208 Commits
v0.9.2 ... qjs

Author SHA1 Message Date
John Alanbrook
fc58cc5a12 initial fork 2025-06-09 12:37:13 -05:00
John Alanbrook
a274fb174f faster text conversion to hex; guid generation now dealt with with -u.random_fit and blob formation; mersenne twister used for -u.random functions 2025-06-08 13:42:20 -05:00
John Alanbrook
3622a5ec58 actor messages now delivered as blobs 2025-06-08 11:06:59 -05:00
John Alanbrook
8a5f8a4d74 even faster wota encoding and decoding 2025-06-08 10:34:12 -05:00
John Alanbrook
c1d341eecd faster wota encoding 2025-06-08 08:35:12 -05:00
John Alanbrook
3176e6775d attempt for jswota in js 2025-06-08 00:49:19 -05:00
John Alanbrook
34dcd0a235 fix actors not running correctly 2025-06-07 23:35:47 -05:00
John Alanbrook
cbda7dfbc9 add utf8 and kim text encoder/decoders 2025-06-07 23:35:19 -05:00
John Alanbrook
d039e2cfe6 use spinlocks and other fixes 2025-06-07 17:09:03 -05:00
John Alanbrook
c02bd06ec0 signal kill works 2025-06-07 13:46:31 -05:00
John Alanbrook
efa63771e6 fix sockets 2025-06-07 12:24:34 -05:00
John Alanbrook
9f6d27fb3c fix multiple main thread actors not working 2025-06-06 21:26:29 -05:00
John Alanbrook
1a61ae6f77 actors keep running if they have messages, until no threads are available 2025-06-06 18:22:12 -05:00
John Alanbrook
83c816fd0e fix actors not freeing correctly if error in startup script 2025-06-06 17:42:28 -05:00
John Alanbrook
adbaa92dd5 fd now uses numbers to fix the inability to exit 2025-06-06 17:29:06 -05:00
John Alanbrook
580df9f233 add fstat; tests/cat as an example 2025-06-06 16:49:19 -05:00
John Alanbrook
d5d17560f9 add chunked reading; example with cat.ce 2025-06-06 16:15:39 -05:00
John Alanbrook
cd05ab97b5 Update agents directive 2025-06-06 14:59:30 -05:00
John Alanbrook
4eecbd692b fix actor not dying if killed while not in a turn 2025-06-06 13:59:14 -05:00
John Alanbrook
72beed7177 fix string leak with blob write_text 2025-06-06 13:58:46 -05:00
John Alanbrook
e0595de71a closes #19: kill underlings with system level interrupts 2025-06-06 12:24:32 -05:00
John Alanbrook
6687008d1a closes #14 2025-06-06 10:46:16 -05:00
John Alanbrook
5b9f1b8f51 closes #12 2025-06-06 10:31:41 -05:00
John Alanbrook
c570de7f41 closes #18: actor data now behind private symbol 2025-06-06 10:18:45 -05:00
John Alanbrook
d0138a6c23 ammend tests 2025-06-06 09:22:56 -05:00
John Alanbrook
29aa25e866 fix bug when calling unneeded inside of unneeded callback 2025-06-06 09:05:35 -05:00
John Alanbrook
ef28be93db fix js leak
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2025-06-06 08:42:16 -05:00
John Alanbrook
0d7be6a94e attempt fix 2025-06-05 16:19:06 -05:00
John Alanbrook
4fe78c4a63 move timer to its own file 2025-06-05 13:34:50 -05:00
John Alanbrook
b52edb2746 fix updated render loop 2025-06-05 12:04:45 -05:00
John Alanbrook
79d5412fe6 massively simplify loop logic 2025-06-05 01:08:27 -05:00
John Alanbrook
fcec2cd1dc sockets and fd 2025-06-04 22:28:06 -05:00
John Alanbrook
2038ce15a7 factor out sdl input
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2025-06-04 16:25:06 -05:00
John Alanbrook
08557011cb single threads; custom timer; letters
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2025-06-04 14:39:58 -05:00
John Alanbrook
3e87bfd6cc add to look for same folder name as well as main
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2025-06-04 13:22:58 -05:00
John Alanbrook
ef86dd3ecf remove some docstrings to save per actor memory 2025-06-03 23:58:44 -05:00
John Alanbrook
c887bcf7b9 no longer need to send ids to window renderer; per actor config 2025-06-03 16:13:54 -05:00
John Alanbrook
709f2459e4 add config options for ar timers 2025-06-03 14:33:51 -05:00
John Alanbrook
cdf8686c64 fix video start
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2025-06-03 08:42:55 -05:00
John Alanbrook
2fdf74f6ee fix blob; throw on non stone reads; update blob test 2025-06-02 13:23:05 -05:00
John Alanbrook
e689679aac add checking for new mod versions 2025-06-02 12:12:05 -05:00
John Alanbrook
f70f65d1c3 add man files; add mod hash checking; add text decoding for blob 2025-06-02 11:10:18 -05:00
John Alanbrook
d9b316270d add text function 2025-06-02 10:35:30 -05:00
John Alanbrook
e2668b330e omit port when sending request if 80 or 443 2025-06-02 09:25:38 -05:00
John Alanbrook
90b5d1430f vendor qjs_miniz 2025-06-02 08:49:02 -05:00
John Alanbrook
7c47c43655 improve globfs performance 2025-06-02 08:48:49 -05:00
John Alanbrook
9e45219706 add clean command 2025-06-02 08:18:26 -05:00
John Alanbrook
d098800c88 fix path mounting 2025-06-02 08:18:08 -05:00
John Alanbrook
3a40076958 fix http; faster blob; list and help commands 2025-06-01 09:34:15 -05:00
John Alanbrook
06108df3d4 fix blob and http 2025-05-31 17:57:17 -05:00
John Alanbrook
a442cf5a4d update to new naming scheme 2025-05-31 16:45:56 -05:00
John Alanbrook
6dee29d213 Merge branch 'master' into modules 2025-05-31 15:58:06 -05:00
John Alanbrook
7711c644a0 congif from .cell/cell.toml
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2025-05-31 15:55:24 -05:00
John Alanbrook
aab0a56349 fix routing 2025-05-31 15:32:30 -05:00
John Alanbrook
13245bbc98 register root actor 2025-05-31 09:02:53 -05:00
John Alanbrook
c25166d35a no more js leaking on free 2025-05-31 02:39:36 -05:00
John Alanbrook
fc09693c93 test program 2025-05-30 19:11:33 -05:00
John Alanbrook
b71c72db8b remove actors being created via cmd line args 2025-05-30 18:05:02 -05:00
John Alanbrook
66591e32b5 fixes #13: actor files can now be named use
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2025-05-30 15:34:46 -05:00
John Alanbrook
fba05fa0fb update gitignore 2025-05-30 15:29:22 -05:00
John Alanbrook
11357d4fb5 actor files now .ce; module files now .cm; add toml encoder/decoder and test 2025-05-30 15:25:31 -05:00
John Alanbrook
674eb237e0 start of rename to cell 2025-05-30 12:07:03 -05:00
John Alanbrook
939269b060 initial modules attempt
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2025-05-29 18:48:19 -05:00
John Alanbrook
f54200a7dd cwd works correctly for when running from a different folder
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2025-05-29 17:59:33 -05:00
John Alanbrook
9ae2357493 new tracy build options 2025-05-29 14:11:47 -05:00
John Alanbrook
da525cd111 add compiling and saving bytecode 2025-05-29 13:55:03 -05:00
John Alanbrook
c3f07c0ef5 separate out cell stuff & prosperon stuff 2025-05-29 13:54:42 -05:00
John Alanbrook
2e7643aa2a add stone function 2025-05-29 11:28:51 -05:00
John Alanbrook
aca9baf585 add docstring symbol to C level actor 2025-05-29 10:29:57 -05:00
John Alanbrook
b4371ba3e0 improve time 2025-05-29 02:56:30 -05:00
John Alanbrook
4e118dd8e9 fix parseq and parseq test 2025-05-29 02:19:24 -05:00
John Alanbrook
9279e21b84 moth now filters events to the correct space 2025-05-29 01:21:45 -05:00
John Alanbrook
8d9bb4a2c9 use log instead of console 2025-05-29 00:39:14 -05:00
John Alanbrook
1040c61863 fix blob usage errors
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2025-05-28 23:56:18 -05:00
John Alanbrook
e86bdf52fe switch to blobs from arraybuffers
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2025-05-28 22:33:32 -05:00
John Alanbrook
53b3f0af9c fix mutex race
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2025-05-28 18:50:39 -05:00
John Alanbrook
09f48d08b9 update chess to use moth
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2025-05-28 17:49:37 -05:00
John Alanbrook
4eb592b740 moth handles camera now 2025-05-28 16:47:27 -05:00
John Alanbrook
c603e8f006 separate out blob and quickjs hooks into a blob.h header 2025-05-28 14:55:35 -05:00
John Alanbrook
f334a2ad56 expand qjs_blob 2025-05-28 14:38:43 -05:00
John Alanbrook
a39f287a88 remove prosperon.on and prosperon.dispatch 2025-05-28 13:51:58 -05:00
John Alanbrook
758b3e4704 remove tracy if not specified on cmd line 2025-05-28 13:16:08 -05:00
John Alanbrook
aa70dcbdc2 update 2025-05-28 02:28:20 -05:00
John Alanbrook
3667d53eae tracy is cell level now 2025-05-27 17:06:03 -05:00
John Alanbrook
01df337ccc draw2d now generates high level commands; turned into instructions by moth 2025-05-27 13:46:56 -05:00
John Alanbrook
ad182d68ec announce useful functions in qjs_common.h and remove externs 2025-05-27 10:23:07 -05:00
John Alanbrook
f7dcc8f57c correct pixelformat bug 2025-05-27 10:03:40 -05:00
John Alanbrook
f73f738459 add fd module 2025-05-27 01:52:27 -05:00
John Alanbrook
bf74a3c7d4 move keyboard and mouse functions that are main thread only to sdl_video
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2025-05-27 01:30:50 -05:00
John Alanbrook
e8fb50659d add colorspace support; fix webcam 2025-05-27 01:00:55 -05:00
John Alanbrook
00df0899fa add nv12 pixel 2025-05-26 23:37:10 -05:00
John Alanbrook
ae5ba67fc8 surface pixel handling
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2025-05-26 22:43:50 -05:00
John Alanbrook
bc929988b2 extend camera
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2025-05-26 20:55:57 -05:00
John Alanbrook
2346040d46 matching actor2js function; sdl_video returns actor now 2025-05-26 18:00:42 -05:00
John Alanbrook
2eb6b3e0b4 input now contains function to register any actor to OS events 2025-05-26 17:56:43 -05:00
John Alanbrook
2edcd89780 add sdl cursor support 2025-05-26 16:24:19 -05:00
John Alanbrook
a63e5c5b55 move surface to its own module 2025-05-26 15:59:28 -05:00
John Alanbrook
af21e10e97 draw textures with draw2d
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2025-05-26 13:25:56 -05:00
John Alanbrook
1b97527120 draw2d uses object prototype for command creation 2025-05-26 12:53:41 -05:00
John Alanbrook
8074e2a82e draw2d now can send batches of draws to video backends 2025-05-26 12:48:19 -05:00
John Alanbrook
db1afb6477 drop message sends if message has no return instead of throw error
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2025-05-26 09:27:58 -05:00
John Alanbrook
45311408d6 render command ops 2025-05-26 00:57:29 -05:00
John Alanbrook
1141fca63a add window message handling for sdl actor 2025-05-25 22:47:35 -05:00
John Alanbrook
7b70def11f more full window object
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2025-05-25 21:55:21 -05:00
John Alanbrook
aac0c3813b window actor now created when use('sdl_video') is called 2025-05-25 19:06:24 -05:00
John Alanbrook
49786842f0 pull out sdl_video into its own module 2025-05-25 18:02:43 -05:00
John Alanbrook
9f9dfe03a6 removed internal functions from accessible via use
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2025-05-25 11:51:01 -05:00
John Alanbrook
792da2ce4b Merge remote-tracking branch 'origin/misty'
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2025-05-24 22:24:01 -05:00
John Alanbrook
0c9d78a3d3 initialize parts of SDL only when required, and return errors
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2025-05-24 21:30:29 -05:00
John Alanbrook
e929f43a96 add steam module 2025-05-24 21:29:58 -05:00
John Alanbrook
01eff40690 auto latest docker image
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2025-05-24 09:37:29 -05:00
John Alanbrook
23813a4c31 http downloading in chunks 2025-05-24 00:55:56 -05:00
John Alanbrook
1248b94244 remove curl and openssl dependencies
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2025-05-24 00:07:37 -05:00
John Alanbrook
f754d91e14 fix compilation errors on windows and linux
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2025-05-23 18:24:52 -05:00
John Alanbrook
7246016b8b example nat 2025-05-23 14:23:52 -05:00
John Alanbrook
b42eec96f6 separate the idea of misty actor and scene tree actor
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2025-05-23 12:20:47 -05:00
John Alanbrook
efd98460c5 -u is no longer available as a global, only within the running actor code; enable passing args to use
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2025-05-22 18:59:57 -05:00
John Alanbrook
698dbd81ae removed unneeded functions and split out actor specific functions 2025-05-22 18:16:51 -05:00
John Alanbrook
13c2a0ba0c sprites, rtrees, and transforms made with constructor functions 2025-05-22 17:00:31 -05:00
John Alanbrook
d0fdb469dd rtrees are now created as a constructor 2025-05-22 16:30:48 -05:00
John Alanbrook
32366483dc split out debug 2025-05-22 16:17:11 -05:00
John Alanbrook
707b2845b1 split out spline and js 2025-05-22 16:05:42 -05:00
John Alanbrook
693087afae move rtree to its own module 2025-05-22 15:42:45 -05:00
John Alanbrook
51940080a8 fully compiles 2025-05-22 13:23:13 -05:00
John Alanbrook
a204fce4b5 initial refactor
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2025-05-22 11:48:27 -05:00
John Alanbrook
7bab2f1b7a clean up graphics
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2025-05-22 01:28:03 -05:00
John Alanbrook
f5ee3aada6 fix portal connection
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2025-05-21 23:56:02 -05:00
John Alanbrook
449e25e0f3 fix non local host networking
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2025-05-21 13:02:30 -05:00
John Alanbrook
3cbb95831c networked chess example
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2025-05-21 12:25:17 -05:00
John Alanbrook
146baf1d23 networked chess 2025-05-21 10:34:33 -05:00
John Alanbrook
e7cc716590 initial moth
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2025-05-19 09:01:17 -05:00
John Alanbrook
3aa2d549d1 add claude.md 2025-05-18 22:24:31 -05:00
John Alanbrook
901012064a add chess example
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2025-05-18 08:57:34 -05:00
John Alanbrook
bf2336a172 add cwd command line arg 2025-05-18 08:56:25 -05:00
John Alanbrook
708a112449 add AGENTS.md and fix rect render
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2025-05-17 23:06:42 -05:00
John Alanbrook
85ee724754 add texture mode for renderer
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2025-05-11 09:34:31 -05:00
John Alanbrook
ff2ee3d6db add animation test; help qr API
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2025-05-09 12:57:54 -05:00
John Alanbrook
6bc04830d3 load image/texture from arraybuffer
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2025-05-07 08:13:22 -05:00
John Alanbrook
589bb365bd http now returns byte array and content type
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2025-05-06 22:50:24 -05:00
John Alanbrook
0b8a43eb91 Merge branch 'https' into misty
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2025-05-06 19:07:32 -05:00
John Alanbrook
bb3087dc37 fix qr code encoding to always be array buffers instead of strings 2025-05-06 18:53:08 -05:00
John Alanbrook
92f56570d9 fix qr decoding 2025-05-06 12:48:13 -05:00
John Alanbrook
938da0d4dc Use thin lto for release builds; move 'strip' to meson.build for release
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2025-05-05 13:55:09 -05:00
John Alanbrook
3d94859151 macos build
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2025-05-04 17:50:03 -05:00
John Alanbrook
a85b1873dd sprite rework
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2025-05-04 11:28:45 -05:00
John Alanbrook
446ad080e1 render sprite geometry 2025-05-02 11:18:13 -05:00
John Alanbrook
ead61e648a changes to update to newer quickjs version
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2025-05-01 12:50:03 -05:00
John Alanbrook
600fbfd3b7 fast sprite render
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2025-05-01 01:35:05 -05:00
John Alanbrook
f3031d6cd0 add bcrypt as windows dependency
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2025-04-30 14:09:11 -05:00
John Alanbrook
7152ae093e audio working from soloud -> sdl3
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2025-04-29 12:43:25 -05:00
John Alanbrook
2bd93ff9e0 closer to web build 2025-04-29 12:43:17 -05:00
John Alanbrook
f68e45f898 sdl audio
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2025-04-28 08:48:44 -05:00
John Alanbrook
7eca07c7d1 fix actor delay time always being 0 2025-04-26 09:42:23 -05:00
John Alanbrook
ee4ec2fc39 fix draw.image
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2025-04-26 08:08:15 -05:00
John Alanbrook
b93a5a3ac0 refactor draw2d and render
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2025-04-25 17:56:17 -05:00
John Alanbrook
de63e0e52d round rect and rounded filled rect
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2025-04-24 14:04:27 -05:00
John Alanbrook
daef2fd2f2 circle and elipse
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2025-04-24 09:19:56 -05:00
John Alanbrook
6705ce8980 sdl renderer
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2025-04-23 20:39:07 -05:00
John Alanbrook
f443816355 render
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2025-04-22 11:18:21 -05:00
John Alanbrook
c8c08d5fbe renderer now has camera matrix
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2025-04-21 09:23:50 -05:00
John Alanbrook
b8328657df add camera test
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2025-04-14 22:46:07 -05:00
John Alanbrook
8d235ddf12 add cycle detection with use 2025-04-14 18:01:41 -05:00
John Alanbrook
05f284e3fa remove unnecessary functions
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2025-04-14 09:05:49 -05:00
John Alanbrook
566baa250c sdl renderer
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'
2025-04-13 21:32:34 -05:00
John Alanbrook
19a8bd41a9 update sdl3
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2025-04-03 13:12:57 -05:00
John Alanbrook
58cad839b6 fix crash
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2025-03-28 14:44:57 -05:00
John Alanbrook
34035ae6ac sdl renderer backend
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2025-03-28 12:29:15 -05:00
John Alanbrook
3a4547fb80 add blob; pull out crypto, time; add sdl_renderer
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2025-03-27 14:31:02 -05:00
John Alanbrook
86b21bb6dd inital parseq add
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2025-03-26 09:42:50 -05:00
John Alanbrook
8cf114cbb4 io actor
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2025-03-23 04:46:16 -05:00
John Alanbrook
f9100da8a2 -u.unneeded 2025-03-22 22:27:36 -05:00
John Alanbrook
f9c1a3e71a root actor runs only on main thread; restrict ffi main thread functions to it 2025-03-22 20:55:20 -05:00
John Alanbrook
73594c8599 fix memory leaking and thread sync problems 2025-03-22 18:24:18 -05:00
John Alanbrook
239f35389e fix crashing assert on free
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2025-03-22 11:15:40 -05:00
John Alanbrook
95d3296dd9 wota now encodes at the C level; update dmon for macos 13; clean up many warnings
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2025-03-20 17:25:48 -05:00
John Alanbrook
c566f90d16 remove script
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2025-03-19 17:52:44 -05:00
John Alanbrook
9410af3a69 messages
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2025-03-19 12:40:31 -05:00
John Alanbrook
8627fc52ef actors in C now
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2025-03-18 18:18:56 -05:00
John Alanbrook
813cc8dbbc make tracy work for multilpe contexts
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2025-03-15 20:49:53 -05:00
John Alanbrook
d90d81d7ff fixed memory leak on thread exit
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2025-03-15 08:33:37 -05:00
John Alanbrook
b1f62cc58c destroy mailboxes on thread exit
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2025-03-13 17:29:42 -05:00
John Alanbrook
38da997069 use wota for on machine message passing 2025-03-13 17:20:04 -05:00
John Alanbrook
88d5f6455b portal spawning works 2025-03-13 15:21:11 -05:00
John Alanbrook
eb3a41be69 add wota replacer and reviver 2025-03-13 15:21:01 -05:00
John Alanbrook
1332af93ab enet and mailboxes now take strings or array buffers
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2025-03-13 06:28:00 -05:00
John Alanbrook
93adf50498 add nota replacer and reviver options; don't serialize functions 2025-03-13 06:25:15 -05:00
John Alanbrook
291fd9ead0 hide actor data
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2025-03-12 23:09:43 -05:00
John Alanbrook
e86138ec00 multirheading mailboxes fixed
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2025-03-11 20:34:39 -05:00
John Alanbrook
c431f117e9 remove atoms for multithreading
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2025-03-11 10:13:15 -05:00
John Alanbrook
847a3ef314 threading
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2025-03-10 22:49:48 -05:00
John Alanbrook
bab09fed6d add documentation
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2025-03-09 21:53:25 -05:00
John Alanbrook
d56c983e01 add return to callback send 2025-03-09 10:18:43 -05:00
John Alanbrook
69df7302d5 initial attempt at portal and contact
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2025-03-06 21:18:05 -06:00
John Alanbrook
01f7e715a4 parent child handshake
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2025-03-06 11:31:37 -06:00
John Alanbrook
e71a823848 add actor clock, random, unneeded
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2025-03-05 22:34:08 -06:00
John Alanbrook
a8865594ca coupling
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2025-03-05 13:03:44 -06:00
John Alanbrook
23d764c534 actor detection
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2025-03-05 09:01:29 -06:00
John Alanbrook
c7aee73dcb initial misty implementation
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2025-03-04 22:46:10 -06:00
John Alanbrook
925d1fc437 fix various graphics and sound issues
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2025-03-04 22:43:19 -06:00
John Alanbrook
a6dbedb3cd add nota benchmark; builds no longer continue on test fail 2025-03-04 22:41:51 -06:00
John Alanbrook
74a6b9bfe6 Add versioning dropdown to docs 2025-03-04 22:41:51 -06:00
John Alanbrook
40126060fb dramatically improve nota speed for nested arrays and objects
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2025-03-03 18:35:46 -06:00
John Alanbrook
6032c034bc add wota 2025-03-03 18:35:28 -06:00
John Alanbrook
6b4062eee6 add http get
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Build and Deploy / deploy-gitea (push) Has been skipped
2025-03-03 08:07:16 -06:00
John Alanbrook
0ea21e86eb add qr code encode and decode
All checks were successful
Build and Deploy / build-linux (push) Successful in 1m15s
Build and Deploy / build-windows (CLANG64) (push) Successful in 9m2s
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2025-03-03 08:06:18 -06:00
John Alanbrook
30c5da879b fix various graphics and sound issues 2025-02-27 16:51:48 -06:00
John Alanbrook
1a76081fec add nota benchmark; builds no longer continue on test fail 2025-02-26 11:16:35 -06:00
John Alanbrook
045c4b49ef Add versioning dropdown to docs 2025-02-25 10:14:17 -06:00
604 changed files with 112960 additions and 14697 deletions

17
.cell/cell.toml Normal file
View File

@@ -0,0 +1,17 @@
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

6
.cell/lock.toml Normal file
View 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"

View File

@@ -3,10 +3,13 @@ name: Build and Deploy
on:
push:
branches: [ "*" ]
tags: [ "v*" ]
tags: [ "v*" ]
pull_request:
jobs:
# ──────────────────────────────────────────────────────────────
# LINUX BUILD
# ──────────────────────────────────────────────────────────────
build-linux:
runs-on: ubuntu-latest
container:
@@ -15,20 +18,17 @@ jobs:
steps:
- name: Check Out Code
uses: actions/checkout@v4
with:
fetch-depth: 0
with: { fetch-depth: 0 }
- name: Build Prosperon (Linux)
run: |
meson setup build -Dbuildtype=release -Db_lto=true -Db_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
strip build/prosperon
- name: Upload Test Log (Linux)
if: ${{ always() }}
@@ -43,12 +43,43 @@ jobs:
with:
name: prosperon-artifacts-linux
path: build/prosperon
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
- name: Log in to Gitea Registry
uses: docker/login-action@v3
with:
registry: gitea.pockle.world
username: ${{ secrets.USER_GITEA }}
password: ${{ secrets.TOKEN_GITEA }}
- name: Determine Docker Tag
id: docker_tag
run: |
if [[ "${{ github.ref }}" =~ ^refs/tags/v.* ]]; then
TAG=$(echo "${{ github.ref }}" | sed 's#refs/tags/##')
echo "tag=$TAG" >> $GITHUB_OUTPUT
else
echo "tag=latest" >> $GITHUB_OUTPUT
fi
- name: Build and Push Docker Image
uses: docker/build-push-action@v6
with:
context: .
file: ./Dockerfile
push: true
tags: gitea.pockle.world/john/prosperon:${{ steps.docker_tag.outputs.tag }}
platforms: linux/amd64
# ──────────────────────────────────────────────────────────────
# WINDOWS BUILD (MSYS2 / CLANG64)
# ──────────────────────────────────────────────────────────────
build-windows:
runs-on: win-native
strategy:
matrix:
msystem: [CLANG64]
matrix: { msystem: [ CLANG64 ] }
steps:
- name: Check Out Code
@@ -61,32 +92,26 @@ jobs:
update: true
cache: true
install: |
git
zip
gzip
tar
base-devel
git zip gzip tar base-devel
pacboy: |
meson
cmake
toolchain
- name: Build Prosperon
- name: Build Prosperon (Windows)
shell: msys2 {0}
run: |
meson setup build -Dbuildtype=release -Db_lto=true -Db_ndebug=true -Dtracy:only_localhost=true -Dtracy:no_broadcast=true
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}
continue-on-error: true
env:
TRACY_NO_INVARIANT_CHECK: 1
run: |
meson test --print-errorlogs -C build
strip build/prosperon.exe
- name: Upload Test Log
- name: Upload Test Log (Windows)
if: ${{ always() }}
uses: actions/upload-artifact@v3
with:
@@ -100,15 +125,52 @@ jobs:
name: prosperon-artifacts-windows
path: build/prosperon.exe
# ──────────────────────────────────────────────────────────────
# MACOS BUILD
# ──────────────────────────────────────────────────────────────
build-macos:
runs-on: macos-latest
steps:
- name: Check Out Code
uses: actions/checkout@v4
with: { fetch-depth: 0 }
- name: Build Prosperon (macOS)
run: |
meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true
meson compile -C build
- name: Test Prosperon (macOS)
run: |
meson test --print-errorlogs -C build
- name: Upload Test Log (macOS)
if: ${{ always() }}
uses: actions/upload-artifact@v3
with:
name: testlog-macos
path: build/meson-logs/testlog.txt
- name: Upload Artifact (macOS)
if: startsWith(github.ref, 'refs/tags/v')
uses: actions/upload-artifact@v3
with:
name: prosperon-artifacts-macos
path: build/prosperon
# ──────────────────────────────────────────────────────────────
# PACKAGE CROSS-PLATFORM DIST
# ──────────────────────────────────────────────────────────────
package-dist:
needs: [build-linux, build-windows]
needs: [ build-linux, build-windows, build-macos ]
if: startsWith(github.ref, 'refs/tags/v')
runs-on: ubuntu-latest
steps:
- name: Check Out Code
uses: actions/checkout@v3
with:
fetch-depth: 0
with: { fetch-depth: 0 }
- name: Get Latest Tag
id: get_tag
@@ -128,16 +190,21 @@ jobs:
name: prosperon-artifacts-windows
path: windows_artifacts
- name: Create the Dist Folder
- name: Download macOS Artifacts
uses: actions/download-artifact@v3
with:
name: prosperon-artifacts-macos
path: mac_artifacts
- name: Create Dist Folder
run: |
mkdir dist
cp README.md dist/
cp license.txt dist/
cp -r examples dist/
mkdir dist/linux
mkdir dist/win
cp linux_artifacts/* dist/linux/
mkdir -p dist/linux dist/win dist/mac
cp README.md dist/
cp license.txt dist/
cp -r examples dist/
cp linux_artifacts/* dist/linux/
cp windows_artifacts/* dist/win/
cp mac_artifacts/* dist/mac/
- name: Package Final Dist
run: |
@@ -151,14 +218,17 @@ jobs:
name: "prosperon-${{ steps.get_tag.outputs.tag }}"
path: "prosperon-${{ steps.get_tag.outputs.tag }}.zip"
# ──────────────────────────────────────────────────────────────
# DEPLOY TO ITCH.IO (single ZIP containing all OSes)
# ──────────────────────────────────────────────────────────────
deploy-itch:
needs: [package-dist]
needs: [ package-dist ]
runs-on: ubuntu-latest
steps:
- name: Check Out Code
uses: actions/checkout@v3
with:
fetch-depth: 0
with: { fetch-depth: 0 }
- name: Get Latest Tag
id: get_tag
@@ -177,25 +247,30 @@ jobs:
- name: Push to itch.io
run: |
butler push "dist/prosperon-${{ steps.get_tag.outputs.tag }}.zip" ${{ secrets.ITCHIO_USERNAME }}/prosperon:win-linux --userversion ${{ steps.get_tag.outputs.tag }}
butler push "dist/prosperon-${{ steps.get_tag.outputs.tag }}.zip" \
${{ secrets.ITCHIO_USERNAME }}/prosperon:universal \
--userversion ${{ steps.get_tag.outputs.tag }}
env:
BUTLER_API_KEY: ${{ secrets.ITCHIO_API_KEY }}
# ──────────────────────────────────────────────────────────────
# DEPLOY TO SELF-HOSTED GITEA
# ──────────────────────────────────────────────────────────────
deploy-gitea:
needs: [package-dist]
needs: [ package-dist ]
runs-on: ubuntu-latest
steps:
- name: Check Out Code
uses: actions/checkout@v3
with:
fetch-depth: 0
with: { fetch-depth: 0 }
- name: Get Latest Tag and Commit Message
- name: Get Latest Tag & Commit Message
id: get_tag
run: |
TAG=$(git describe --tags --abbrev=0)
COMMIT_MSG=$(git log -1 --pretty=%B "${TAG}")
echo "tag=$TAG" >> $GITHUB_OUTPUT
COMMIT_MSG=$(git log -1 --pretty=%B "$TAG")
echo "tag=$TAG" >> $GITHUB_OUTPUT
echo "commit_msg=$COMMIT_MSG" >> $GITHUB_OUTPUT
- name: Download Final Distribution
@@ -204,39 +279,26 @@ jobs:
name: "prosperon-${{ steps.get_tag.outputs.tag }}"
path: dist
- name: Create or Update Gitea Release
- name: Create / Update Gitea Release
run: |
TAG=${{ steps.get_tag.outputs.tag }}
ZIP_FILE="dist/prosperon-${TAG}.zip"
COMMIT_MSG=$(echo "${{ steps.get_tag.outputs.commit_msg }}" | jq -R -s '.')
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')
# Check if release exists
RELEASE_ID=$(curl -s -H "Authorization: token ${{ secrets.TOKEN_GITEA }}" \
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases/tags/${TAG}" | jq -r '.id')
if [ -z "$RELEASE_ID" ] || [ "$RELEASE_ID" == "null" ]; then
# Create a new release if it doesn't exist
echo "Creating new release for tag ${TAG}"
RELEASE_ID=$(curl -X POST \
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\":${COMMIT_MSG},\"draft\":false,\"prerelease\":false}" \
-d "{\"tag_name\":\"$TAG\",\"target_commitish\":\"${{ github.sha }}\",\"name\":\"$TAG\",\"body\":$BODY,\"draft\":false,\"prerelease\":false}" \
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases" | jq -r '.id')
if [ -z "$RELEASE_ID" ] || [ "$RELEASE_ID" == "null" ]; then
echo "Failed to create release for tag ${TAG}"
exit 1
fi
echo "Created release with ID: ${RELEASE_ID}"
else
echo "Release already exists with ID: ${RELEASE_ID}"
fi
# Upload the zip file as an asset
curl -X POST \
-H "Authorization: token ${{ secrets.TOKEN_GITEA }}" \
-H "Content-Type: application/octet-stream" \
--data-binary @"${ZIP_FILE}" \
"https://gitea.pockle.world/api/v1/repos/john/prosperon/releases/${RELEASE_ID}/assets?name=prosperon-${TAG}.zip"
--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 }}
TOKEN_GITEA: ${{ secrets.TOKEN_GITEA }}

View File

@@ -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
View File

@@ -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
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@@ -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

405
CLAUDE.md Normal file
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@@ -0,0 +1,405 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Build Commands
### Build variants
- `make` - Make and install debug version. Usually all that's needed.
- `make fast` - Build optimized version
- `make release` - Build release version with LTO and optimizations
- `make small` - Build minimal size version
- `make web` - Build for web/emscripten platform
- `make crosswin` - Cross-compile for Windows using mingw32
### Testing
After install with 'make', just run 'cell' and point it at the actor you want to launch. "cell tests/toml" runs the actor "tests/toml.js"
## Scripting language
This is called "cell", but it is is a variant of javascript and extremely similar.
### Common development commands
- `meson setup build_<variant>` - Configure build directory
- `meson compile -C build_<variant>` - Compile in build directory
- `./build_dbg/prosperon examples/<example>` - Run example from build directory
- Copy prosperon to game directory and run: `cp build_dbg/prosperon <game-dir>/ && cd <game-dir> && ./prosperon`
## Architecture Overview
Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty system. Key architectural principles:
### Actor Model
- Each actor runs on its own thread
- Communication only through message passing (no shared JavaScript objects)
- Hierarchical actor system with spawning/killing
- Actor lifecycle: awake, update, draw, garbage collection
### JavaScript Style Guide
- Use `use()` function for imports (Misty-style, not ES6 import/export)
- Prefer closures and javascript objects and prototypes over ES6 style classes
- Follow existing JavaScript patterns in the codebase
- Functions as first-class citizens
- Do not use const or let; only var
### Core Systems
1. **Actor System** (scripts/core/engine.js)
- Message passing via `send()`, `$_.receive()`
- Actor spawning/management
- Register-based component system (update, draw, gui, etc.)
2. **Module System**
- `use()` function for loading modules
- Module paths: `scripts/modules/`, `scripts/modules/ext/`
- Custom QuickJS build with embedded C modules
3. **Build System**
- Meson build configuration (Makefile is convenience wrapper)
- Multiple platform targets (Windows, macOS, Linux, Web)
- Custom QuickJS build in `subprojects/`
- Uses SDL3 for cross-platform support
### Engine Entry Points
- `source/prosperon.c` - Main C entry point
- `scripts/core/engine.js` - JavaScript engine initialization for system
- `scripts/core/base.js` has modifications to this Javascript runtime (for example, additions to the base Array, String, etc)
### Subprojects
- C code has many subprojects, who's source and sometimes documentation can be found in subprojects. subprojects/quickjs/doc has documentation for quickjs
### Resource System
- Scripts are bundled into `core.zip` during build
- Runtime module loading via PhysFS
- Resource paths checked in order: `/`, `scripts/modules/`, `scripts/modules/ext/`
### Notable Dependencies
- QuickJS (custom build) - JavaScript runtime
- SDL3 - Platform abstraction
- Chipmunk2D - Physics
- ENet - Networking
- Soloud - Audio
- Tracy - Profiling (when enabled)
## Development Tips
### Running Games
```bash
# Build first
make debug
# Run example from build directory
./build_dbg/prosperon examples/chess
# Or copy to game directory
cp build_dbg/prosperon examples/chess/
cd examples/chess
./prosperon
```
### Documentation
- Documentation is found in docs
- Documentation for the JS modules loaded with 'use' is docs/api/modules
- .md files directly in docs gives a high level overview
- docs/dull is what this specific Javascript system is (including alterations from quickjs/es6)
### Shader Development
- Shaders are in `shaders/` directory as HLSL
- Compile script: `shaders/compile.sh`
- Outputs to platform-specific formats: `dxil/`, `msl/`, `spv/`
### Example Games
Located in `examples/` directory:
- `chess` - Chess implementation (has its own Makefile)
- `pong` - Classic pong game
- `snake` - Snake game
- `tetris` - Tetris clone
- `bunnymark` - Performance test
### Testing
```bash
# Run all tests
meson test -C build_dbg
# Run specific test
./build_dbg/prosperon tests/spawn_actor.js
```
### Debugging
- Use debug build: `make debug`
- Tracy profiler support when enabled
- Console logging available via `log.console()`, `log.error()`, etc.
- Log files written to `.prosperon/log.txt`
# Project Structure Notes
## Core JavaScript Modules
- JavaScript modules are defined using the MISTUSE macro in jsffi.c
- The `js_os_funcs`, `js_io_funcs`, etc. arrays define the available functions for each module
- New functions are added with MIST_FUNC_DEF(module, function, args_count)
## File I/O
- `io.slurp(path)` - Reads a file as text
- `io.slurpbytes(path)` - Reads a file as an ArrayBuffer
- `io.slurpwrite(path, data)` - Writes data (string or ArrayBuffer) to a file
- `io.exists(path)` - Checks if a file exists
## Script Loading
- The `use(path)` function in engine.js loads JavaScript modules
- Script loading happens in prosperon.c and the engine.js script
- jsffi.c contains the C hooks for the QuickJS JavaScript engine
- Added functionality for bytecode compilation and loading:
- `os.compile_bytecode(source, filename)` - Compiles JS to bytecode, returns ArrayBuffer
- `os.eval_bytecode(bytecode)` - Evaluates bytecode from an ArrayBuffer
- `compile(scriptPath)` - Compiles a JS file to a .jso bytecode file
- Modified `use()` to check for .jso files before loading .js files
## QuickJS Bytecode API
- `JS_Eval` with JS_EVAL_FLAG_COMPILE_ONLY - Compiles without executing
- `JS_WriteObject` with JS_WRITE_OBJ_BYTECODE - Serializes to bytecode
- `JS_ReadObject` with JS_READ_OBJ_BYTECODE - Deserializes and loads bytecode
- Bytecode files use .jso extension alongside .js files
## Available JavaScript APIs
### Core APIs
- `actor` - Base prototype for all actor objects
- `$_` - Special global for actor messaging
- `prosperon` - Global engine interface
- `console` - Logging and debugging interface
### Framework APIs
- `moth` - Higher-level game framework that simplifies Prosperon usage
- Handles window creation, game loop, and event dispatching
- Provides simple configuration via config.js
- Auto-initializes systems like rendering and input
- Manages camera, resolution, and FPS automatically
### Rendering
- `draw2d` - 2D drawing primitives
- `render` - Low-level rendering operations
- `graphics` - Higher-level graphics utilities
- `camera` - Camera controls and transformations
- `sprite` - Sprite rendering and management
### Physics and Math
- `math` - Mathematical utilities
- `geometry` - Geometric calculations and shapes
- `transform` - Object transformations
### Input and Events
- `input` - Mouse, keyboard, and touch handling
- `event` - Event management system
### Networking
- `enet` - Networking through ENet library
- `http` - HTTP client capabilities
### Audio
- `sound` - Audio playback using SoLoud
### Utility Modules
- `time` - Time management and delays
- **Must be imported with `use('time')`**
- No `time.now()` function - use:
- `time.number()` - Number representation of current time
- `time.record()` - Struct representation of current time
- `time.text()` - Text representation of current time
- `io` - File I/O operations
- `json` - JSON parsing and serialization
- `util` - General utilities
- `color` - Color manipulation
- `miniz` - Compression utilities
- `nota` - Structured data format
- `wota` - Serialization format
- `qr` - QR code generation/reading
- `tween` - Animation tweening
- `spline` - Spline calculations
- `imgui` - Immediate mode GUI
## Game Development Patterns
### Project Structure
- Game config is typically in `config.js`
- Main entry point is `main.js`
- Resource loading through `resources.js`
### Actor Pattern Usage
- Create actors with `actor.spawn(script, config)`
- Start actors with `$_.start(callback, script)` - the system automatically sends a greeting, callback receives {type: 'greet', actor: actor_ref}
- No need to manually send greetings - `$_.start` handles this automatically
- Manage actor hierarchy with overlings and underlings
- Schedule actor tasks with `$_.delay()` method
- Clean up with `kill()` and `garbage()`
### Actor Messaging with Callbacks
When sending a message with a callback, respond by sending to the message itself:
```javascript
// Sender side:
send(actor, {type: 'status'}, response => {
log.console(response); // Handle the response
});
// Receiver side:
$_.receiver(msg => {
if (msg.type === 'status') {
send(msg, {status: 'ok'}); // Send response to the message itself
}
});
```
**Critical Rules for Message Callbacks**:
- **A message can only be used ONCE as a send target** - after sending a response to a message, it cannot be used again
- If you need to send multiple updates (like progress), only the download request message should be used for the final response
- Status requests should each get their own individual response
- Actor objects and message headers are completely opaque - never try to access internal properties
- Never access `msg.__HEADER__` or similar - the actor system handles routing internally
- Use `$_.delay()` to schedule work and avoid blocking the message receiver
### Game Loop Registration
- Register functions like `update`, `draw`, `gui`, etc.
- Set function.layer property to control execution order
- Use `Register` system to manage callbacks
### Program vs Module Pattern
- Programs are actor scripts that don't return values, they execute top-to-bottom
- Modules are files that return single values (usually objects) that get frozen
- Programs can spawn other programs as underlings
- Programs have lifecycle hooks: awake, update, draw, garbage, etc.
## Technical Capabilities
### Graphics Pipeline
- Supports multiple render backends (Direct3D, Metal, Vulkan via SDL3)
- Custom shader system with cross-platform compilation
- Sprite batching for efficient 2D rendering
- Camera systems for both 2D and 3D
### Asset Support
- Images: PNG, JPG, QOI, etc.
- Audio: Various formats through SoLoud
- Models: Basic 3D model support
- Custom formats: Aseprite animations, etc.
### Developer Tools
- Built-in documentation system with `cell.DOC`
- Tracy profiler integration for performance monitoring
- Imgui debugging tools
- Console logging with various severity levels
## Misty Networking Patterns
Prosperon implements the Misty actor networking model. Understanding these patterns is critical for building distributed applications.
### Portal Reply Pattern
Portals must reply with an actor object, not application data:
```javascript
// CORRECT: Portal replies with actor
$_.portal(e => {
send(e, $_); // Reply with server actor
}, 5678);
// WRONG: Portal sends application data
$_.portal(e => {
send(e, {type: 'game_start'}); // This breaks the pattern
}, 5678);
```
### Two-Phase Connection Protocol
Proper Misty networking follows a two-phase pattern:
**Phase 1: Actor Connection**
- Client contacts portal using `$_.contact()`
- Portal replies with an actor object
- This establishes the communication channel
**Phase 2: Application Communication**
- Client sends application messages to the received actor
- Normal bidirectional messaging begins
- Application logic handles game/service initialization
### Message Handling Best Practices
Messages should be treated as opaque objects with your application data:
```javascript
// CORRECT: Store actor references separately
var players = {};
$_.receiver(msg => {
if (msg.type === 'join_game' && msg.player_id) {
// Store the message for later response
players[msg.player_id] = msg;
// Later, respond to the stored message
send(players[msg.player_id], {type: 'game_start'});
}
});
// WRONG: Trying to access internal message properties
$_.receiver(msg => {
var sender = msg.__HEADER__.replycc; // Never do this!
});
```
### Return ID Lifecycle
- Each reply callback gets a unique return ID
- Return IDs are consumed once and then deleted
- Reusing message objects with return headers causes "Could not find return function" errors
- Always create clean actor references for ongoing communication
### Actor Object Transparency
Actor objects must be completely opaque black boxes that work identically regardless of transport:
```javascript
// Actor objects work transparently for:
// - Same-process communication (fastest - uses mailbox)
// - Inter-process communication (uses mailbox)
// - Network communication (uses ENet)
// The actor shouldn't know or care about the transport mechanism
send(opponent, {type: 'move', from: [0,0], to: [1,1]});
```
**Key Implementation Details:**
- `actor_send()` in `scripts/core/engine.js` handles routing based on available actor data
- Actor objects sent in message data automatically get address/port populated when received over network
- Three communication pathways: `os.mailbox_exist()` check → mailbox send → network send
- Actor objects must contain all necessary routing information for transparent messaging
### Common Networking Bugs
1. **Portal sending application data**: Portal should only establish actor connections
2. **Return ID collision**: Reusing messages with return headers for multiple sends
3. **Mixed phases**: Trying to do application logic during connection establishment
4. **Header pollution**: Using received message objects as actor references
5. **Missing actor address info**: Actor objects in message data need network address population (fixed in engine.js:746-766)
### Example: Correct Chess Networking
```javascript
// Server: Portal setup
$_.portal(e => {
send(e, $_); // Just reply with actor
}, 5678);
// Client: Two-phase connection
$_.contact((actor, reason) => {
if (actor) {
opponent = actor;
send(opponent, {type: 'join_game'}); // Phase 2: app messaging
}
}, {address: "localhost", port: 5678});
// Server: Handle application messages
$_.receiver(e => {
if (e.type === 'join_game') {
opponent = e.__HEADER__.replycc;
send(opponent, {type: 'game_start', your_color: 'black'});
}
});
```
## Memory Management
- When working with a conversational AI system like Claude, it's important to maintain a clean and focused memory
- Regularly review and update memories to ensure they remain relevant and helpful
- Delete or modify memories that are no longer accurate or useful
- Prioritize information that can genuinely assist in future interactions

54
Dockerfile Normal file
View File

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

View File

@@ -1,22 +1,22 @@
debug: FORCE
meson setup build_dbg -Dbuildtype=debugoptimized
meson compile -C build_dbg
meson setup build_dbg -Dbuildtype=debug
meson install --only-changed -C build_dbg
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

View File

@@ -2,6 +2,6 @@ Thank you for using Prosperon!
Provided are prosperon builds for all available platforms. Simply run prosperon for your platform in a game folder to play!
To get started, take a dive into the provided example games in the examples folder. Just copy the prosperon executable for your platform, into any provided example folder, then run it!
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).

76
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@@ -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) {
const avg = arr.reduce((a, b) => a + b) / arr.length;
const min = Math.min(...arr);
const max = Math.max(...arr);
return { avg, min, max };
}
// Pretty print results
log.console("\n=== Performance Test Results (100 iterations) ===");
log.console("\nJSON Decoding (ms):");
const jsonDecStats = getStats(jsonDecodeTimes);
log.console(`Average: ${jsonDecStats.avg.toFixed(2)} ms`);
log.console(`Min: ${jsonDecStats.min.toFixed(2)} ms`);
log.console(`Max: ${jsonDecStats.max.toFixed(2)} ms`);
log.console("\nJSON Encoding (ms):");
const jsonEncStats = getStats(jsonEncodeTimes);
log.console(`Average: ${jsonEncStats.avg.toFixed(2)} ms`);
log.console(`Min: ${jsonEncStats.min.toFixed(2)} ms`);
log.console(`Max: ${jsonEncStats.max.toFixed(2)} ms`);
log.console("\nNOTA Encoding (ms):");
const notaEncStats = getStats(notaEncodeTimes);
log.console(`Average: ${notaEncStats.avg.toFixed(2)} ms`);
log.console(`Min: ${notaEncStats.min.toFixed(2)} ms`);
log.console(`Max: ${notaEncStats.max.toFixed(2)} ms`);
log.console("\nNOTA Decoding (ms):");
const notaDecStats = getStats(notaDecodeTimes);
log.console(`Average: ${notaDecStats.avg.toFixed(2)} ms`);
log.console(`Min: ${notaDecStats.min.toFixed(2)} ms`);
log.console(`Max: ${notaDecStats.max.toFixed(2)} ms`);

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106
benchmarks/wota.ce Normal file
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@@ -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.
const benchmarks = [
{
name: "Small Integers",
data: [0, 42, -1, 2023],
iterations: 100000
},
{
name: "Strings (short, emoji)",
data: ["Hello, Wota!", "short", "Emoji: \u{1f600}\u{1f64f}"],
iterations: 100000
},
{
name: "Small Objects",
data: [
{ a:1, b:2.2, c:"3", d:false },
{ x:42, y:null, z:"test" }
],
iterations: 50000
},
{
name: "Nested Arrays",
data: [ [ [ [1,2], [3,4] ] ], [[[]]], [1, [2, [3, [4]]]] ],
iterations: 50000
},
{
name: "Large Array (1k numbers)",
// A thousand random numbers
data: [ Array.from({length:1000}, (_, i) => i * 0.5) ],
iterations: 1000
},
{
name: "Large Binary Blob (256KB)",
// A 256KB ArrayBuffer
data: [ new Uint8Array(256 * 1024).buffer ],
iterations: 200
}
];
// Print a header
log.console("Wota Encode/Decode Benchmark");
log.console("============================\n");
// We'll run each benchmark scenario in turn.
for (let bench of benchmarks) {
// We'll measure how long it takes to do 'iterations' *for each test value*
// in bench.data. The total loop count is `bench.iterations * bench.data.length`.
// Then we compute an overall encode+decode throughput (ops/s).
let totalIterations = bench.iterations * bench.data.length;
// We'll define a function that does a roundTrip for *each* data item in bench.data
// to measure in one loop iteration. Then we multiply by bench.iterations.
function runAllData() {
for (let val of bench.data) {
roundTripWota(val);
}
}
let elapsedSec = measureTime(runAllData, bench.iterations);
let opsPerSec = (totalIterations / elapsedSec).toFixed(1);
log.console(`${bench.name}:`);
log.console(` Iterations: ${bench.iterations} × ${bench.data.length} data items = ${totalIterations}`);
log.console(` Elapsed: ${elapsedSec.toFixed(3)} s`);
log.console(` Throughput: ${opsPerSec} encode+decode ops/sec\n`);
}
// All done
log.console("Benchmark completed.\n");

View File

@@ -0,0 +1,185 @@
//
// benchmark_wota_nota_json.js
//
// Usage in QuickJS:
// qjs benchmark_wota_nota_json.js
//
// Ensure wota, nota, json, and os are all available, e.g.:
var wota = use('wota');
var nota = use('nota');
var json = use('json');
var jswota = use('jswota')
var os = use('os');
//
////////////////////////////////////////////////////////////////////////////////
// 1. Setup "libraries" array to easily switch among Wota, Nota, and JSON
////////////////////////////////////////////////////////////////////////////////
const libraries = [
{
name: "Wota",
encode: wota.encode,
decode: wota.decode,
// Wota produces an ArrayBuffer. We'll count `buffer.byteLength` as size.
getSize(encoded) {
return encoded.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 }
////////////////////////////////////////////////////////////////////////////////
const benchmarks = [
{
name: "Empty object",
data: [{}, {}, {}, {}],
iterations: 10000
},
{
name: "Small Integers",
data: [0, 42, -1, 2023],
iterations: 100000
},
{
name: "Floating point",
data: [0.1, 1e-50, 3.14159265359],
iterations: 100000
},
{
name: "Strings (short, emoji)",
data: ["Hello, Wota!", "short", "Emoji: \u{1f600}\u{1f64f}"],
iterations: 100000
},
{
name: "Small Objects",
data: [
{ a:1, b:2.2, c:"3", d:false },
{ x:42, y:null, z:"test" }
],
iterations: 50000
},
{
name: "Nested Arrays",
data: [ [ [ [1,2], [3,4] ] ], [[[]]], [1, [2, [3, [4]]]] ],
iterations: 50000
},
{
name: "Large Array (1k integers)",
data: [ Array.from({length:1000}, (_, i) => i) ],
iterations: 1000
},
];
////////////////////////////////////////////////////////////////////////////////
// 3. Utility: measureTime(fn) => how long fn() takes in seconds.
////////////////////////////////////////////////////////////////////////////////
function measureTime(fn) {
let start = os.now();
fn();
let end = os.now();
return (end - start); // in seconds
}
////////////////////////////////////////////////////////////////////////////////
// 4. For each library, we run each benchmark scenario and measure:
// - Encoding time (seconds)
// - Decoding time (seconds)
// - Total encoded size (bytes or code units for JSON)
//
////////////////////////////////////////////////////////////////////////////////
function runBenchmarkForLibrary(lib, bench) {
// We'll encode and decode each item in `bench.data`.
// We do 'bench.iterations' times. Then sum up total time.
// Pre-store the encoded results for all items so we can measure decode time
// in a separate pass. Also measure total size once.
let encodedList = [];
let totalSize = 0;
// 1) Measure ENCODING
let encodeTime = measureTime(() => {
for (let i = 0; i < bench.iterations; i++) {
// For each data item, encode it
for (let j = 0; j < bench.data.length; j++) {
let e = lib.encode(bench.data[j]);
// store only in the very first iteration, so we can decode them later
// but do not store them every iteration or we blow up memory.
if (i === 0) {
encodedList.push(e);
totalSize += lib.getSize(e);
}
}
}
});
// 2) Measure DECODING
let decodeTime = measureTime(() => {
for (let i = 0; i < bench.iterations; i++) {
// decode everything we stored during the first iteration
for (let e of encodedList) {
let decoded = lib.decode(e);
// not verifying correctness here, just measuring speed
}
}
});
return { encodeTime, decodeTime, totalSize };
}
////////////////////////////////////////////////////////////////////////////////
// 5. Main driver: run across all benchmarks, for each library.
////////////////////////////////////////////////////////////////////////////////
log.console("Benchmark: Wota vs Nota vs JSON");
log.console("================================\n");
for (let bench of benchmarks) {
log.console(`SCENARIO: ${bench.name}`);
log.console(` Data length: ${bench.data.length} | Iterations: ${bench.iterations}\n`);
for (let lib of libraries) {
let { encodeTime, decodeTime, totalSize } = runBenchmarkForLibrary(lib, bench);
// We'll compute total operations = bench.iterations * bench.data.length
let totalOps = bench.iterations * bench.data.length;
let encOpsPerSec = (totalOps / encodeTime).toFixed(1);
let decOpsPerSec = (totalOps / decodeTime).toFixed(1);
log.console(` ${lib.name}:`);
log.console(` Encode time: ${encodeTime.toFixed(3)}s => ${encOpsPerSec} encodes/sec [${(encodeTime/bench.iterations)*1000000000} ns/try]`);
log.console(` Decode time: ${decodeTime.toFixed(3)}s => ${decOpsPerSec} decodes/sec [${(decodeTime/bench.iterations)*1000000000}/try]`);
log.console(` Total size: ${totalSize} bytes (or code units for JSON)`);
log.console("");
}
log.console("---------------------------------------------------------\n");
}
log.console("Benchmark complete.\n");
os.exit()

View File

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

View File

@@ -3,11 +3,11 @@
Provides a consistent way to create documentation for prosperon elements. Objects are documented by adding docstrings directly to object-like things (functions, objects, ...), or to an object's own "doc object".
Docstrings are set to the symbol `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!"'
```

View File

@@ -49,7 +49,7 @@ return {
This will cause prosperon to launch a 500x500 window with the title 'Hello World'. In your ```main.js```, write the following:
```
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.

View File

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

View 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
View 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 = undefined
return
}
waiting_client = e
log.console(`actor ${json.encode(e.actor)} is waiting ...`)
}, 4000);

22
examples/nat_client.ce Normal file
View 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
}
})

View File

@@ -1,4 +1,4 @@
project('prosperon', ['c', 'cpp'],
project('cell', ['c', 'cpp'],
version: '0.9.3',
meson_version: '>=1.4',
default_options : [ 'cpp_std=c++11'])
@@ -8,32 +8,35 @@ libtype = get_option('default_library')
link = []
src = []
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 = []
@@ -64,12 +67,41 @@ 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'
'CMAKE_BUILD_TYPE': 'Release',
'SDL_THREADS': 'ON',
'SDL_PIPEWIRE': 'ON',
'SDL_PULSEAUDIO': 'ON',
})
cc = meson.get_compiler('c')
@@ -94,147 +126,229 @@ if host_machine.system() == 'windows'
deps += cc.find_library('imm32')
deps += cc.find_library('version')
deps += cc.find_library('cfgmgr32')
sdl3_opts.add_cmake_defines({'HAVE_ISINF': '1'}) # TODO: A hack to get this to compile on MSYS2; otherwise it doesn't link correctly
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'
# Use the pre-installed copy
deps += dependency('sdl3',
static : true,
method : 'pkg-config', # or 'cmake' if you prefer
required : true)
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
sdl3_proj = cmake.subproject('sdl3', options: sdl3_opts)
deps += sdl3_proj.dependency('SDL3-static')
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)
# Try to find system-installed qjs-layout first
qjs_layout_dep = dependency('qjs-layout', static: true, required: false)
if not qjs_layout_dep.found()
message('⚙ System qjs-layout not found, building subproject...')
deps += dependency('qjs-layout', static:true)
else
deps += qjs_layout_dep
endif
deps += dependency('qjs-layout',static:true)
deps += dependency('qjs-miniz',static:true)
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('physfs', static:true)
libuv_dep = dependency('libuv', static: true, required: false)
if not libuv_dep.found()
message('⚙ System libuv not found, building subproject...')
deps += dependency('libuv', static:true, fallback: ['libuv', 'libuv_dep'])
else
deps += libuv_dep
endif
#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', static:true)
deps += dependency('enet', static:true)
deps += dependency('soloud', static:true)
#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 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'
tracy_opts = ['fibers=true', 'no_exit=true', 'libunwind_backtrace=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
# Storefront SDK support
storefront = get_option('storefront')
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
link_args = link
sources = []
src += ['anim.c', 'config.c', 'datastream.c','font.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', 'rtree.c', 'qjs_dmon.c', 'qjs_nota.c', 'qjs_enet.c', 'qjs_soloud.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'
]
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']
# js src
src += [ 'libregexp.c', 'libunicode.c', 'cutils.c', 'dtoa.c', 'quickjs.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'
]
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 / 'par', tp / 'stb',
tp, tp / 'pl_mpeg/include', tp / 'quirc'
]
foreach file : src
full_path = join_paths('source', file)
sources += files(full_path)
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
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_stale: 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 "$3" >/dev/null 2>&1',
'concat',
'@INPUT0@',
'@INPUT1@',
'@OUTPUT@'
],
build_always_stale: true,
build_by_default: true
strip_enabled = ['release', 'minsize'].contains(get_option('buildtype'))
if strip_enabled
add_project_link_arguments('-s', language: ['c', 'cpp'])
endif
cell = executable('cell', sources,
dependencies: deps,
include_directories: includers,
link_args: link,
build_rpath: '$ORIGIN',
install: true
)
prosperon_dep = declare_dependency(
link_with:prosperon
)
copy_tests = custom_target(
'copy_tests',
output: 'tests',
command: [
'cp', '-rf',
join_paths(meson.project_source_root(), 'tests'),
meson.project_build_root()
],
build_always_stale: true,
build_by_default: true
cell_dep = declare_dependency(
link_with: cell
)
tests = [
'spawn_actor',
'empty',
'nota',
'enet'
'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

View File

@@ -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')

View File

@@ -3,6 +3,7 @@ site_name: Prosperon Documentation
plugins:
- search
- awesome-pages
- mike
extra_css:
- style.css
@@ -31,6 +32,9 @@ extra:
analytics:
provider: google
property: G-85ECSFGCBV
version:
default: latest
provider: mike
markdown_extensions:
- admonition

View File

@@ -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]

216
prosperon/color.cm Normal file
View 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

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@@ -1,5 +1,4 @@
var input = use('input')
var util = use('util')
var downkeys = {};
@@ -295,7 +294,7 @@ 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
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@@ -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 }
};

221
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@@ -0,0 +1,221 @@
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.
`
// Create a new command list
draw.list = function() {
var commands = []
return {
// Add a command to this list
push: function(cmd) {
commands.push(cmd)
},
// Get all commands
get: function() {
return commands
},
// Clear all commands
clear: function() {
commands = []
},
// Get command count
length: function() {
return commands.length
}
}
}
// Default command list for convenience
var current_list = draw.list()
// Set the current list
draw.set_list = function(list) {
current_list = list
}
// Get current list
draw.get_list = function() {
return current_list
}
// Clear current list
draw.clear = function() {
current_list.clear()
}
// Get commands from current list
draw.get_commands = function() {
return current_list.get()
}
// Helper to add a command
function add_command(type, data) {
var cmd = {cmd: type}
Object.assign(cmd, data)
current_list.push(cmd)
}
// 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.point[cell.DOC] = `
:param pos: A 2D position ([x, y]) where the point should be drawn.
:param size: The size of the point.
:param opt: Optional geometry properties.
:param material: Material/styling information (color, shaders, etc.)
:return: None
`
draw.ellipse = function(pos, radii, def, material) {
var opt = def ? {...ellipse_def, ...def} : 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, def, material)
{
var opt = def ? {...line_def, ...def} : line_def
add_command("draw_line", {
points: points,
opt: opt,
material: material
})
}
draw.cross = function render_cross(pos, size, def, material) {
var a = [pos.add([0, size]), pos.add([0, -size])]
var b = [pos.add([size, 0]), pos.add([-size, 0])]
draw.line(a, def, material)
draw.line(b, def, material)
}
draw.arrow = function render_arrow(start, end, wingspan = 4, wingangle = 10, def, 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], def, material)
draw.line(wing1, def, material)
draw.line(wing2, def, material)
}
draw.rectangle = function render_rectangle(rect, def, material) {
var opt = def ? {...rect_def, ...def} : 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: image,
rect: rect,
slice: slice,
info: info,
material: material
})
}
draw.image = function image(image, rect, rotation = 0, anchor = [0,0], shear = [0,0], info = {}, material) {
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.')
info = Object.assign({}, image_info, info);
add_command("draw_image", {
image: image,
rect: rect,
rotation: rotation,
anchor: anchor,
shear: shear,
info: info,
material: material
})
}
draw.circle = function render_circle(pos, radius, def, material) {
draw.ellipse(pos, [radius,radius], def, material)
}
draw.text = function text(text, pos, font = 'fonts/c64.ttf', size = 8, color = color.white, wrap = 0) {
add_command("draw_text", {
text,
pos,
font,
size,
wrap,
material: {color}
})
}
return draw

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@@ -1,7 +1,6 @@
var Color = use('color')
var os = use('os')
var color = use('color')
var graphics = use('graphics')
//var render = use('render')
var transform = use('transform')
var ex = {}
@@ -15,7 +14,7 @@ ex.garbage = function()
ex.update = function(dt)
{
for (var e of ex.emitters)
try { e.step(dt) } catch(e) { console.error(e) }
try { e.step(dt) } catch(e) { log.error(e) }
}
ex.step_hook = function(p)
@@ -77,7 +76,7 @@ ex.spawn = function(t)
}
par = {
transform: os.make_transform(),
transform: new transform,
life: this.life,
time: 0,
color: this.color,
@@ -104,14 +103,14 @@ ex.scale = 1
ex.grow_for = 0
ex.spawn_timer = 0
ex.pps = 0
ex.color = Color.white
ex.color = color.white
ex.draw = function()
{
/* var diff = graphics.texture(this.diffuse)
if (!diff) throw new Error("emitter does not have a proper diffuse texture")
var mesh = render._main.make_sprite_mesh(this.particles)
var mesh = graphics.make_sprite_mesh(this.particles)
if (mesh.num_indices === 0) return
render.queue({
type:'geometry',

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@@ -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}, undefined, 0, color.white, 0)
}

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/* 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)
}
})

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@@ -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
};

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@@ -0,0 +1,57 @@
var CELLS = Symbol()
var key = function key(x,y) { return `${x},${y}` }
function grid(w, h)
{
this[CELLS] = new Map()
this.width = w;
this.height = h;
}
grid.prototype = {
cell(x,y) {
var k = key(x,y)
if (!this[CELLS].has(k)) this[CELLS].set(k,[])
return this[CELLS].get(k)
},
add(entity, pos) {
this.cell(pos.x, pos.y).push(entity);
entity.coord = pos.slice();
},
remove(entity, pos) {
var c = this.cell(pos.x, pos.y);
c.splice(c.indexOf(entity), 1);
},
at(pos) {
return this.cell(pos.x, pos.y);
},
inBounds(pos) {
return pos.x >= 0 && pos.x < this.width && pos.y >= 0 && pos.y < this.height;
},
each(fn) {
for (var [k, list] of this[CELLS])
for (var p of list) fn(p, p.coord);
},
toString() {
var out = `grid [${this.width}x${this.height}]
`
for (var y = 0; y < this.height; y++) {
for (var x = 0; x < this.width; x++) {
var cell = this.at([x,y]);
out += cell.length
}
if (y !== this.height - 1) out += "\n"
}
return out
},
}
return grid

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

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@@ -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 };

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@@ -0,0 +1,45 @@
/* helper robust coord access */
function cx(c) { return (c.x !== undefined) ? c.x : c[0]; }
function cy(c) { return (c.y !== undefined) ? c.y : c[1]; }
/* simple move-shape checks */
var deltas = {
pawn: function (pc, dx, dy, grid, to) {
var dir = (pc.colour === 'white') ? -1 : 1;
var base = (pc.colour === 'white') ? 6 : 1;
var one = (dy === dir && dx === 0 && grid.at(to).length === 0);
var two = (dy === 2 * dir && dx === 0 && cy(pc.coord) === base &&
grid.at({ x: cx(pc.coord), y: cy(pc.coord)+dir }).length === 0 &&
grid.at(to).length === 0);
var cap = (dy === dir && Math.abs(dx) === 1 && grid.at(to).length);
return one || two || cap;
},
rook : function (pc, dx, dy) { return (dx === 0 || dy === 0); },
bishop: function (pc, dx, dy) { return Math.abs(dx) === Math.abs(dy); },
queen : function (pc, dx, dy) { return (dx === 0 || dy === 0 || Math.abs(dx) === Math.abs(dy)); },
knight: function (pc, dx, dy) { return (Math.abs(dx) === 1 && Math.abs(dy) === 2) ||
(Math.abs(dx) === 2 && Math.abs(dy) === 1); },
king : function (pc, dx, dy) { return Math.max(Math.abs(dx), Math.abs(dy)) === 1; }
};
function clearLine(from, to, grid) {
var dx = Math.sign(cx(to) - cx(from));
var dy = Math.sign(cy(to) - cy(from));
var x = cx(from) + dx, y = cy(from) + dy;
while (x !== cx(to) || y !== cy(to)) {
if (grid.at({ x: x, y: y }).length) return false;
x += dx; y += dy;
}
return true;
}
function canMove(piece, from, to, grid) {
var dx = cx(to) - cx(from);
var dy = cy(to) - cy(from);
var f = deltas[piece.kind];
if (!f || !f(piece, dx, dy, grid, to)) return false;
if (piece.kind === 'knight') return true;
return clearLine(from, to, grid);
}
return { canMove };

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@@ -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}, undefined, 0, color.white, 0)
}

View File

@@ -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]
@@ -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") {
var msg = "GAME OVER! Press SPACE to restart."
draw.text(msg, {x:0, y:config.height*0.5-10, width:config.width, height:20}, undefined, 0, Color.white)
draw.text(msg, {x:0, y:config.height*0.5-10, width:config.width, height:20}, undefined, 0, color.white)
}
}

View File

@@ -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; }
};

View File

@@ -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]
@@ -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}, undefined, 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}, undefined, 0, color.white)
if (gameOver) {
draw.text("GAME OVER", {x:10, y:config.height*0.5-5, width:config.width-20, height:20}, undefined, 0, Color.red)
draw.text("GAME OVER", {x:10, y:config.height*0.5-5, width:config.width-20, height:20}, undefined, 0, color.red)
}
}

View File

@@ -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.
@@ -40,7 +40,7 @@ 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.
`
@@ -55,7 +55,7 @@ geometry.sphere.random = function (r, theta = [0, 1], phi = [-0.5, 0.5]) {
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.

View File

@@ -1,62 +1,201 @@
var graphics = this
graphics[prosperon.DOC] = `
graphics[cell.DOC] = `
Provides functionality for loading and managing images, fonts, textures, and sprite meshes.
Includes both JavaScript and C-implemented routines for creating geometry buffers, performing
rectangle packing, etc.
`
var renderer_actor = arg[0]
var io = use('io')
var time = use('time')
var res = use('resources')
var json = use('json')
var GPU = Symbol()
var CPU = Symbol()
var LASTUSE = Symbol()
var LOADING = Symbol()
var cache = new Map()
// Image constructor function
graphics.Image = function(surfaceData) {
// Initialize private properties
this[CPU] = surfaceData || undefined;
this[GPU] = undefined;
this[LOADING] = false;
this[LASTUSE] = time.number();
this.rect = {x:0, y:0, width:1, height:1};
}
// Define getters and methods on the prototype
Object.defineProperties(graphics.Image.prototype, {
gpu: {
get: function() {
this[LASTUSE] = time.number();
if (!this[GPU] && !this[LOADING]) {
this[LOADING] = true;
var self = this;
// Send message to load texture
send(renderer_actor, {
kind: "renderer",
op: "loadTexture",
data: this[CPU]
}, function(response) {
if (response.error) {
log.error("Failed to load texture:")
log.error(response.error)
self[LOADING] = false;
} else {
self[GPU] = response;
decorate_rect_px(self);
self[LOADING] = false;
}
});
}
return this[GPU]
}
},
texture: {
get: function() { return this.gpu }
},
cpu: {
get: function() {
this[LASTUSE] = time.number();
// Note: Reading texture back from GPU requires async operation
// For now, return the CPU data if available
return this[CPU]
}
},
surface: {
get: function() { return this.cpu }
},
width: {
get: function() {
return this[CPU].width
}
},
height: {
get: function() {
return this[CPU].height
}
}
});
// Add methods to prototype
graphics.Image.prototype.unload_gpu = function() {
this[GPU] = undefined
}
graphics.Image.prototype.unload_cpu = function() {
this[CPU] = undefined
}
function calc_image_size(img) {
if (!img.texture || !img.rect) return
return [img.texture.width * img.rect.width, img.texture.height * img.rect.height]
}
/**
Internally loads image data from disk and prepares a GPU texture. Used by graphics.texture().
Not intended for direct user calls.
*/
function create_image(path) {
var data = io.slurpbytes(path)
var newimg
switch (path.ext()) {
case 'gif':
newimg = graphics.make_gif(data)
if (newimg.surface)
newimg.texture = prosperon.gpu.load_texture(newimg.surface)
else
for (var frame of newimg.frames)
frame.texture = prosperon.gpu.load_texture(frame.surface)
break
case 'ase':
case 'aseprite':
newimg = graphics.make_aseprite(data)
if (newimg.surface)
newimg.texture = prosperon.gpu.load_texture(newimg.surface)
else {
for (var anim in newimg) {
var a = newimg[anim]
for (var frame of a.frames)
frame.texture = prosperon.gpu.load_texture(frame.surface)
}
}
break
default:
newimg = {
surface: graphics.make_texture(data)
}
newimg.texture = prosperon.gpu.load_texture(newimg.surface)
break
function decorate_rect_px(img) {
// needs a GPU texture to measure
if (!img || !img.texture) return
// default UV rect is the whole image if none supplied
img.rect ??= {x:0, y:0, width:1, height:1} // [u0,v0,uw,vh] in 0-1
// store pixel-space version: [x, y, w, h] in texels
img.rect_px = {
x:Math.round(img.rect.x * img.texture.width),
y:Math.round(img.rect.y * img.texture.height),
width:Math.round(img.rect.width * img.texture.width),
height:Math.round(img.rect.height * img.texture.height)
}
}
function make_handle(obj)
{
return new graphics.Image(obj);
}
function wrapSurface(surf, maybeRect){
const h = make_handle(surf);
if(maybeRect) h.rect = maybeRect; /* honour frame sub-rect */
return h;
}
function wrapFrames(arr){ /* [{surface,time,rect}, …] → [{image,time}] */
return arr.map(f => ({
image : wrapSurface(f.surface || f), /* accept bare surface too */
time: f.time,
rect: f.rect /* keep for reference */
}));
}
function makeAnim(frames, loop=true){
return { frames, loop }
}
function decode_image(bytes, ext)
{
switch(ext) {
case 'gif': return graphics.make_gif(bytes)
case 'ase':
case 'aseprite': return graphics.make_aseprite(bytes)
default: return {surface:graphics.make_texture(bytes)}
}
}
function create_image(path){
try{
const bytes = io.slurpbytes(path);
let raw = decode_image(bytes, path.ext());
/* ── Case A: static image ─────────────────────────────────── */
if(raw.surface) {
var gg = new graphics.Image(raw.surface)
return gg
}
/* ── Case B: GIF helpers returned array [surf, …] ─────────── */
if(Array.isArray(raw))
return makeAnim( wrapFrames(raw), true );
/* ── Case C: GIF helpers returned {frames,loop} ───────────── */
if(raw.frames && Array.isArray(raw.frames))
return makeAnim( wrapFrames(raw.frames), !!raw.loop );
/* ── Case D: ASE helpers returned { animName:{frames,loop}, … } ── */
const anims = {};
for(const [name, anim] of Object.entries(raw)){
if(anim && Array.isArray(anim.frames))
anims[name] = makeAnim( wrapFrames(anim.frames), !!anim.loop );
else if(anim && anim.surface) /* ase with flat surface */
anims[name] = makeAnim(
[{image:make_handle(anim.surface),time:0}], true );
}
if(Object.keys(anims).length) return anims;
throw new Error('Unsupported image structure from decoder');
}catch(e){
log.error(`Error loading image ${path}: ${e.message}`);
throw e;
}
return newimg
}
var image = {}
image.dimensions = function() {
return [this.texture.width, this.texture.height].scale([this.rect[2], this.rect[3]])
}
image.dimensions[prosperon.DOC] = `
image.dimensions[cell.DOC] = `
:return: A 2D array [width, height] that is the scaled size of this image (texture size * rect size).
`
@@ -77,22 +216,55 @@ function pack_into_sheet(images) {
graphics.is_image = function(obj) {
if (obj.texture && obj.rect) return true
}
graphics.is_image[prosperon.DOC] = `
graphics.is_image[cell.DOC] = `
:param obj: An object to check.
:return: True if 'obj' has a .texture and a .rect property, indicating it's an image object.
`
graphics.texture = function texture(path) {
if (typeof path !== 'string') {
return path // fallback if already an image object
throw new Error('need a string for graphics.texture')
}
var parts = path.split(':')
var ipath = res.find_image(parts[0])
graphics.texture.cache[ipath] ??= create_image(ipath)
return graphics.texture.cache[ipath]
graphics.texture_from_data = function(data)
{
if (!(data instanceof ArrayBuffer)) return undefined
var image = graphics.make_texture(data);
var img = make_handle(image)
img.gpu;
return img;
}
graphics.texture[prosperon.DOC] = `
graphics.from_surface = function(id, surf)
{
return make_handle(surf)
}
graphics.from = function(id, data)
{
if (typeof id !== 'string')
throw new Error('Expected a string ID')
if (data instanceof ArrayBuffer)
return graphics.texture_from_data(data)
}
graphics.texture = function texture(path) {
if (path instanceof graphics.Image) return path
if (typeof path !== 'string')
throw new Error('need a string for graphics.texture')
var id = path.split(':')[0]
if (cache.has(id)) return cache.get(id)
var ipath = res.find_image(id)
if (!ipath)
throw new Error(`unknown image ${id}`)
var image = create_image(ipath)
cache.set(id, image)
return image
}
graphics.texture[cell.DOC] = `
:param path: A string path to an image file or an already-loaded image object.
:return: An image object with {surface, texture, frames?, etc.} depending on the format.
Load or retrieve a cached image, converting it into a GPU texture. If 'path' is already an object, its returned directly.
@@ -106,7 +278,7 @@ graphics.texture.total_size = function() {
// Not yet implemented, presumably sum of (texture.width * texture.height * 4) for images in RAM
return size
}
graphics.texture.total_size[prosperon.DOC] = `
graphics.texture.total_size[cell.DOC] = `
:return: The total estimated memory size of all cached textures in RAM, in bytes. (Not yet implemented.)
`
@@ -115,23 +287,23 @@ graphics.texture.total_vram = function() {
// Not yet implemented, presumably sum of GPU memory usage
return vram
}
graphics.texture.total_vram[prosperon.DOC] = `
graphics.texture.total_vram[cell.DOC] = `
:return: The total estimated GPU memory usage of all cached textures, in bytes. (Not yet implemented.)
`
graphics.tex_hotreload = function tex_hotreload(file) {
console.log(`hot reloading ${file}`)
log.console(`hot reloading ${file}`)
if (!(file in graphics.texture.cache)) return
console.log('really doing it')
log.console('really doing it')
var img = create_image(file)
var oldimg = graphics.texture.cache[file]
console.log(`new image:${json.encode(img)}`)
console.log(`old image: ${json.encode(oldimg)}`)
log.console(`new image:${json.encode(img)}`)
log.console(`old image: ${json.encode(oldimg)}`)
merge_objects(oldimg, img, ['surface', 'texture', 'loop', 'time'])
}
graphics.tex_hotreload[prosperon.DOC] = `
graphics.tex_hotreload[cell.DOC] = `
:param file: The file path that was changed on disk.
:return: None
Reload the image for the given file, updating the cached copy in memory and GPU.
@@ -170,11 +342,26 @@ graphics.get_font = function get_font(path, size) {
if (fontcache[fontstr]) return fontcache[fontstr]
var data = io.slurpbytes(fullpath)
fontcache[fontstr] = graphics.make_font(data, size)
fontcache[fontstr].texture = prosperon.gpu.load_texture(fontcache[fontstr].surface)
return fontcache[fontstr]
var font = graphics.make_font(data,size)
// Load font texture via renderer actor (async)
send(renderer_actor, {
kind: "renderer",
op: "loadTexture",
data: font.surface
}, function(response) {
if (response.error) {
log.error("Failed to load font texture:", response.error);
} else {
font.texture = response;
}
});
fontcache[fontstr] = font
return font
}
graphics.get_font[prosperon.DOC] = `
graphics.get_font[cell.DOC] = `
:param path: A string path to a font file, optionally with ".size" appended.
:param size: Pixel size of the font, if not included in 'path'.
:return: A font object with .surface and .texture for rendering text.
@@ -192,31 +379,14 @@ graphics.queue_sprite_mesh = function(queue) {
}
return [mesh.pos, mesh.uv, mesh.color, mesh.indices]
}
graphics.queue_sprite_mesh[prosperon.DOC] = `
graphics.queue_sprite_mesh[cell.DOC] = `
:param queue: An array of draw commands, some of which are {type:'sprite'} objects.
:return: An array of references to GPU buffers [pos,uv,color,indices].
Builds a single geometry mesh for all sprite-type commands in the queue, storing first_index/num_indices
so they can be rendered in one draw call.
`
graphics.make_sprite_mesh[prosperon.DOC] = `
:param sprites: An array of sprite objects, each containing .rect (or transform), .src (UV region), .color, etc.
:param oldMesh (optional): An existing mesh object to reuse/resize if possible.
:return: A GPU mesh object with pos, uv, color, and indices buffers for all sprites.
Given an array of sprites, build a single geometry mesh for rendering them.
`
graphics.make_sprite_queue[prosperon.DOC] = `
:param sprites: An array of sprite objects.
:param camera: (unused in the C code example) Typically a camera or transform for sorting?
:param pipeline: A pipeline object for rendering.
:param sort: An integer or boolean for whether to sort sprites; if truthy, sorts by layer & texture.
:return: An array of pipeline commands: geometry with mesh references, grouped by image.
Given an array of sprites, optionally sort them, then build a queue of pipeline commands.
Each group with a shared image becomes one command.
`
graphics.make_text_buffer[prosperon.DOC] = `
graphics.make_text_buffer[cell.DOC] = `
:param text: The string to render.
:param rect: A rectangle specifying position and possibly wrapping.
:param angle: Rotation angle (unused or optional).
@@ -227,7 +397,7 @@ graphics.make_text_buffer[prosperon.DOC] = `
Generate a GPU buffer mesh of text quads for rendering with a font, etc.
`
graphics.rectpack[prosperon.DOC] = `
graphics.rectpack[cell.DOC] = `
:param width: The width of the area to pack into.
:param height: The height of the area to pack into.
:param sizes: An array of [w,h] pairs for the rectangles to pack.
@@ -235,67 +405,39 @@ graphics.rectpack[prosperon.DOC] = `
Perform a rectangle packing using the stbrp library. Return positions for each rect.
`
graphics.make_rtree[prosperon.DOC] = `
:return: An R-Tree object for quickly querying many rectangles or sprite bounds.
Create a new R-Tree for geometry queries.
`
graphics.make_texture[prosperon.DOC] = `
graphics.make_texture[cell.DOC] = `
:param data: Raw image bytes (PNG, JPG, etc.) as an ArrayBuffer.
:return: An SDL_Surface object representing the decoded image in RAM, for use with GPU or software rendering.
Convert raw image bytes into an SDL_Surface object.
`
graphics.make_gif[prosperon.DOC] = `
graphics.make_gif[cell.DOC] = `
:param data: An ArrayBuffer containing GIF data.
:return: An object with frames[], each frame having its own .surface. Some also have a .texture for GPU use.
Load a GIF, returning its frames. If it's a single-frame GIF, the result may have .surface only.
`
graphics.make_aseprite[prosperon.DOC] = `
graphics.make_aseprite[cell.DOC] = `
:param data: An ArrayBuffer containing Aseprite (ASE) file data.
:return: An object containing frames or animations, each with .surface. May also have top-level .surface for a single-layer case.
Load an Aseprite/ASE file from an array of bytes, returning frames or animations.
`
graphics.cull_sprites[prosperon.DOC] = `
graphics.cull_sprites[cell.DOC] = `
:param sprites: An array of sprite objects (each has rect or transform).
:param camera: A camera or bounding rectangle defining the view area.
:return: A new array of sprites that are visible in the camera's view.
Filter an array of sprites to only those visible in the provided cameras view.
`
graphics.rects_to_sprites[prosperon.DOC] = `
:param rects: An array of rect coords or objects.
:param image: An image object (with .texture).
:return: An array of sprite objects referencing the 'image' and each rect for UV or position.
Convert an array of rect coords into sprite objects referencing a single image.
`
graphics.make_surface[prosperon.DOC] = `
:param dimensions: The size object {width, height}, or an array [w,h].
:return: A blank RGBA surface with the given dimensions, typically for software rendering or icons.
Create a blank surface in RAM.
`
graphics.make_cursor[prosperon.DOC] = `
:param opts: An object with {surface, hotx, hoty} or similar.
:return: An SDL_Cursor object referencing the given surface for a custom mouse cursor.
`
graphics.make_font[prosperon.DOC] = `
graphics.make_font[cell.DOC] = `
:param data: TTF/OTF file data as an ArrayBuffer.
:param size: Pixel size for rendering glyphs.
:return: A font object with surface, texture, and glyph data, for text rendering with make_text_buffer.
Load a font from TTF/OTF data at the given size.
`
graphics.make_sprite[prosperon.DOC] = `
:return: A new sprite object, which typically has .rect, .color, .layer, .image, etc.
Create a new sprite object, storing default properties.
`
graphics.make_line_prim[prosperon.DOC] = `
graphics.make_line_prim[cell.DOC] = `
:param points: An array of [x,y] points forming the line.
:param thickness: The thickness (width) of the polyline.
:param startCap: (Unused) Possibly the type of cap for the start.

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