415 lines
10 KiB
Plaintext
415 lines
10 KiB
Plaintext
var os = use('os');
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var io = use('io');
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var transform = use('transform');
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var rasterize = use('rasterize');
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var time = use('time')
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var tilemap = use('tilemap')
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// Frame timing variables
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var frame_times = []
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var frame_time_index = 0
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var max_frame_samples = 60
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var frame_start_time = 0
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var average_frame_time = 0
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var game = args[0]
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var video
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//var cnf = use('accio/config')
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$_.start(e => {
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if (e.type != 'greet') return
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video = e.actor
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graphics = use('graphics', video)
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send(video, {kind:"window", op:"makeRenderer"}, e => {
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$_.start(e => {
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if (gameactor) return
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gameactor = e.actor
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$_.couple(gameactor)
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start_pipeline()
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}, args[0], $_)
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})
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}, 'prosperon/sdl_video', {})
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var geometry = use('geometry')
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function updateCameraMatrix(camera, winW, winH) {
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// world→NDC
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def sx = 1 / camera.size[0];
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def sy = 1 / camera.size[1];
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def ox = camera.pos[0] - camera.size[0] * camera.anchor[0];
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def oy = camera.pos[1] - camera.size[1] * camera.anchor[1];
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// NDC→pixels
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def vx = camera.viewport.x * winW;
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def vy = camera.viewport.y * winH;
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def vw = camera.viewport.width * winW;
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def vh = camera.viewport.height * winH;
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// final “mat” coefficients
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// [ a 0 c ]
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// [ 0 e f ]
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// [ 0 0 1 ]
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camera.a = sx * vw;
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camera.c = vx - camera.a * ox;
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camera.e = -sy * vh;
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camera.f = vy + vh + sy * vh * oy;
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// and store the inverses so we can go back cheaply
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camera.ia = 1 / camera.a;
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camera.ic = -camera.c * camera.ia;
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camera.ie = 1 / camera.e;
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camera.if = -camera.f * camera.ie;
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}
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//---- forward transform ----
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function worldToScreenPoint(pos, camera) {
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return {
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x: camera.a * pos[0] + camera.c,
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y: camera.e * pos[1] + camera.f
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};
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}
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//---- inverse transform ----
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function screenToWorldPoint(pos, camera) {
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return {
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x: camera.ia * pos[0] + camera.ic,
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y: camera.ie * pos[1] + camera.if
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};
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}
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//---- rectangle (two corner) ----
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function worldToScreenRect(rect, camera) {
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// map bottom-left and top-right
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def x1 = camera.a * rect.x + camera.c;
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def y1 = camera.e * rect.y + camera.f;
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def x2 = camera.a * (rect.x + rect.width) + camera.c;
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def y2 = camera.e * (rect.y + rect.height) + camera.f;
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// pick mins and abs deltas
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def x0 = x1 < x2 ? x1 : x2;
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def y0 = y1 < y2 ? y1 : y2;
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return {
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x: x0,
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y: y0,
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width: x2 > x1 ? x2 - x1 : x1 - x2,
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height: y2 > y1 ? y2 - y1 : y1 - y2
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};
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}
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var camera = {
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size: [640,480],//{width:500,height:500}, // pixel size the camera "sees", like its resolution
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pos: [250,250],//{x:0,y:0}, // where it is
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fov:50,
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near_z:0,
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far_z:1000,
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viewport: {x:0,y:0,width:1,height:1}, // viewport it appears on screen
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ortho:true,
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anchor:[0.5,0.5],//{x:0.5,y:0.5},
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rotation:[0,0,0,1],
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surface: null
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}
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var util = use('util')
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var cammy = util.camera_globals(camera)
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var graphics
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var gameactor
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var images = {}
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var renderer_commands = []
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// Convert high-level draw commands to low-level renderer commands
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function translate_draw_commands(commands) {
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if (!graphics) return
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updateCameraMatrix(camera,500,500)
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renderer_commands.length = 0
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commands.forEach(function(cmd) {
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if (cmd.material && cmd.material.color) {
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renderer_commands.push({
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op: "set",
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prop: "drawColor",
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value: cmd.material.color
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})
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}
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switch(cmd.cmd) {
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case "draw_rect":
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cmd.rect = worldToScreenRect(cmd.rect, camera)
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// Handle rectangles with optional rounding and thickness
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if (cmd.opt && cmd.opt.radius && cmd.opt.radius > 0) {
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// Rounded rectangle
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var thickness = (cmd.opt.thickness == 0) ? 0 : (cmd.opt.thickness || 1)
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var raster_result = rasterize.round_rect(cmd.rect, cmd.opt.radius, thickness)
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if (raster_result.type == 'rect') {
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renderer_commands.push({
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op: "fillRect",
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data: {rect: raster_result.data}
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})
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} else if (raster_result.type == 'rects') {
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raster_result.data.forEach(function(rect) {
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renderer_commands.push({
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op: "fillRect",
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data: {rect: rect}
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})
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})
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}
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} else if (cmd.opt && cmd.opt.thickness && cmd.opt.thickness > 0) {
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// Outlined rectangle
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var raster_result = rasterize.outline_rect(cmd.rect, cmd.opt.thickness)
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if (raster_result.type == 'rect') {
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renderer_commands.push({
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op: "fillRect",
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data: {rect: raster_result.data}
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})
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} else if (raster_result.type == 'rects') {
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renderer_commands.push({
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op: "rects",
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data: {rects: raster_result.data}
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})
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}
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} else {
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renderer_commands.push({
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op: "fillRect",
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data: {rect: cmd.rect}
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})
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}
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break
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case "draw_circle":
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case "draw_ellipse":
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cmd.pos = worldToScreenPoint(cmd.pos, camera)
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// Rasterize ellipse to points or rects
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var radii = cmd.radii || [cmd.radius, cmd.radius]
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var raster_result = rasterize.ellipse(cmd.pos, radii, cmd.opt || {})
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if (raster_result.type == 'points') {
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renderer_commands.push({
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op: "point",
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data: {points: raster_result.data}
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})
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} else if (raster_result.type == 'rects') {
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// Use 'rects' operation for multiple rectangles
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renderer_commands.push({
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op: "rects",
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data: {rects: raster_result.data}
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})
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}
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break
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case "draw_line":
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renderer_commands.push({
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op: "line",
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data: {points: cmd.points.map(p => worldToScreenPoint(p, camera))}
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})
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break
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case "draw_point":
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cmd.pos = worldToScreenPoint(cmd.pos, camera)
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renderer_commands.push({
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op: "point",
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data: {points: [cmd.pos]}
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})
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break
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case "draw_image":
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var img = graphics.texture(cmd.image)
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var gpu = img.gpu
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if (!gpu) break
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cmd.rect.width ??= img.width
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cmd.rect.height ??= img.height
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cmd.rect = worldToScreenRect(cmd.rect, camera)
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renderer_commands.push({
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op: "texture",
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data: {
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texture_id: gpu.id,
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dst: cmd.rect,
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src: img.rect
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}
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})
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break
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case "draw_text":
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if (!cmd.text) break
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if (!cmd.pos) break
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var rect = worldToScreenRect({x:cmd.pos.x, y:cmd.pos.y, width:8, height:8}, camera, 500,500)
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var pos = {x: rect.x, y: rect.y}
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renderer_commands.push({
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op: "debugText",
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data: {
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pos,
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text: cmd.text
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}
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})
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break
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case "tilemap":
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var texid
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tilemap.for(cmd.tilemap, (tile,{x,y}) => {
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if (!texid) texid = graphics.texture(tile)
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return graphics.texture(tile)
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})
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var geom = geometry.tilemap_to_data(cmd.tilemap)
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if (!texid) break
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if (texid.gpu)
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geom.texture_id = texid.gpu.id
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renderer_commands.push({
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op: "geometry_raw",
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data: geom
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})
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break
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}
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})
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return renderer_commands
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}
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var parseq = use('parseq', $_.delay)
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// Wrap `send(actor,msg,cb)` into a parseq “requestor”
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// • on success: cb(data) → value=data, reason=null
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// • on failure: cb(null,err)
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function rpc_req(actor, msg) {
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return (cb, _) => {
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send(actor, msg, data => {
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if (data.error)
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cb(null, data)
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else
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cb(data)
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})
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}
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}
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var game_rec = parseq.sequence([
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rpc_req(gameactor, {kind:'update', dt:1/60}),
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rpc_req(gameactor, {kind:'draw'})
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])
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var pending_draw = null
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var pending_next = null
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var last_time = time.number()
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var frames = []
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var frame_avg = 0
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var input = use('input')
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var input_state = {
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poll: 1/60
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}
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// 1) input runs completely independently
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function poll_input() {
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send(video, {kind:'input', op:'get'}, evs => {
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for (var ev of evs) {
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if (ev.type == 'quit')
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$_.stop()
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if (ev.type.includes('mouse')) {
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if (ev.pos)
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ev.pos = screenToWorldPoint(ev.pos, camera, 500,500)
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if (ev.d_pos)
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ev.d_pos.y *= -1
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}
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if (ev.type.includes('key')) {
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if (ev.key)
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ev.key = input.keyname(ev.key)
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}
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}
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send(gameactor, evs)
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})
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$_.delay(poll_input, input_state.poll)
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}
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// 2) helper to build & send a batch, then call done()
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function create_batch(draw_cmds, done) {
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def batch = [
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{op:'set', prop:'drawColor', value:[0.1,0.1,0.15,1]},
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{op:'clear'}
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]
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if (draw_cmds && draw_cmds.length)
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batch.push(...translate_draw_commands(draw_cmds))
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batch.push(
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{op:'set', prop:'drawColor', value:[1,1,1,1]},
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{op:'debugText', data:{pos:{x:10,y:10}, text:`Fps: ${(1/frame_avg).toFixed(2)}`}},
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{op:'present'}
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)
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send(video, {kind:'renderer', op:'batch', data:batch}, () => {
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def now = time.number()
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def dt = now - last_time
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last_time = now
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frames.push(dt)
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if (frames.length > 60) frames.shift()
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let sum = 0
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for (let f of frames) sum += f
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frame_avg = sum / frames.length
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done(dt)
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})
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}
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// 3) kick off the very first update→draw
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function start_pipeline() {
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poll_input()
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send(gameactor, {kind:'update', dt:1/60}, () => {
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send(gameactor, {kind:'draw'}, cmds => {
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pending_draw = cmds
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render_step()
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})
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})
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}
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function render_step() {
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// a) fire off the next update→draw immediately
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def dt = time.number() - last_time
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send(gameactor, {kind:'update', dt:1/60}, () =>
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send(gameactor, {kind:'draw'}, cmds => pending_next = cmds)
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)
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// c) render the current frame
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create_batch(pending_draw, ttr => { // time to render
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// only swap in when there's a new set of commands
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if (pending_next) {
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pending_draw = pending_next
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pending_next = null
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}
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// d) schedule the next render step
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def render_dur = time.number() - last_time
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def wait = Math.max(0, 1/60 - ttr)
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$_.delay(render_step, 0)
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})
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}
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$_.receiver(e => {
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switch(e.op) {
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case 'resolution':
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log.console(json.encode(e))
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send(video, {
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kind:'renderer',
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op:'set',
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prop:'logicalPresentation',
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value: {...e}
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})
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break
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}
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})
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