bottom = Math.min(bottom, end_y)
|
||||
draw.line([[x, line_top], [x, line_bottom]], {thickness: thickness}, material)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw horizontal lines
|
||||
for (var y = start_y; y <= end_y; y += spacing.y) {
|
||||
if (y >= top && y <= bottom) {
|
||||
var line_left = Math.max(left, start_x)
|
||||
var line_right = Math.min(right, end_x)
|
||||
draw.line([[line_left, y], [line_right, y]], {thickness: thickness}, material)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
draw.add_command = function(cmd)
|
||||
{
|
||||
current_list.push(cmd)
|
||||
}
|
||||
|
||||
return draw
|
||||
124
prosperon/ease.cm
Normal file
@@ -0,0 +1,124 @@
|
||||
var Ease = {
|
||||
linear(t) {
|
||||
return t
|
||||
},
|
||||
in(t) {
|
||||
return t * t
|
||||
},
|
||||
out(t) {
|
||||
var d = 1 - t
|
||||
return 1 - d * d
|
||||
},
|
||||
inout(t) {
|
||||
var d = -2 * t + 2
|
||||
return t < 0.5 ? 2 * t * t : 1 - (d * d) / 2
|
||||
},
|
||||
}
|
||||
|
||||
function make_easing_fns(num) {
|
||||
var obj = {}
|
||||
|
||||
obj.in = function (t) {
|
||||
return Math.pow(t, num)
|
||||
}
|
||||
|
||||
obj.out = function (t) {
|
||||
return 1 - Math.pow(1 - t, num)
|
||||
}
|
||||
|
||||
var mult = Math.pow(2, num - 1)
|
||||
obj.inout = function (t) {
|
||||
return t < 0.5 ? mult * Math.pow(t, num) : 1 - Math.pow(-2 * t + 2, num) / 2
|
||||
}
|
||||
|
||||
return obj
|
||||
}
|
||||
|
||||
Ease.quad = make_easing_fns(2)
|
||||
Ease.cubic = make_easing_fns(3)
|
||||
Ease.quart = make_easing_fns(4)
|
||||
Ease.quint = make_easing_fns(5)
|
||||
|
||||
Ease.expo = {
|
||||
in(t) {
|
||||
return t == 0 ? 0 : Math.pow(2, 10 * t - 10)
|
||||
},
|
||||
out(t) {
|
||||
return t == 1 ? 1 : 1 - Math.pow(2, -10 * t)
|
||||
},
|
||||
inout(t) {
|
||||
return t == 0
|
||||
? 0
|
||||
: t == 1
|
||||
? 1
|
||||
: t < 0.5
|
||||
? Math.pow(2, 20 * t - 10) / 2
|
||||
: (2 - Math.pow(2, -20 * t + 10)) / 2
|
||||
},
|
||||
}
|
||||
|
||||
Ease.bounce = {
|
||||
in(t) {
|
||||
return 1 - this.out(1 - t)
|
||||
},
|
||||
out(t) {
|
||||
var n1 = 7.5625
|
||||
var d1 = 2.75
|
||||
if (t < 1 / d1) {
|
||||
return n1 * t * t
|
||||
} else if (t < 2 / d1) {
|
||||
return n1 * (t -= 1.5 / d1) * t + 0.75
|
||||
} else if (t < 2.5 / d1) {
|
||||
return n1 * (t -= 2.25 / d1) * t + 0.9375
|
||||
} else return n1 * (t -= 2.625 / d1) * t + 0.984375
|
||||
},
|
||||
inout(t) {
|
||||
return t < 0.5 ? (1 - this.out(1 - 2 * t)) / 2 : (1 + this.out(2 * t - 1)) / 2
|
||||
},
|
||||
}
|
||||
|
||||
Ease.sine = {
|
||||
in(t) {
|
||||
return 1 - Math.cos((t * Math.PI) / 2)
|
||||
},
|
||||
out(t) {
|
||||
return Math.sin((t * Math.PI) / 2)
|
||||
},
|
||||
inout(t) {
|
||||
return -(Math.cos(Math.PI * t) - 1) / 2
|
||||
},
|
||||
}
|
||||
|
||||
Ease.elastic = {
|
||||
in(t) {
|
||||
return t == 0
|
||||
? 0
|
||||
: t == 1
|
||||
? 1
|
||||
: -Math.pow(2, 10 * t - 10) *
|
||||
Math.sin((t * 10 - 10.75) * this.c4)
|
||||
},
|
||||
out(t) {
|
||||
return t == 0
|
||||
? 0
|
||||
: t == 1
|
||||
? 1
|
||||
: Math.pow(2, -10 * t) *
|
||||
Math.sin((t * 10 - 0.75) * this.c4) +
|
||||
1
|
||||
},
|
||||
inout(t) {
|
||||
return t == 0
|
||||
? 0
|
||||
: t == 1
|
||||
? 1
|
||||
: t < 0.5
|
||||
? -(Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2
|
||||
: (Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2 + 1
|
||||
},
|
||||
}
|
||||
|
||||
Ease.elastic.c4 = (2 * Math.PI) / 3
|
||||
Ease.elastic.c5 = (2 * Math.PI) / 4.5
|
||||
|
||||
return Ease
|
||||
|
Before Width: | Height: | Size: 449 B After Width: | Height: | Size: 449 B |
@@ -5,6 +5,7 @@ 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")
|
||||
|
||||
@@ -65,5 +66,5 @@ 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}, null, 0, color.white, 0)
|
||||
}
|
||||
BIN
prosperon/examples/chess/black_bishop.png
Normal file
|
After Width: | Height: | Size: 390 B |
BIN
prosperon/examples/chess/black_king.png
Normal file
|
After Width: | Height: | Size: 438 B |
BIN
prosperon/examples/chess/black_knight.png
Normal file
|
After Width: | Height: | Size: 398 B |
BIN
prosperon/examples/chess/black_pawn.png
Normal file
|
After Width: | Height: | Size: 337 B |
BIN
prosperon/examples/chess/black_queen.png
Normal file
|
After Width: | Height: | Size: 390 B |
BIN
prosperon/examples/chess/black_rook.png
Normal file
|
After Width: | Height: | Size: 379 B |
395
prosperon/examples/chess/chess.ce
Normal file
@@ -0,0 +1,395 @@
|
||||
/* main.js – runs the demo with your prototype-based grid */
|
||||
|
||||
var json = use('json')
|
||||
var draw2d = use('prosperon/draw2d')
|
||||
|
||||
var blob = use('blob')
|
||||
|
||||
/*──── import our pieces + systems ───────────────────────────────────*/
|
||||
var Grid = use('grid'); // your new ctor
|
||||
var MovementSystem = use('movement').MovementSystem;
|
||||
var startingPos = use('pieces').startingPosition;
|
||||
var rules = use('rules');
|
||||
|
||||
/*──── build board ───────────────────────────────────────────────────*/
|
||||
var grid = new Grid(8, 8);
|
||||
grid.width = 8; // (the ctor didn't store them)
|
||||
grid.height = 8;
|
||||
|
||||
var mover = new MovementSystem(grid, rules);
|
||||
startingPos(grid);
|
||||
|
||||
/*──── networking and game state ─────────────────────────────────────*/
|
||||
var gameState = 'waiting'; // 'waiting', 'searching', 'server_waiting', 'connected'
|
||||
var isServer = false;
|
||||
var opponent = null;
|
||||
var myColor = null; // 'white' or 'black'
|
||||
var isMyTurn = false;
|
||||
|
||||
function updateTitle() {
|
||||
var title = "Misty Chess - ";
|
||||
|
||||
switch(gameState) {
|
||||
case 'waiting':
|
||||
title += "Press S to start server or J to join";
|
||||
break;
|
||||
case 'searching':
|
||||
title += "Searching for server...";
|
||||
break;
|
||||
case 'server_waiting':
|
||||
title += "Waiting for player to join...";
|
||||
break;
|
||||
case 'connected':
|
||||
if (myColor) {
|
||||
title += (mover.turn == myColor ? "Your turn (" + myColor + ")" : "Opponent's turn (" + mover.turn + ")");
|
||||
} else {
|
||||
title += mover.turn + " turn";
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
log.console(title)
|
||||
}
|
||||
|
||||
// Initialize title
|
||||
updateTitle();
|
||||
|
||||
/*──── mouse → click-to-move ─────────────────────────────────────────*/
|
||||
var selectPos = null;
|
||||
var hoverPos = null;
|
||||
var holdingPiece = false;
|
||||
|
||||
var opponentMousePos = null;
|
||||
var opponentHoldingPiece = false;
|
||||
var opponentSelectPos = null;
|
||||
|
||||
function handleMouseButtonDown(e) {
|
||||
if (e.which != 0) return;
|
||||
|
||||
// Don't allow piece selection unless we have an opponent
|
||||
if (gameState != 'connected' || !opponent) return;
|
||||
|
||||
var mx = e.mouse.x;
|
||||
var my = e.mouse.y;
|
||||
|
||||
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
|
||||
if (!grid.inBounds(c)) return;
|
||||
|
||||
var cell = grid.at(c);
|
||||
if (cell.length && cell[0].colour == mover.turn) {
|
||||
selectPos = c;
|
||||
holdingPiece = true;
|
||||
// Send pickup notification to opponent
|
||||
if (opponent) {
|
||||
send(opponent, {
|
||||
type: 'piece_pickup',
|
||||
pos: c
|
||||
});
|
||||
}
|
||||
} else {
|
||||
selectPos = null;
|
||||
}
|
||||
}
|
||||
|
||||
function handleMouseButtonUp(e) {
|
||||
if (e.which != 0 || !holdingPiece || !selectPos) return;
|
||||
|
||||
// Don't allow moves unless we have an opponent and it's our turn
|
||||
if (gameState != 'connected' || !opponent || !isMyTurn) {
|
||||
holdingPiece = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var mx = e.mouse.x;
|
||||
var my = e.mouse.y;
|
||||
|
||||
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
|
||||
if (!grid.inBounds(c)) {
|
||||
holdingPiece = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mover.tryMove(grid.at(selectPos)[0], c)) {
|
||||
log.console("Made move from", selectPos, "to", c);
|
||||
// Send move to opponent
|
||||
log.console("Sending move to opponent:", opponent);
|
||||
send(opponent, {
|
||||
type: 'move',
|
||||
from: selectPos,
|
||||
to: c
|
||||
});
|
||||
isMyTurn = false; // It's now opponent's turn
|
||||
log.console("Move sent, now opponent's turn");
|
||||
selectPos = null;
|
||||
updateTitle();
|
||||
}
|
||||
|
||||
holdingPiece = false;
|
||||
|
||||
// Send piece drop notification to opponent
|
||||
if (opponent) {
|
||||
send(opponent, {
|
||||
type: 'piece_drop'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function handleMouseMotion(e) {
|
||||
var mx = e.pos.x;
|
||||
var my = e.pos.y;
|
||||
|
||||
var c = [Math.floor(mx / 60), Math.floor(my / 60)];
|
||||
if (!grid.inBounds(c)) {
|
||||
hoverPos = null;
|
||||
return;
|
||||
}
|
||||
|
||||
hoverPos = c;
|
||||
|
||||
// Send mouse position to opponent in real-time
|
||||
if (opponent && gameState == 'connected') {
|
||||
send(opponent, {
|
||||
type: 'mouse_move',
|
||||
pos: c,
|
||||
holding: holdingPiece,
|
||||
selectPos: selectPos
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function handleKeyDown(e) {
|
||||
// S key - start server
|
||||
if (e.scancode == 22 && gameState == 'waiting') { // S key
|
||||
startServer();
|
||||
}
|
||||
// J key - join server
|
||||
else if (e.scancode == 13 && gameState == 'waiting') { // J key
|
||||
joinServer();
|
||||
}
|
||||
}
|
||||
|
||||
/*──── drawing helpers ───────────────────────────────────────────────*/
|
||||
/* ── constants ─────────────────────────────────────────────────── */
|
||||
var S = 60; // square size in px
|
||||
var light = [0.93,0.93,0.93,1];
|
||||
var dark = [0.25,0.25,0.25,1];
|
||||
var allowedColor = [1.0, 0.84, 0.0, 1.0]; // Gold for allowed moves
|
||||
var myMouseColor = [0.0, 1.0, 0.0, 1.0]; // Green for my mouse
|
||||
var opponentMouseColor = [1.0, 0.0, 0.0, 1.0]; // Red for opponent mouse
|
||||
|
||||
/* ── draw one 8×8 chess board ──────────────────────────────────── */
|
||||
function drawBoard() {
|
||||
for (var y = 0; y < 8; ++y)
|
||||
for (var x = 0; x < 8; ++x) {
|
||||
var isMyHover = hoverPos && hoverPos[0] == x && hoverPos[1] == y;
|
||||
var isOpponentHover = opponentMousePos && opponentMousePos[0] == x && opponentMousePos[1] == y;
|
||||
var isValidMove = selectPos && holdingPiece && isValidMoveForTurn(selectPos, [x, y]);
|
||||
|
||||
var color = ((x+y)&1) ? dark : light;
|
||||
|
||||
if (isValidMove) {
|
||||
color = allowedColor; // Gold for allowed moves
|
||||
} else if (isMyHover && !isOpponentHover) {
|
||||
color = myMouseColor; // Green for my mouse
|
||||
} else if (isOpponentHover) {
|
||||
color = opponentMouseColor; // Red for opponent mouse
|
||||
}
|
||||
|
||||
draw2d.rectangle(
|
||||
{ x: x*S, y: y*S, width: S, height: S },
|
||||
{ thickness: 0 },
|
||||
{ color: color }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
function isValidMoveForTurn(from, to) {
|
||||
if (!grid.inBounds(to)) return false;
|
||||
|
||||
var piece = grid.at(from)[0];
|
||||
if (!piece) return false;
|
||||
|
||||
// Check if the destination has a piece of the same color
|
||||
var destCell = grid.at(to);
|
||||
if (destCell.length && destCell[0].colour == piece.colour) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return rules.canMove(piece, from, to, grid);
|
||||
}
|
||||
|
||||
/* ── draw every live piece ─────────────────────────────────────── */
|
||||
function drawPieces() {
|
||||
grid.each(function (piece) {
|
||||
if (piece.captured) return;
|
||||
|
||||
// Skip drawing the piece being held (by me or opponent)
|
||||
if (holdingPiece && selectPos &&
|
||||
piece.coord[0] == selectPos[0] &&
|
||||
piece.coord[1] == selectPos[1]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip drawing the piece being held by opponent
|
||||
if (opponentHoldingPiece && opponentSelectPos &&
|
||||
piece.coord[0] == opponentSelectPos[0] &&
|
||||
piece.coord[1] == opponentSelectPos[1]) {
|
||||
return;
|
||||
}
|
||||
|
||||
var r = { x: piece.coord[0]*S, y: piece.coord[1]*S,
|
||||
width:S, height:S };
|
||||
|
||||
draw2d.image(piece.sprite, r);
|
||||
});
|
||||
|
||||
// Draw the held piece at the mouse position if we're holding one
|
||||
if (holdingPiece && selectPos && hoverPos) {
|
||||
var piece = grid.at(selectPos)[0];
|
||||
if (piece) {
|
||||
var r = { x: hoverPos[0]*S, y: hoverPos[1]*S,
|
||||
width:S, height:S };
|
||||
|
||||
draw2d.image(piece.sprite, r);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw opponent's held piece if they're dragging one
|
||||
if (opponentHoldingPiece && opponentSelectPos && opponentMousePos) {
|
||||
var opponentPiece = grid.at(opponentSelectPos)[0];
|
||||
if (opponentPiece) {
|
||||
var r = { x: opponentMousePos[0]*S, y: opponentMousePos[1]*S,
|
||||
width:S, height:S };
|
||||
|
||||
// Draw with slight transparency to show it's the opponent's piece
|
||||
draw2d.image(opponentPiece.sprite, r);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function update(dt)
|
||||
{
|
||||
return {}
|
||||
}
|
||||
|
||||
function draw()
|
||||
{
|
||||
draw2d.clear()
|
||||
drawBoard()
|
||||
drawPieces()
|
||||
return draw2d.get_commands()
|
||||
}
|
||||
|
||||
function startServer() {
|
||||
gameState = 'server_waiting';
|
||||
isServer = true;
|
||||
myColor = 'white';
|
||||
isMyTurn = true;
|
||||
updateTitle();
|
||||
|
||||
$_.portal(e => {
|
||||
log.console("Portal received contact message");
|
||||
// Reply with this actor to establish connection
|
||||
log.console (json.encode($_))
|
||||
send(e, $_);
|
||||
log.console("Portal replied with server actor");
|
||||
}, 5678);
|
||||
}
|
||||
|
||||
function joinServer() {
|
||||
gameState = 'searching';
|
||||
updateTitle();
|
||||
|
||||
function contact_fn(actor, reason) {
|
||||
log.console("CONTACTED!", actor ? "SUCCESS" : "FAILED", reason);
|
||||
if (actor) {
|
||||
opponent = actor;
|
||||
log.console("Connection established with server, sending join request");
|
||||
|
||||
// Send a greet message with our actor object
|
||||
send(opponent, {
|
||||
type: 'greet',
|
||||
client_actor: $_
|
||||
});
|
||||
} else {
|
||||
log.console(`Failed to connect: ${json.encode(reason)}`);
|
||||
gameState = 'waiting';
|
||||
updateTitle();
|
||||
}
|
||||
}
|
||||
|
||||
$_.contact(contact_fn, {
|
||||
address: "192.168.0.149",
|
||||
port: 5678
|
||||
});
|
||||
}
|
||||
|
||||
$_.receiver(e => {
|
||||
if (e.kind == 'update')
|
||||
send(e, update(e.dt))
|
||||
else if (e.kind == 'draw')
|
||||
send(e, draw())
|
||||
else if (e.type == 'game_start' || e.type == 'move' || e.type == 'greet')
|
||||
log.console("Receiver got message:", e.type, e);
|
||||
|
||||
if (e.type == 'greet') {
|
||||
log.console("Server received greet from client");
|
||||
// Store the client's actor object for ongoing communication
|
||||
opponent = e.client_actor;
|
||||
log.console("Stored client actor:", json.encode(opponent));
|
||||
gameState = 'connected';
|
||||
updateTitle();
|
||||
|
||||
// Send game_start to the client
|
||||
log.console("Sending game_start to client");
|
||||
send(opponent, {
|
||||
type: 'game_start',
|
||||
your_color: 'black'
|
||||
});
|
||||
log.console("game_start message sent to client");
|
||||
}
|
||||
else if (e.type == 'game_start') {
|
||||
log.console("Game starting, I am:", e.your_color);
|
||||
myColor = e.your_color;
|
||||
isMyTurn = (myColor == 'white');
|
||||
gameState = 'connected';
|
||||
updateTitle();
|
||||
} else if (e.type == 'move') {
|
||||
log.console("Received move from opponent:", e.from, "to", e.to);
|
||||
// Apply opponent's move
|
||||
var fromCell = grid.at(e.from);
|
||||
if (fromCell.length) {
|
||||
var piece = fromCell[0];
|
||||
if (mover.tryMove(piece, e.to)) {
|
||||
isMyTurn = true; // It's now our turn
|
||||
updateTitle();
|
||||
log.console("Applied opponent move, now my turn");
|
||||
} else {
|
||||
log.console("Failed to apply opponent move");
|
||||
}
|
||||
} else {
|
||||
log.console("No piece found at from position");
|
||||
}
|
||||
} else if (e.type == 'mouse_move') {
|
||||
// Update opponent's mouse position
|
||||
opponentMousePos = e.pos;
|
||||
opponentHoldingPiece = e.holding;
|
||||
opponentSelectPos = e.selectPos;
|
||||
} else if (e.type == 'piece_pickup') {
|
||||
// Opponent picked up a piece
|
||||
opponentSelectPos = e.pos;
|
||||
opponentHoldingPiece = true;
|
||||
} else if (e.type == 'piece_drop') {
|
||||
// Opponent dropped their piece
|
||||
opponentHoldingPiece = false;
|
||||
opponentSelectPos = null;
|
||||
} else if (e.type == 'mouse_button_down') {
|
||||
handleMouseButtonDown(e)
|
||||
} else if (e.type == 'mouse_button_up') {
|
||||
handleMouseButtonUp(e)
|
||||
} else if (e.type == 'mouse_motion') {
|
||||
handleMouseMotion(e)
|
||||
} else if (e.type == 'key_down') {
|
||||
handleKeyDown(e)
|
||||
}
|
||||
})
|
||||
9
prosperon/examples/chess/config.cm
Normal file
@@ -0,0 +1,9 @@
|
||||
// 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
|
||||
};
|
||||
69
prosperon/examples/chess/grid.cm
Normal file
@@ -0,0 +1,69 @@
|
||||
function grid(w, h) {
|
||||
this.width = w;
|
||||
this.height = h;
|
||||
// create a height×width array of empty lists
|
||||
this.cells = new Array(h);
|
||||
for (let y = 0; y < h; y++) {
|
||||
this.cells[y] = new Array(w);
|
||||
for (let x = 0; x < w; x++) {
|
||||
this.cells[y][x] = []; // each cell holds its own list
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
grid.prototype = {
|
||||
// return the array at (x,y)
|
||||
cell(x, y) {
|
||||
return this.cells[y][x];
|
||||
},
|
||||
|
||||
// alias for cell
|
||||
at(pos) {
|
||||
return this.cell(pos.x, pos.y);
|
||||
},
|
||||
|
||||
// add an entity into a cell
|
||||
add(entity, pos) {
|
||||
this.cell(pos.x, pos.y).push(entity);
|
||||
entity.coord = pos.slice();
|
||||
},
|
||||
|
||||
// remove an entity from a cell
|
||||
remove(entity, pos) {
|
||||
const c = this.cell(pos.x, pos.y);
|
||||
const i = c.indexOf(entity);
|
||||
if (i !== -1) c.splice(i, 1);
|
||||
},
|
||||
|
||||
// bounds check
|
||||
inBounds(pos) {
|
||||
return (
|
||||
pos.x >= 0 && pos.x < this.width &&
|
||||
pos.y >= 0 && pos.y < this.height
|
||||
);
|
||||
},
|
||||
|
||||
// call fn(entity, coord) for every entity in every cell
|
||||
each(fn) {
|
||||
for (let y = 0; y < this.height; y++) {
|
||||
for (let x = 0; x < this.width; x++) {
|
||||
const list = this.cells[y][x];
|
||||
for (let entity of list) {
|
||||
fn(entity, entity.coord);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// printable representation
|
||||
toString() {
|
||||
let out = `grid [${this.width}×${this.height}]\n`;
|
||||
for (let y = 0; y < this.height; y++) {
|
||||
for (let x = 0; x < this.width; x++) {
|
||||
out += this.cells[y][x].length;
|
||||
}
|
||||
if (y !== this.height - 1) out += "\n";
|
||||
}
|
||||
return out;
|
||||
}
|
||||
};
|
||||
32
prosperon/examples/chess/movement.cm
Normal file
@@ -0,0 +1,32 @@
|
||||
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 ?? t[0],
|
||||
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 };
|
||||
29
prosperon/examples/chess/pieces.cm
Normal file
@@ -0,0 +1,29 @@
|
||||
/* 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 };
|
||||
BIN
prosperon/examples/chess/prosperon
Executable file
45
prosperon/examples/chess/rules.cm
Normal file
@@ -0,0 +1,45 @@
|
||||
/* helper – robust coord access */
|
||||
function cx(c) { return c.x ?? c[0] }
|
||||
function cy(c) { return 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 };
|
||||
BIN
prosperon/examples/chess/white_bishop.png
Normal file
|
After Width: | Height: | Size: 376 B |
BIN
prosperon/examples/chess/white_king.png
Normal file
|
After Width: | Height: | Size: 403 B |
BIN
prosperon/examples/chess/white_knight.png
Normal file
|
After Width: | Height: | Size: 381 B |
BIN
prosperon/examples/chess/white_pawn.png
Normal file
|
After Width: | Height: | Size: 313 B |
BIN
prosperon/examples/chess/white_queen.png
Normal file
|
After Width: | Height: | Size: 378 B |
BIN
prosperon/examples/chess/white_rook.png
Normal file
|
After Width: | Height: | Size: 378 B |
@@ -2,6 +2,7 @@
|
||||
var draw = use('draw2d')
|
||||
var input = use('controller')
|
||||
var config = use('config')
|
||||
var color = use('color')
|
||||
|
||||
prosperon.camera.transform.pos = [0,0]
|
||||
|
||||
@@ -73,13 +74,13 @@ 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}, null, 0, color.white, 0)
|
||||
}
|
||||
@@ -4,6 +4,7 @@ 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]
|
||||
|
||||
@@ -35,7 +36,7 @@ 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 }
|
||||
if (snake[i].x == apple.x && snake[i].y == apple.y) { spawnApple(); return }
|
||||
}
|
||||
|
||||
function wrap(pos) {
|
||||
@@ -48,7 +49,7 @@ function wrap(pos) {
|
||||
resetGame()
|
||||
|
||||
this.update = function(dt) {
|
||||
if (gameState !== "playing") return
|
||||
if (gameState != "playing") return
|
||||
moveTimer += dt
|
||||
if (moveTimer < moveInterval) return
|
||||
moveTimer -= moveInterval
|
||||
@@ -62,7 +63,7 @@ this.update = function(dt) {
|
||||
|
||||
// Check collision with body
|
||||
for (var i=0; i<snake.length; i++) {
|
||||
if (snake[i].x === head.x && snake[i].y === head.y) {
|
||||
if (snake[i].x == head.x && snake[i].y == head.y) {
|
||||
gameState = "gameover"
|
||||
return
|
||||
}
|
||||
@@ -72,7 +73,7 @@ this.update = function(dt) {
|
||||
snake.unshift(head)
|
||||
|
||||
// Eat apple?
|
||||
if (head.x === apple.x && head.y === apple.y) spawnApple()
|
||||
if (head.x == apple.x && head.y == apple.y) spawnApple()
|
||||
else snake.pop()
|
||||
}
|
||||
|
||||
@@ -83,15 +84,15 @@ 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") {
|
||||
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}, null, 0, color.white)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -99,19 +100,19 @@ this.hud = function() {
|
||||
// "Up" means y=1, so going physically up on screen
|
||||
this.inputs = {
|
||||
up: function() {
|
||||
if (direction.y !== -1) nextDirection = {x:0,y:1}
|
||||
if (direction.y != -1) nextDirection = {x:0,y:1}
|
||||
},
|
||||
down: function() {
|
||||
if (direction.y !== 1) nextDirection = {x:0,y:-1}
|
||||
if (direction.y != 1) nextDirection = {x:0,y:-1}
|
||||
},
|
||||
left: function() {
|
||||
if (direction.x !== 1) nextDirection = {x:-1,y:0}
|
||||
if (direction.x != 1) nextDirection = {x:-1,y:0}
|
||||
},
|
||||
right: function() {
|
||||
if (direction.x !== -1) nextDirection = {x:1,y:0}
|
||||
if (direction.x != -1) nextDirection = {x:1,y:0}
|
||||
},
|
||||
space: function() {
|
||||
if (gameState==="gameover") resetGame()
|
||||
if (gameState=="gameover") resetGame()
|
||||
}
|
||||
}
|
||||
|
||||
187
prosperon/examples/steam_example.ce
Normal file
@@ -0,0 +1,187 @@
|
||||
// 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; }
|
||||
};
|
||||
@@ -1,6 +1,7 @@
|
||||
var draw = use('draw2d')
|
||||
var input = use('input')
|
||||
var config = use('config')
|
||||
var color = use('color')
|
||||
|
||||
prosperon.camera.transform.pos = [0,0]
|
||||
|
||||
@@ -127,10 +128,10 @@ function clearLines() {
|
||||
}
|
||||
}
|
||||
// Score
|
||||
if (lines===1) score += 100
|
||||
else if (lines===2) score += 300
|
||||
else if (lines===3) score += 500
|
||||
else if (lines===4) score += 800
|
||||
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)
|
||||
}
|
||||
@@ -152,7 +153,7 @@ spawnPiece()
|
||||
this.update = function(dt) {
|
||||
if (gameOver) return
|
||||
|
||||
// ========== Horizontal Movement Gate ==========
|
||||
// ======= Horizontal Movement Gate =======
|
||||
var leftPressed = input.keyboard.down('a')
|
||||
var rightPressed = input.keyboard.down('d')
|
||||
var horizontalMove = 0
|
||||
@@ -190,7 +191,7 @@ this.update = function(dt) {
|
||||
hMoveTimer -= dt
|
||||
prevLeft = leftPressed
|
||||
prevRight = rightPressed
|
||||
// ========== End Horizontal Movement Gate ==========
|
||||
// ======= End Horizontal Movement Gate =======
|
||||
|
||||
// Rotate with W (once per press, no spinning)
|
||||
if (input.keyboard.down('w')) {
|
||||
@@ -248,7 +249,7 @@ 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}, null, 0, color.white)
|
||||
if (nextPiece) {
|
||||
for (var i=0; i<nextPiece.blocks.length; i++) {
|
||||
var nx = nextPiece.blocks[i][0]
|
||||
@@ -261,10 +262,10 @@ 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}, null, 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}, null, 0, color.red)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
var geometry = this
|
||||
geometry[prosperon.DOC] = `
|
||||
geometry[cell.DOC] = `
|
||||
A collection of geometry-related functions for circles, spheres, boxes, polygons,
|
||||
and rectangle utilities. Some functionality is implemented in C and exposed here.
|
||||
`
|
||||
@@ -7,7 +7,7 @@ and rectangle utilities. Some functionality is implemented in C and exposed here
|
||||
var math = use('math')
|
||||
|
||||
geometry.box = {}
|
||||
geometry.box[prosperon.DOC] = `
|
||||
geometry.box[cell.DOC] = `
|
||||
An object for box-related operations. Overridden later by a function definition, so
|
||||
its direct usage is overshadowed. Contains:
|
||||
- points(ll, ur): Return an array of four 2D points for a box from ll (lower-left) to ur (upper-right).
|
||||
@@ -16,7 +16,7 @@ its direct usage is overshadowed. Contains:
|
||||
geometry.box.points = function (ll, ur) {
|
||||
return [ll, ll.add([ur.x - ll.x, 0]), ur, ll.add([0, ur.y - ll.y])]
|
||||
}
|
||||
geometry.box.points[prosperon.DOC] = `
|
||||
geometry.box.points[cell.DOC] = `
|
||||
:param ll: Lower-left coordinate as a 2D vector (x,y).
|
||||
:param ur: Upper-right coordinate as a 2D vector (x,y).
|
||||
:return: An array of four points forming the corners of the box in order [ll, lower-right, ur, upper-left].
|
||||
@@ -24,14 +24,14 @@ Compute the four corners of a box given lower-left and upper-right corners.
|
||||
`
|
||||
|
||||
geometry.sphere = {}
|
||||
geometry.sphere[prosperon.DOC] = `
|
||||
geometry.sphere[cell.DOC] = `
|
||||
Sphere-related geometry functions:
|
||||
- volume(r): Return the volume of a sphere with radius r.
|
||||
- random(r, theta, phi): Return a random point on or inside a sphere.
|
||||
`
|
||||
|
||||
geometry.circle = {}
|
||||
geometry.circle[prosperon.DOC] = `
|
||||
geometry.circle[cell.DOC] = `
|
||||
Circle-related geometry functions:
|
||||
- area(r): Return the area of a circle with radius r.
|
||||
- random(r, theta): Return a random 2D point on a circle; uses sphere.random internally and extracts x,z.
|
||||
@@ -40,22 +40,22 @@ Circle-related geometry functions:
|
||||
geometry.sphere.volume = function (r) {
|
||||
return (Math.pi * r * r * r * 4) / 3
|
||||
}
|
||||
geometry.sphere.volume[prosperon.DOC] = `
|
||||
geometry.sphere.volume[cell.DOC] = `
|
||||
:param r: The sphere radius.
|
||||
:return: The volume of the sphere, calculated as (4/3) * pi * r^3.
|
||||
`
|
||||
|
||||
geometry.sphere.random = function (r, theta = [0, 1], phi = [-0.5, 0.5]) {
|
||||
if (typeof r === "number") r = [r, r]
|
||||
if (typeof theta === "number") theta = [theta, theta]
|
||||
if (typeof phi === "number") phi = [phi, phi]
|
||||
if (typeof r == "number") r = [r, r]
|
||||
if (typeof theta == "number") theta = [theta, theta]
|
||||
if (typeof phi == "number") phi = [phi, phi]
|
||||
|
||||
var ra = Math.random_range(r[0], r[1])
|
||||
var ta = Math.turn2rad(Math.random_range(theta[0], theta[1]))
|
||||
var pa = Math.turn2rad(Math.random_range(phi[0], phi[1]))
|
||||
return [ra * Math.sin(ta) * Math.cos(pa), ra * Math.sin(ta) * Math.sin(pa), ra * Math.cos(ta)]
|
||||
}
|
||||
geometry.sphere.random[prosperon.DOC] = `
|
||||
geometry.sphere.random[cell.DOC] = `
|
||||
:param r: A single number (radius) or a 2-element array [minRadius, maxRadius].
|
||||
:param theta: A single number or 2-element array defining the range in turns for the theta angle, default [0,1].
|
||||
:param phi: A single number or 2-element array defining the range in turns for the phi angle, default [-0.5,0.5].
|
||||
@@ -66,7 +66,7 @@ Generate a random point inside a sphere of variable radius, distributing angles
|
||||
geometry.circle.area = function (r) {
|
||||
return Math.pi * r * r
|
||||
}
|
||||
geometry.circle.area[prosperon.DOC] = `
|
||||
geometry.circle.area[cell.DOC] = `
|
||||
:param r: Radius of the circle.
|
||||
:return: The area, pi * r^2.
|
||||
`
|
||||
@@ -74,7 +74,7 @@ geometry.circle.area[prosperon.DOC] = `
|
||||
geometry.circle.random = function (r, theta) {
|
||||
return geometry.sphere.random(r, theta).xz
|
||||
}
|
||||
geometry.circle.random[prosperon.DOC] = `
|
||||
geometry.circle.random[cell.DOC] = `
|
||||
:param r: A radius or [minRadius, maxRadius].
|
||||
:param theta: Angle range in turns (single number or [min,max]).
|
||||
:return: A 2D point (x,z) in the circle, using the sphere random generator and ignoring y.
|
||||
@@ -91,7 +91,7 @@ geometry.box = function (w, h) {
|
||||
]
|
||||
return points
|
||||
}
|
||||
geometry.box[prosperon.DOC] = `
|
||||
geometry.box[cell.DOC] = `
|
||||
:param w: The width of the box.
|
||||
:param h: The height of the box.
|
||||
:return: An array of four 2D points representing the corners of a rectangle centered at [0,0].
|
||||
@@ -101,7 +101,7 @@ Construct a box centered at the origin with the given width and height. This ove
|
||||
geometry.ngon = function (radius, n) {
|
||||
return geometry.arc(radius, 360, n)
|
||||
}
|
||||
geometry.ngon[prosperon.DOC] = `
|
||||
geometry.ngon[cell.DOC] = `
|
||||
:param radius: The radius of the n-gon from center to each vertex.
|
||||
:param n: Number of sides/vertices.
|
||||
:return: An array of 2D points forming a regular n-gon.
|
||||
@@ -118,7 +118,7 @@ geometry.arc = function (radius, angle, n, start = 0) {
|
||||
for (var i = 0; i < n; i++) points.push(math.rotate([radius, 0], start + arclen * i))
|
||||
return points
|
||||
}
|
||||
geometry.arc[prosperon.DOC] = `
|
||||
geometry.arc[cell.DOC] = `
|
||||
:param radius: The distance from center to the arc points.
|
||||
:param angle: The total angle (in degrees) over which points are generated, capped at 360.
|
||||
:param n: Number of segments (if <=1, empty array is returned).
|
||||
@@ -131,7 +131,7 @@ geometry.circle.points = function (radius, n) {
|
||||
if (n <= 1) return []
|
||||
return geometry.arc(radius, 360, n)
|
||||
}
|
||||
geometry.circle.points[prosperon.DOC] = `
|
||||
geometry.circle.points[cell.DOC] = `
|
||||
:param radius: The circle's radius.
|
||||
:param n: Number of points around the circle.
|
||||
:return: An array of 2D points equally spaced around a full 360-degree circle.
|
||||
@@ -141,7 +141,7 @@ Shortcut for geometry.arc(radius, 360, n).
|
||||
geometry.corners2points = function (ll, ur) {
|
||||
return [ll, ll.add([ur.x, 0]), ur, ll.add([0, ur.y])]
|
||||
}
|
||||
geometry.corners2points[prosperon.DOC] = `
|
||||
geometry.corners2points[cell.DOC] = `
|
||||
:param ll: Lower-left 2D coordinate.
|
||||
:param ur: Upper-right 2D coordinate (relative offset in x,y).
|
||||
:return: A four-point array of corners [ll, lower-right, upper-right, upper-left].
|
||||
@@ -158,7 +158,7 @@ geometry.sortpointsccw = function (points) {
|
||||
})
|
||||
return ccw.map(function (x) { return x.add(cm) })
|
||||
}
|
||||
geometry.sortpointsccw[prosperon.DOC] = `
|
||||
geometry.sortpointsccw[cell.DOC] = `
|
||||
:param points: An array of 2D points.
|
||||
:return: A new array of the same points, sorted counterclockwise around their centroid.
|
||||
Sort an array of points in CCW order based on their angles from the centroid.
|
||||
@@ -185,61 +185,61 @@ geometry.points2cm = function(points) {
|
||||
})
|
||||
return [x / n, y / n]
|
||||
}
|
||||
geometry.points2cm[prosperon.DOC] = `
|
||||
geometry.points2cm[cell.DOC] = `
|
||||
:param points: An array of 2D points.
|
||||
:return: The centroid (average x,y) of the given points.
|
||||
`
|
||||
|
||||
geometry.rect_intersection[prosperon.DOC] = `
|
||||
geometry.rect_intersection[cell.DOC] = `
|
||||
:param a: The first rectangle as {x, y, w, h}.
|
||||
:param b: The second rectangle as {x, y, w, h}.
|
||||
:return: A rectangle that is the intersection of the two. May have zero width/height if no overlap.
|
||||
Return the intersection of two rectangles. The result may be empty if no intersection.
|
||||
`
|
||||
|
||||
geometry.rect_intersects[prosperon.DOC] = `
|
||||
geometry.rect_intersects[cell.DOC] = `
|
||||
:param a: Rectangle {x,y,w,h}.
|
||||
:param b: Rectangle {x,y,w,h}.
|
||||
:return: A boolean indicating whether the two rectangles overlap.
|
||||
`
|
||||
|
||||
geometry.rect_expand[prosperon.DOC] = `
|
||||
geometry.rect_expand[cell.DOC] = `
|
||||
:param a: Rectangle {x,y,w,h}.
|
||||
:param b: Rectangle {x,y,w,h}.
|
||||
:return: A new rectangle that covers the bounds of both input rectangles.
|
||||
Merge or combine two rectangles, returning their bounding rectangle.
|
||||
`
|
||||
|
||||
geometry.rect_inside[prosperon.DOC] = `
|
||||
geometry.rect_inside[cell.DOC] = `
|
||||
:param inner: A rectangle to test.
|
||||
:param outer: A rectangle that may contain 'inner'.
|
||||
:return: True if 'inner' is completely inside 'outer', otherwise false.
|
||||
`
|
||||
|
||||
geometry.rect_random[prosperon.DOC] = `
|
||||
geometry.rect_random[cell.DOC] = `
|
||||
:param rect: A rectangle {x,y,w,h}.
|
||||
:return: A random point within the rectangle (uniform distribution).
|
||||
`
|
||||
|
||||
geometry.cwh2rect[prosperon.DOC] = `
|
||||
geometry.cwh2rect[cell.DOC] = `
|
||||
:param center: A 2D point [cx, cy].
|
||||
:param wh: A 2D size [width, height].
|
||||
:return: A rectangle {x, y, w, h} with x,y set to center and w,h set to the given size.
|
||||
Helper: convert a center point and width/height vector to a rect object.
|
||||
`
|
||||
|
||||
geometry.rect_point_inside[prosperon.DOC] = `
|
||||
geometry.rect_point_inside[cell.DOC] = `
|
||||
:param rect: A rectangle {x,y,w,h}.
|
||||
:param point: A 2D point [px, py].
|
||||
:return: True if the point lies inside the rectangle, otherwise false.
|
||||
`
|
||||
|
||||
geometry.rect_pos[prosperon.DOC] = `
|
||||
geometry.rect_pos[cell.DOC] = `
|
||||
:param rect: A rectangle {x,y,w,h}.
|
||||
:return: A 2D vector [x,y] giving the rectangle's position.
|
||||
`
|
||||
|
||||
geometry.rect_move[prosperon.DOC] = `
|
||||
geometry.rect_move[cell.DOC] = `
|
||||
:param rect: A rectangle {x,y,w,h}.
|
||||
:param offset: A 2D vector to add to the rectangle's position.
|
||||
:return: A new rectangle with updated x,y offset.
|
||||
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