probe
This commit is contained in:
95
anim2d.cm
Normal file
95
anim2d.cm
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@@ -0,0 +1,95 @@
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var film2d = use('film2d')
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var graphics = use('graphics')
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var anim_proto = {
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type: 'sprite',
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play: function(name) {
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var anim = name ? this._anims[name] : this._anims
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if (!anim || !anim.frames) return this
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this._anim = anim
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this._frame = 0
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this._elapsed = 0
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this._playing = true
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this.image = anim.frames[0].image
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return this
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},
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stop: function() {
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this._playing = false
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return this
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},
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resume: function() {
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this._playing = true
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return this
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},
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update: function(dt) {
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if (!this._playing || !this._anim) return
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var frames = this._anim.frames
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this._elapsed += dt
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while (this._elapsed >= frames[this._frame].time) {
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this._elapsed -= frames[this._frame].time
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this._frame++
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if (this._frame >= length(frames)) {
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if (this._anim.loop) {
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this._frame = 0
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} else {
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this._frame = length(frames) - 1
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this._playing = false
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break
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}
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}
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}
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this.image = frames[this._frame].image
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},
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destroy: function() {
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film2d.unregister(this._id)
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}
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}
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return function(props) {
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var img = props.image || props.anim
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var anims = graphics.texture(img)
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var defaults = {
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type: 'sprite',
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pos: {x: 0, y: 0},
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width: null,
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height: null,
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anchor_x: 0.5,
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anchor_y: 0.5,
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rotation: 0,
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color: {r: 1, g: 1, b: 1, a: 1},
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opacity: 1,
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tint: {r: 1, g: 1, b: 1, a: 1},
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filter: 'nearest',
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plane: 'default',
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layer: 0,
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groups: [],
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visible: true
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}
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var data = object(defaults, props)
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data._anims = anims
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data._anim = null
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data._frame = 0
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data._elapsed = 0
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data._playing = false
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data.image = null
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var s = meme(anim_proto, data)
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// Auto-play: if anims is a single animation, start it
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if (anims && anims.frames) {
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s._anim = anims
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s._frame = 0
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s._playing = true
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s.image = anims.frames[0].image
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}
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film2d.register(s)
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return s
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}
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@@ -128,9 +128,8 @@ var basecam = {
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},
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}
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cam.make = function()
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{
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return meme(basecam)
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cam.make = function(config) {
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return meme(basecam, config || {})
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}
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return cam
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108
collision2d.cm
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108
collision2d.cm
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@@ -0,0 +1,108 @@
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var collision2d = {}
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collision2d.body = function(config) {
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var c = config || {}
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return {
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type: c.type || 'aabb',
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width: c.width || 0,
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height: c.height || 0,
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radius: c.radius || 0,
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offset: c.offset || {x: 0, y: 0},
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layer: c.layer || 0,
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mask: c.mask || 0xFFFF
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}
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}
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function body_center(body, pos) {
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return {
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x: pos.x + body.offset.x,
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y: pos.y + body.offset.y
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}
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}
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function test_aabb_aabb(a, ap, b, bp) {
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var ac = body_center(a, ap)
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var bc = body_center(b, bp)
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var ahw = a.width * 0.5
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var ahh = a.height * 0.5
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var bhw = b.width * 0.5
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var bhh = b.height * 0.5
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return abs(ac.x - bc.x) < ahw + bhw && abs(ac.y - bc.y) < ahh + bhh
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}
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function test_circle_circle(a, ap, b, bp) {
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var ac = body_center(a, ap)
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var bc = body_center(b, bp)
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var dx = ac.x - bc.x
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var dy = ac.y - bc.y
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var r = a.radius + b.radius
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return dx * dx + dy * dy < r * r
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}
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function test_aabb_circle(aabb, ap, circ, cp) {
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var ac = body_center(aabb, ap)
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var cc = body_center(circ, cp)
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var hw = aabb.width * 0.5
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var hh = aabb.height * 0.5
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var cx = max(ac.x - hw, min(cc.x, ac.x + hw))
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var cy = max(ac.y - hh, min(cc.y, ac.y + hh))
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var dx = cc.x - cx
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var dy = cc.y - cy
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return dx * dx + dy * dy < circ.radius * circ.radius
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}
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collision2d.test = function(a, a_pos, b, b_pos) {
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if (a.layer & b.mask == 0 || b.layer & a.mask == 0)
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return false
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if (a.type == 'aabb' && b.type == 'aabb')
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return test_aabb_aabb(a, a_pos, b, b_pos)
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if (a.type == 'circle' && b.type == 'circle')
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return test_circle_circle(a, a_pos, b, b_pos)
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if (a.type == 'aabb' && b.type == 'circle')
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return test_aabb_circle(a, a_pos, b, b_pos)
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if (a.type == 'circle' && b.type == 'aabb')
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return test_aabb_circle(b, b_pos, a, a_pos)
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return false
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}
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collision2d.overlap = function(body, pos, others) {
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var results = []
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var i = 0
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var other = null
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for (i = 0; i < length(others); i++) {
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other = others[i]
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if (collision2d.test(body, pos, other.body, other.pos))
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push(results, other)
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}
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return results
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}
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collision2d.overlap_point = function(point, bodies) {
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var results = []
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var i = 0
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var b = null
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var c = null
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var hw = 0
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var hh = 0
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var dx = 0
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var dy = 0
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for (i = 0; i < length(bodies); i++) {
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b = bodies[i]
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c = body_center(b.body, b.pos)
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if (b.body.type == 'aabb') {
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hw = b.body.width * 0.5
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hh = b.body.height * 0.5
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if (abs(point.x - c.x) < hw && abs(point.y - c.y) < hh)
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push(results, b)
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} else if (b.body.type == 'circle') {
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dx = point.x - c.x
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dy = point.y - c.y
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if (dx * dx + dy * dy < b.body.radius * b.body.radius)
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push(results, b)
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}
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}
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return results
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}
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return collision2d
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@@ -410,4 +410,39 @@ function _calc_presentation(src, dst, mode) {
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return {x: (dst.width - w) / 2, y: (dst.height - h) / 2, width: w, height: h}
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}
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var _last_plan = null
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var _orig_compile = compositor.compile
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compositor.compile = function(config) {
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_last_plan = _orig_compile(config)
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return _last_plan
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}
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compositor.snapshot = function() {
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if (!_last_plan) return null
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var planes = []
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var i = 0
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var pass = null
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for (i = 0; i < length(_last_plan.passes); i++) {
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pass = _last_plan.passes[i]
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if (pass.type == 'render') {
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push(planes, {
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drawable_count: length(pass.drawables),
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camera: pass.camera ? {
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pos: pass.camera.pos,
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width: pass.camera.width,
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height: pass.camera.height
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} : null,
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target_size: pass.target_size
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})
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}
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}
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return {
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pass_count: length(_last_plan.passes),
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target_count: length(array(_last_plan.targets)),
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screen_size: _last_plan.screen_size,
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planes: planes
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}
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}
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return compositor
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103
core.cm
103
core.cm
@@ -9,11 +9,11 @@
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// update: function(dt) { ... },
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// render: function() { return graph }
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// })
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//
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// Headless mode (no window, no input, no render, no audio):
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// core.start({ headless: true, update: function(dt) { ... } })
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var video = use('sdl3/video')
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var events = use('sdl3/input')
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var time_mod = use('time')
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var debug_imgui = use('debug_imgui')
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var core = {}
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@@ -25,40 +25,56 @@ var _window = null
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var _last_time = 0
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var _framerate = 60
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var imgui = use('imgui')
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// Lazy-loaded modules (only in non-headless mode)
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var video = null
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var events = null
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var imgui = null
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var debug_imgui = null
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// Start the application
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core.start = function(config) {
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_config = config
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_framerate = config.framerate || 60
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_running = true
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_last_time = time_mod.number()
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if (config.probe) _register_probes()
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if (config.headless) {
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_headless_loop()
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return true
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}
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// Load SDL modules
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video = use('sdl3/video')
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events = use('sdl3/input')
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imgui = use('imgui')
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debug_imgui = use('debug_imgui')
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// Initialize SDL GPU backend
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var sdl_gpu = use('sdl_gpu')
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_backend = sdl_gpu
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var init_result = _backend.init({
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width: config.width || 1280,
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height: config.height || 720,
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title: config.title || "Prosperon"
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})
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if (!init_result) {
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log.console("core: Failed to initialize backend")
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return false
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}
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_window = _backend.get_window()
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if ((config.imgui || config.editor) && imgui.init) {
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imgui.init(_window, _backend.get_device())
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}
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_running = true
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_last_time = time_mod.number()
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// Start main loop
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_main_loop()
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return true
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}
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@@ -105,6 +121,24 @@ function fps_get_avg() {
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var _current_fps = 0
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var _frame_time_ms = 0
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// Headless loop — update only, no window/input/render/audio
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function _headless_loop() {
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if (!_running) return
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var now = time_mod.number()
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var dt = now - _last_time
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_last_time = now
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if (_config.update) _config.update(dt)
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var frame_time = 1 / _framerate
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var elapsed = time_mod.number() - now
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var delay = frame_time - elapsed
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if (delay < 0) delay = 0
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$delay(_headless_loop, delay)
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}
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// Main loop
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function _main_loop() {
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var frame_start = time_mod.number()
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@@ -232,4 +266,45 @@ function _main_loop() {
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$delay(_main_loop, delay)
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}
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function _register_probes() {
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var probe = use('probe')
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var film2d = use('film2d')
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var world = use('world')
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var comp = use('compositor')
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var input_mod = use('input')
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var tween_mod = use('tween')
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var graphics_mod = use('graphics')
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probe.register("drawables", {
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all: function(args) { return film2d.snapshot() }
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})
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probe.register("world", {
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all: function(args) { return world.snapshot() },
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count: function(args) { return world.count() }
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})
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probe.register("compositor", {
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all: function(args) { return comp.snapshot() }
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})
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probe.register("input", {
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all: function(args) { return input_mod.snapshot() }
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})
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probe.register("tweens", {
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all: function(args) { return tween_mod.snapshot() }
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})
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probe.register("assets", {
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all: function(args) { return graphics_mod.snapshot() }
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})
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probe.register("core", {
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fps: function(args) {
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return {fps: _current_fps, frame_time_ms: _frame_time_ms}
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}
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})
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}
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return core
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@@ -5,229 +5,91 @@ type: docs
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# draw2d
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A collection of retained-mode 2D drawing factories. Each factory creates an object that auto-registers with `film2d` and renders via the compositor. Destroy objects when no longer needed.
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A collection of 2D drawing functions that operate in screen space. Provides primitives
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for lines, rectangles, text, sprite drawing, etc.
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```javascript
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var draw = use('draw2d')
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```
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## Factories
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### point(pos, size, color) <sub>function</sub>
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### draw.sprite(props)
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Create a sprite from an image. Auto-registers with `film2d`.
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```javascript
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var s = draw.sprite({
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image: "hero.png",
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pos: {x: 100, y: 200},
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width: 32, height: 32,
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plane: 'game', layer: 0
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})
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s.destroy() // remove from renderer
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```
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See `sprite.cm` for full property list: `pos`, `image`, `width`, `height`, `anchor_x`, `anchor_y`, `rotation`, `color`, `opacity`, `tint`, `filter`, `plane`, `layer`, `groups`, `visible`, `flip`, `fit`, `uv`.
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**pos**: A 2D position ([x, y]) where the point should be drawn.
|
||||
### draw.shape.rect(props) / circle(props) / ellipse(props) / pill(props)
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|
||||
**size**: The size of the point (not currently affecting rendering).
|
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Create SDF shapes. Supports fill, stroke, rounded corners, dashing, feathering, and texture fill.
|
||||
|
||||
**color**: The color of the point, defaults to Color.blue.
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```javascript
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var box = draw.shape.rect({
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pos: {x: 50, y: 50}, width: 100, height: 60,
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fill: {r: 1, g: 0, b: 0, a: 1},
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||||
stroke: {r: 1, g: 1, b: 1, a: 1}, stroke_thickness: 2,
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radius: 8,
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plane: 'game'
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})
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||||
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var ball = draw.shape.circle({
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pos: {x: 200, y: 200}, radius: 16,
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fill: {r: 0, g: 1, b: 0, a: 1},
|
||||
plane: 'game', groups: ['glow']
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})
|
||||
```
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||||
**Returns**: None
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||||
Properties: `shape_type`, `pos`, `width`, `height`, `radius`, `corner_style`, `feather`, `stroke_thickness`, `stroke_align`, `dash_len`, `gap_len`, `dash_offset`, `cap`, `join`, `fill`, `stroke`, `blend`, `opacity`, `fill_tex`, `uv`, `plane`, `layer`, `groups`, `visible`.
|
||||
|
||||
### draw.text(props)
|
||||
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### line(points, color, thickness, pipeline) <sub>function</sub>
|
||||
Create a text label. Updates live when you change `.text`.
|
||||
|
||||
```javascript
|
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var label = draw.text({
|
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text: "Score: 0",
|
||||
pos: {x: 10, y: 500},
|
||||
font: "fonts/dos", size: 16,
|
||||
color: {r: 1, g: 1, b: 1, a: 1},
|
||||
plane: 'hud'
|
||||
})
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||||
label.text = "Score: 42" // updates on next frame
|
||||
```
|
||||
|
||||
### draw.tilemap(props)
|
||||
|
||||
Create a tile-based map. See `tilemap2d.cm`.
|
||||
|
||||
**points**: An array of 2D positions representing the line vertices.
|
||||
### draw.anim(props)
|
||||
|
||||
**color**: The color of the line, default Color.white.
|
||||
Create an animated sprite from an aseprite/gif file. Auto-plays if the image has frames.
|
||||
|
||||
**thickness**: The line thickness, default 1.
|
||||
```javascript
|
||||
var anim = draw.anim({
|
||||
image: "hero.aseprite",
|
||||
pos: {x: 100, y: 100},
|
||||
plane: 'game'
|
||||
})
|
||||
anim.play("walk") // play named animation
|
||||
anim.stop() // pause
|
||||
anim.resume() // resume
|
||||
anim.update(dt) // advance frame (call from update loop)
|
||||
```
|
||||
|
||||
**pipeline**: (Optional) A pipeline or rendering state object.
|
||||
## Lifecycle
|
||||
|
||||
All draw2d objects register with `film2d` on creation. Call `.destroy()` to unregister and remove from rendering. Set `.visible = false` to hide without destroying.
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### cross(pos, size, color, thickness, pipe) <sub>function</sub>
|
||||
|
||||
|
||||
|
||||
|
||||
**pos**: The center of the cross as a 2D position ([x, y]).
|
||||
|
||||
**size**: Half the size of each cross arm.
|
||||
|
||||
**color**: The color of the cross, default Color.red.
|
||||
|
||||
**thickness**: The thickness of each line, default 1.
|
||||
|
||||
**pipe**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### arrow(start, end, color, wingspan, wingangle, pipe) <sub>function</sub>
|
||||
|
||||
|
||||
|
||||
|
||||
**start**: The start position of the arrow ([x, y]).
|
||||
|
||||
**end**: The end (tip) position of the arrow ([x, y]).
|
||||
|
||||
**color**: The color, default Color.red.
|
||||
|
||||
**wingspan**: The length of each arrowhead 'wing', default 4.
|
||||
|
||||
**wingangle**: Wing rotation in degrees, default 10.
|
||||
|
||||
**pipe**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### rectangle(rect, color, pipeline) <sub>function</sub>
|
||||
|
||||
|
||||
|
||||
|
||||
**rect**: A rectangle object with {x, y, width, height}.
|
||||
|
||||
**color**: The fill color, default Color.white.
|
||||
|
||||
**pipeline**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### tile(image, rect, color, tile, pipeline) <sub>function</sub>
|
||||
|
||||
|
||||
:raises Error: If no image is provided.
|
||||
|
||||
|
||||
**image**: An image object or string path to a texture.
|
||||
|
||||
**rect**: A rectangle specifying draw location/size ({x, y, width, height}).
|
||||
|
||||
**color**: The color tint, default Color.white.
|
||||
|
||||
**tile**: A tiling definition ({repeat_x, repeat_y}), default tile_def.
|
||||
|
||||
**pipeline**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### slice9(image, rect, slice, color, info, pipeline) <sub>function</sub>
|
||||
|
||||
|
||||
:raises Error: If no image is provided.
|
||||
|
||||
|
||||
**image**: An image object or string path to a texture.
|
||||
|
||||
**rect**: A rectangle specifying draw location/size, default [0, 0].
|
||||
|
||||
**slice**: The pixel inset or spacing for the 9-slice (number or object).
|
||||
|
||||
**color**: The color tint, default Color.white.
|
||||
|
||||
**info**: A slice9 info object controlling tiling of edges/corners.
|
||||
|
||||
**pipeline**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### image(image, rect, rotation, color, pipeline) <sub>function</sub>
|
||||
|
||||
|
||||
:raises Error: If no image is provided.
|
||||
|
||||
|
||||
**image**: An image object or string path to a texture.
|
||||
|
||||
**rect**: A rectangle specifying draw location/size, default [0,0]; width/height default to image size.
|
||||
|
||||
**rotation**: Rotation in degrees (not currently used).
|
||||
|
||||
**color**: The color tint, default none.
|
||||
|
||||
**pipeline**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: A sprite object that was created for this draw call.
|
||||
|
||||
|
||||
### images(image, rects, config) <sub>function</sub>
|
||||
|
||||
|
||||
:raises Error: If no image is provided.
|
||||
|
||||
|
||||
**image**: An image object or string path to a texture.
|
||||
|
||||
**rects**: An array of rectangle objects ({x, y, width, height}) to draw.
|
||||
|
||||
**config**: (Unused) Additional config data if needed.
|
||||
|
||||
|
||||
**Returns**: An array of sprite objects created and queued for rendering.
|
||||
|
||||
|
||||
### sprites(sprites, sort, pipeline) <sub>function</sub>
|
||||
|
||||
|
||||
|
||||
|
||||
**sprites**: An array of sprite objects to draw.
|
||||
|
||||
**sort**: Sorting mode or order, default 0.
|
||||
|
||||
**pipeline**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### circle(pos, radius, color, inner_radius, pipeline) <sub>function</sub>
|
||||
|
||||
|
||||
|
||||
|
||||
**pos**: Center of the circle ([x, y]).
|
||||
|
||||
**radius**: The circle radius.
|
||||
|
||||
**color**: The fill color of the circle, default none.
|
||||
|
||||
**inner_radius**: (Unused) Possibly ring thickness, default 1.
|
||||
|
||||
**pipeline**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
|
||||
|
||||
### text(text, rect, font, size, color, wrap, pipeline) <sub>function</sub>
|
||||
|
||||
|
||||
|
||||
|
||||
**text**: The string to draw.
|
||||
|
||||
**rect**: A rectangle specifying draw position (and possibly wrapping area).
|
||||
|
||||
**font**: A font object or string path, default sysfont.
|
||||
|
||||
**size**: (Unused) Possibly intended for scaling the font size.
|
||||
|
||||
**color**: The text color, default Color.white.
|
||||
|
||||
**wrap**: Pixel width for text wrapping, default 0 (no wrap).
|
||||
|
||||
**pipeline**: (Optional) A pipeline or rendering state object.
|
||||
|
||||
|
||||
**Returns**: None
|
||||
## Planes and Groups
|
||||
|
||||
Every drawable has a `plane` (string) and optional `groups` (array of strings). The compositor renders drawables per-plane. Groups route drawables through effects (bloom, mask, etc.).
|
||||
|
||||
@@ -105,13 +105,58 @@ Each system module provides behavior that operates on the entity's data. No clas
|
||||
|
||||
## Querying Entities
|
||||
|
||||
The world module lets you find entities:
|
||||
The world module provides several ways to find and iterate entities:
|
||||
|
||||
```javascript
|
||||
var world = use('world')
|
||||
|
||||
// All entities are tracked internally
|
||||
// Query patterns are still being developed
|
||||
// Iterate all entities
|
||||
world.each(function(entity) {
|
||||
log.console(entity)
|
||||
})
|
||||
|
||||
// Filter entities by predicate — returns array
|
||||
var enemies = world.query(function(e) { return e.team == 'enemy' })
|
||||
|
||||
// Find first matching entity
|
||||
var player = world.find(function(e) { return e.is_player })
|
||||
|
||||
// Get entity count
|
||||
var n = world.count()
|
||||
```
|
||||
|
||||
## Updating Entities
|
||||
|
||||
Call `world.update(dt)` each frame to tick all entities that have an `update(dt)` method:
|
||||
|
||||
```javascript
|
||||
// In your core.start() update callback:
|
||||
core.start({
|
||||
update: function(dt) {
|
||||
world.update(dt)
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
## Loading Levels
|
||||
|
||||
Load a level from a JSON array of entity definitions:
|
||||
|
||||
```javascript
|
||||
world.load_level([
|
||||
{"script": "entities/goblin", "pos": {"x": 100, "y": 200}},
|
||||
{"script": "entities/tree", "pos": {"x": 300, "y": 100}}
|
||||
])
|
||||
```
|
||||
|
||||
Each entry's `script` field is loaded via `use()` as the prototype. All other fields are applied as overrides.
|
||||
|
||||
## Clearing the World
|
||||
|
||||
Remove and destroy all entities:
|
||||
|
||||
```javascript
|
||||
world.clear()
|
||||
```
|
||||
|
||||
## Override Rules
|
||||
|
||||
@@ -28,10 +28,13 @@ Prosperon is not a monolithic engine with a global state object. It is a collect
|
||||
| `compositor` | Build render plans from scene configs |
|
||||
| `input` | Action mapping, device routing |
|
||||
| `sound` | Audio playback |
|
||||
| `world` | Entity management |
|
||||
| `world` | Entity management (add, query, update, levels) |
|
||||
| `camera` | Viewport into the world |
|
||||
| `draw2d` | Re-exports sprite, shape, text, tilemap, anim |
|
||||
| `text2d` | Text rendering |
|
||||
| `shape2d` | SDF shapes |
|
||||
| `shape2d` | SDF shapes (rect, circle, ellipse, pill) |
|
||||
| `anim2d` | Sprite animation playback (aseprite/gif) |
|
||||
| `collision2d` | AABB + circle overlap queries |
|
||||
| `tilemap2d` | Grid-based tile rendering |
|
||||
| `tween` | Value interpolation |
|
||||
| `resources` | Asset path resolution |
|
||||
|
||||
@@ -2,10 +2,12 @@ var sprite = use('sprite')
|
||||
var tilemap = use('tilemap2d')
|
||||
var text = use('text2d')
|
||||
var shape = use('shape2d')
|
||||
var anim = use('anim2d')
|
||||
|
||||
return {
|
||||
sprite,
|
||||
tilemap,
|
||||
text,
|
||||
shape
|
||||
}
|
||||
shape,
|
||||
anim
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
return {
|
||||
title:"Bunnymark",
|
||||
width:1200,
|
||||
height:600,
|
||||
title: "Bunnymark",
|
||||
width: 1200,
|
||||
height: 600
|
||||
}
|
||||
|
||||
@@ -1,59 +1,124 @@
|
||||
var draw = use('draw2d')
|
||||
var render = use('render')
|
||||
var graphics = use('graphics')
|
||||
var sprite = use('sprite')
|
||||
var geom = use('geometry')
|
||||
var config = use('config')
|
||||
var color = use('color')
|
||||
var core = use('core')
|
||||
var camera = use('camera')
|
||||
var compositor = use('compositor')
|
||||
var input = use('input')
|
||||
var sprite_factory = use('sprite')
|
||||
var text2d = use('text2d')
|
||||
var random = use('random')
|
||||
|
||||
var bunnyTex = graphics.texture("bunny")
|
||||
var GW = 1200, GH = 600
|
||||
|
||||
// We'll store our bunnies in an array of objects: { x, y, vx, vy }
|
||||
var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
var hud_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
|
||||
input.configure({
|
||||
action_map: {
|
||||
spawn: ['mouse_button_left']
|
||||
}
|
||||
})
|
||||
|
||||
// Bunny tracking
|
||||
var bunnies = []
|
||||
var bunny_sprites = []
|
||||
var BUNNY_W = 26, BUNNY_H = 37
|
||||
|
||||
// Start with some initial bunnies:
|
||||
var i = 0;
|
||||
for (i = 0; i < 100; i++) {
|
||||
push(bunnies, {
|
||||
x: random.random() * config.width,
|
||||
y: random.random() * config.height,
|
||||
// HUD
|
||||
var count_label = text2d({
|
||||
text: "Bunnies: 0", pos: {x: 10, y: GH - 25},
|
||||
plane: 'hud', size: 16, color: {r: 1, g: 1, b: 1, a: 1}
|
||||
})
|
||||
var fps_label = text2d({
|
||||
text: "FPS: 0", pos: {x: 10, y: GH - 45},
|
||||
plane: 'hud', size: 16, color: {r: 1, g: 1, b: 1, a: 1}
|
||||
})
|
||||
|
||||
var fps_timer = 0
|
||||
var frame_count = 0
|
||||
|
||||
function add_bunny(x, y) {
|
||||
var bunny = {
|
||||
vx: (random.random() * 300) - 150,
|
||||
vy: (random.random() * 300) - 150
|
||||
}
|
||||
var s = sprite_factory({
|
||||
image: "bunny",
|
||||
pos: {x: x, y: y},
|
||||
width: BUNNY_W, height: BUNNY_H,
|
||||
anchor_x: 0.5, anchor_y: 0.5,
|
||||
plane: 'game'
|
||||
})
|
||||
push(bunnies, bunny)
|
||||
push(bunny_sprites, s)
|
||||
}
|
||||
|
||||
var update = function(dt) {
|
||||
// If left mouse is down, spawn some more bunnies:
|
||||
var mouse = input.mousestate()
|
||||
var i = 0;
|
||||
var b = null;
|
||||
if (mouse.left)
|
||||
for (i = 0; i < 50; i++) {
|
||||
push(bunnies, {
|
||||
x: mouse.x,
|
||||
y: mouse.y,
|
||||
vx: (random.random() * 300) - 150,
|
||||
vy: (random.random() * 300) - 150
|
||||
})
|
||||
// Initial bunnies
|
||||
var i = 0
|
||||
for (i = 0; i < 100; i++) {
|
||||
add_bunny(
|
||||
random.random() * GW,
|
||||
random.random() * GH
|
||||
)
|
||||
}
|
||||
count_label.text = "Bunnies: " + length(bunnies)
|
||||
|
||||
// Mouse position tracking
|
||||
var mouse_x = GW / 2, mouse_y = GH / 2
|
||||
|
||||
var comp_config = {
|
||||
clear: {r: 0.2, g: 0.2, b: 0.3, a: 1},
|
||||
planes: [
|
||||
{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
|
||||
{name: 'hud', camera: hud_cam, resolution: {width: GW, height: GH}, presentation: 'stretch'}
|
||||
]
|
||||
}
|
||||
|
||||
core.start({
|
||||
width: 1200, height: 600, title: "Bunnymark",
|
||||
|
||||
input: function(ev) {
|
||||
if (ev.type == 'mouse_motion') {
|
||||
mouse_x = ev.pos.x
|
||||
mouse_y = ev.pos.y
|
||||
}
|
||||
},
|
||||
|
||||
update: function(dt) {
|
||||
// Spawn bunnies while clicking
|
||||
var down = input.player1().down()
|
||||
if (down.spawn) {
|
||||
var si = 0
|
||||
for (si = 0; si < 50; si++) {
|
||||
add_bunny(mouse_x, mouse_y)
|
||||
}
|
||||
count_label.text = "Bunnies: " + length(bunnies)
|
||||
}
|
||||
|
||||
// Update bunny positions and bounce them inside the screen:
|
||||
for (i = 0; i < length(bunnies); i++) {
|
||||
b = bunnies[i]
|
||||
b.x += b.vx * dt
|
||||
b.y += b.vy * dt
|
||||
// Update all bunnies
|
||||
var b = null, s = null
|
||||
for (i = 0; i < length(bunnies); i++) {
|
||||
b = bunnies[i]
|
||||
s = bunny_sprites[i]
|
||||
|
||||
// Bounce off left/right edges
|
||||
if (b.x < 0) { b.x = 0; b.vx = -b.vx }
|
||||
else if (b.x > config.width) { b.x = config.width; b.vx = -b.vx }
|
||||
s.pos.x += b.vx * dt
|
||||
s.pos.y += b.vy * dt
|
||||
|
||||
// Bounce off bottom/top edges
|
||||
if (b.y < 0) { b.y = 0; b.vy = -b.vy }
|
||||
else if (b.y > config.height) { b.y = config.height; b.vy = -b.vy }
|
||||
if (s.pos.x < 0) { s.pos.x = 0; b.vx = -b.vx }
|
||||
else if (s.pos.x > GW) { s.pos.x = GW; b.vx = -b.vx }
|
||||
if (s.pos.y < 0) { s.pos.y = 0; b.vy = -b.vy }
|
||||
else if (s.pos.y > GH) { s.pos.y = GH; b.vy = -b.vy }
|
||||
}
|
||||
|
||||
// FPS counter
|
||||
frame_count++
|
||||
fps_timer += dt
|
||||
if (fps_timer >= 1) {
|
||||
fps_label.text = "FPS: " + frame_count
|
||||
frame_count = 0
|
||||
fps_timer -= 1
|
||||
}
|
||||
},
|
||||
|
||||
render: function() {
|
||||
return compositor.execute(compositor.compile(comp_config))
|
||||
}
|
||||
}
|
||||
|
||||
var hud = function() {
|
||||
draw.images(bunnyTex, bunnies)
|
||||
}
|
||||
})
|
||||
|
||||
@@ -1,403 +1,232 @@
|
||||
/* main.js – runs the demo with your prototype-based grid */
|
||||
var core = use('core')
|
||||
var camera = use('camera')
|
||||
var compositor = use('compositor')
|
||||
var input = use('input')
|
||||
var shape = use('shape2d')
|
||||
var sprite_factory = use('sprite')
|
||||
var text2d = use('text2d')
|
||||
|
||||
var json = use('json')
|
||||
var draw2d = use('prosperon/draw2d')
|
||||
var Grid = use('grid')
|
||||
var MovementSystem = use('movement').MovementSystem
|
||||
var startingPos = use('pieces').startingPosition
|
||||
var rules = use('rules')
|
||||
|
||||
var blob = use('blob')
|
||||
var S = 60
|
||||
var GW = S * 8, GH = S * 8
|
||||
|
||||
/*──── 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');
|
||||
var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
var hud_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
|
||||
/*──── build board ───────────────────────────────────────────────────*/
|
||||
var grid = Grid(8, 8);
|
||||
grid.width = 8; // (the ctor didn't store them)
|
||||
grid.height = 8;
|
||||
|
||||
var mover = 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 - ";
|
||||
|
||||
if (gameState == 'waiting') {
|
||||
title += "Press S to start server or J to join";
|
||||
} else if (gameState == 'searching') {
|
||||
title += "Searching for server...";
|
||||
} else if (gameState == 'server_waiting') {
|
||||
title += "Waiting for player to join...";
|
||||
} else if (gameState == 'connected') {
|
||||
if (myColor) {
|
||||
title += (mover.turn == myColor ? "Your turn (" + myColor + ")" : "Opponent's turn (" + mover.turn + ")");
|
||||
} else {
|
||||
title += mover.turn + " turn";
|
||||
}
|
||||
}
|
||||
|
||||
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 = [floor(mx / 60), floor(my / 60)];
|
||||
if (!grid.inBounds(c)) return;
|
||||
|
||||
var cell = grid.at(c);
|
||||
if (length(cell) && 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 = [floor(mx / 60), 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 = [floor(mx / 60), 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() {
|
||||
var y = 0;
|
||||
var x = 0;
|
||||
var isMyHover = null;
|
||||
var isOpponentHover = null;
|
||||
var isValidMove = null;
|
||||
var color = null;
|
||||
for (y = 0; y < 8; ++y)
|
||||
for (x = 0; x < 8; ++x) {
|
||||
isMyHover = hoverPos && hoverPos[0] == x && hoverPos[1] == y;
|
||||
isOpponentHover = opponentMousePos && opponentMousePos[0] == x && opponentMousePos[1] == y;
|
||||
isValidMove = selectPos && holdingPiece && isValidMoveForTurn(selectPos, [x, y]);
|
||||
|
||||
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 (length(destCell) && destCell[0].colour == piece.colour) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return rules.canMove(piece, from, to, grid);
|
||||
}
|
||||
|
||||
/* ── draw every live piece ─────────────────────────────────────── */
|
||||
function drawPieces() {
|
||||
var piece = null;
|
||||
var r = null;
|
||||
var opponentPiece = null;
|
||||
|
||||
grid.each(function (p) {
|
||||
if (p.captured) return;
|
||||
|
||||
// Skip drawing the piece being held (by me or opponent)
|
||||
if (holdingPiece && selectPos &&
|
||||
p.coord[0] == selectPos[0] &&
|
||||
p.coord[1] == selectPos[1]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip drawing the piece being held by opponent
|
||||
if (opponentHoldingPiece && opponentSelectPos &&
|
||||
p.coord[0] == opponentSelectPos[0] &&
|
||||
p.coord[1] == opponentSelectPos[1]) {
|
||||
return;
|
||||
}
|
||||
|
||||
var pr = { x: p.coord[0]*S, y: p.coord[1]*S,
|
||||
width:S, height:S };
|
||||
|
||||
draw2d.image(p.sprite, pr);
|
||||
});
|
||||
|
||||
// Draw the held piece at the mouse position if we're holding one
|
||||
if (holdingPiece && selectPos && hoverPos) {
|
||||
piece = grid.at(selectPos)[0];
|
||||
if (piece) {
|
||||
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) {
|
||||
opponentPiece = grid.at(opponentSelectPos)[0];
|
||||
if (opponentPiece) {
|
||||
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();
|
||||
|
||||
$portal(e => {
|
||||
log.console("Portal received contact message");
|
||||
// Reply with this actor to establish connection
|
||||
log.console ($self)
|
||||
send(e, $self);
|
||||
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: $self
|
||||
});
|
||||
} else {
|
||||
log.console(`Failed to connect: ${reason}`);
|
||||
gameState = 'waiting';
|
||||
updateTitle();
|
||||
}
|
||||
}
|
||||
|
||||
$contact(contact_fn, {
|
||||
address: "192.168.0.149",
|
||||
port: 5678
|
||||
});
|
||||
}
|
||||
|
||||
$receiver(e => {
|
||||
var fromCell = null;
|
||||
var piece = null;
|
||||
|
||||
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:", 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
|
||||
fromCell = grid.at(e.from);
|
||||
if (length(fromCell)) {
|
||||
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)
|
||||
input.configure({
|
||||
action_map: {
|
||||
select: ['mouse_button_left'],
|
||||
cancel: ['escape', 'mouse_button_right']
|
||||
}
|
||||
})
|
||||
|
||||
// Build board
|
||||
var grid = Grid(8, 8)
|
||||
grid.width = 8
|
||||
grid.height = 8
|
||||
var mover = MovementSystem(grid, rules)
|
||||
startingPos(grid)
|
||||
|
||||
// Board squares (shape2d)
|
||||
var light_color = {r: 0.93, g: 0.93, b: 0.85, a: 1}
|
||||
var dark_color = {r: 0.45, g: 0.55, b: 0.35, a: 1}
|
||||
var select_color = {r: 1, g: 0.84, b: 0, a: 1}
|
||||
var valid_color = {r: 0.6, g: 0.8, b: 0.4, a: 1}
|
||||
|
||||
var board_shapes = []
|
||||
var bx = 0, by = 0
|
||||
for (by = 0; by < 8; by++) {
|
||||
var row = []
|
||||
for (bx = 0; bx < 8; bx++) {
|
||||
var col = ((bx + by) & 1) ? dark_color : light_color
|
||||
push(row, shape.rect({
|
||||
pos: {x: bx * S + S / 2, y: by * S + S / 2},
|
||||
width: S, height: S,
|
||||
fill: {r: col.r, g: col.g, b: col.b, a: col.a},
|
||||
plane: 'game', layer: 0
|
||||
}))
|
||||
}
|
||||
push(board_shapes, row)
|
||||
}
|
||||
|
||||
// Piece sprites — one per piece, keyed by piece object
|
||||
var piece_sprites = {}
|
||||
var piece_id = 0
|
||||
grid.each(function(p) {
|
||||
piece_id++
|
||||
p._id = piece_id
|
||||
piece_sprites[piece_id] = sprite_factory({
|
||||
image: p.sprite,
|
||||
pos: {x: p.coord[0] * S + S / 2, y: p.coord[1] * S + S / 2},
|
||||
width: S, height: S,
|
||||
anchor_x: 0.5, anchor_y: 0.5,
|
||||
plane: 'game', layer: 1
|
||||
})
|
||||
})
|
||||
|
||||
// Selection state
|
||||
var selectPos = null
|
||||
var validMoves = []
|
||||
|
||||
// Mouse position in grid coords
|
||||
var hover_gx = -1, hover_gy = -1
|
||||
|
||||
// Status text
|
||||
var status_label = text2d({
|
||||
text: "White's turn", pos: {x: 10, y: GH - 20},
|
||||
plane: 'hud', size: 14, color: {r: 1, g: 1, b: 1, a: 1}
|
||||
})
|
||||
|
||||
function update_status() {
|
||||
status_label.text = mover.turn + "'s turn"
|
||||
}
|
||||
|
||||
function reset_board_colors() {
|
||||
var x = 0, y = 0
|
||||
for (y = 0; y < 8; y++) {
|
||||
for (x = 0; x < 8; x++) {
|
||||
var col = ((x + y) & 1) ? dark_color : light_color
|
||||
board_shapes[y][x].fill = {r: col.r, g: col.g, b: col.b, a: col.a}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function highlight_selection() {
|
||||
reset_board_colors()
|
||||
if (!selectPos) return
|
||||
|
||||
// Highlight selected square
|
||||
board_shapes[selectPos[1]][selectPos[0]].fill = {
|
||||
r: select_color.r, g: select_color.g, b: select_color.b, a: select_color.a
|
||||
}
|
||||
|
||||
// Highlight valid moves
|
||||
var i = 0
|
||||
for (i = 0; i < length(validMoves); i++) {
|
||||
var m = validMoves[i]
|
||||
board_shapes[m[1]][m[0]].fill = {
|
||||
r: valid_color.r, g: valid_color.g, b: valid_color.b, a: valid_color.a
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function compute_valid_moves(from) {
|
||||
validMoves = []
|
||||
var piece = grid.at(from)[0]
|
||||
if (!piece) return
|
||||
|
||||
var x = 0, y = 0, to = null, dest = null
|
||||
for (y = 0; y < 8; y++) {
|
||||
for (x = 0; x < 8; x++) {
|
||||
to = [x, y]
|
||||
dest = grid.at(to)
|
||||
if (length(dest) && dest[0].colour == piece.colour) continue
|
||||
if (rules.canMove(piece, from, to, grid))
|
||||
push(validMoves, to)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function sync_piece_sprites() {
|
||||
grid.each(function(p) {
|
||||
var spr = piece_sprites[p._id]
|
||||
if (!spr) return
|
||||
if (p.captured) {
|
||||
spr.visible = false
|
||||
} else {
|
||||
spr.pos.x = p.coord[0] * S + S / 2
|
||||
spr.pos.y = p.coord[1] * S + S / 2
|
||||
spr.visible = true
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
// Input handler
|
||||
var game_input = {
|
||||
on_input: function(action, data) {
|
||||
if (!data.pressed) return
|
||||
|
||||
if (action == 'cancel') {
|
||||
selectPos = null
|
||||
validMoves = []
|
||||
highlight_selection()
|
||||
return
|
||||
}
|
||||
|
||||
if (action == 'select' && hover_gx >= 0 && hover_gx < 8 && hover_gy >= 0 && hover_gy < 8) {
|
||||
var clicked = [hover_gx, hover_gy]
|
||||
var cell = grid.at(clicked)
|
||||
|
||||
if (selectPos) {
|
||||
// Try to move
|
||||
var is_valid = false
|
||||
var i = 0
|
||||
for (i = 0; i < length(validMoves); i++) {
|
||||
if (validMoves[i][0] == clicked[0] && validMoves[i][1] == clicked[1]) {
|
||||
is_valid = true
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if (is_valid) {
|
||||
var src_piece = grid.at(selectPos)[0]
|
||||
if (src_piece && mover.tryMove(src_piece, clicked)) {
|
||||
sync_piece_sprites()
|
||||
update_status()
|
||||
}
|
||||
selectPos = null
|
||||
validMoves = []
|
||||
} else if (length(cell) && cell[0].colour == mover.turn) {
|
||||
// Select different piece
|
||||
selectPos = clicked
|
||||
compute_valid_moves(selectPos)
|
||||
} else {
|
||||
selectPos = null
|
||||
validMoves = []
|
||||
}
|
||||
} else {
|
||||
// Select piece
|
||||
if (length(cell) && cell[0].colour == mover.turn) {
|
||||
selectPos = clicked
|
||||
compute_valid_moves(selectPos)
|
||||
}
|
||||
}
|
||||
highlight_selection()
|
||||
}
|
||||
}
|
||||
}
|
||||
input.player1().possess(game_input)
|
||||
|
||||
var comp_config = {
|
||||
clear: {r: 0.15, g: 0.15, b: 0.2, a: 1},
|
||||
planes: [
|
||||
{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
|
||||
{name: 'hud', camera: hud_cam, resolution: {width: GW, height: GH}, presentation: 'stretch'}
|
||||
]
|
||||
}
|
||||
|
||||
core.start({
|
||||
width: 640, height: 640, title: "Chess",
|
||||
|
||||
input: function(ev) {
|
||||
if (ev.type == 'mouse_motion') {
|
||||
// Convert pixel coords to grid coords via camera
|
||||
var wp = game_cam.window_to_world(ev.pos.x, ev.pos.y)
|
||||
if (wp) {
|
||||
hover_gx = floor(wp.x / S)
|
||||
hover_gy = floor(wp.y / S)
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
update: function(dt) {
|
||||
},
|
||||
|
||||
render: function() {
|
||||
return compositor.execute(compositor.compile(comp_config))
|
||||
}
|
||||
})
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
// 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
|
||||
};
|
||||
width: 640,
|
||||
height: 640
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
return {
|
||||
title: "Pong",
|
||||
width: 858,
|
||||
height: 525
|
||||
width: 960,
|
||||
height: 540
|
||||
}
|
||||
|
||||
@@ -1,86 +1,127 @@
|
||||
// main.js
|
||||
var draw = use('draw2d')
|
||||
var config = use('config')
|
||||
var color = use('color')
|
||||
var random = use('random')
|
||||
var core = use('core')
|
||||
var camera = use('camera')
|
||||
var compositor = use('compositor')
|
||||
var input = use('input')
|
||||
var shape = use('shape2d')
|
||||
var text2d = use('text2d')
|
||||
|
||||
prosperon.camera.transform.pos = [0,0]
|
||||
|
||||
var paddleW = 10, paddleH = 80
|
||||
var p1 = {x: 30, y: config.height*0.5, speed: 300}
|
||||
var p2 = {x: config.width-30, y: config.height*0.5, speed: 300}
|
||||
var ball = {x: 0, y: 0, vx: 220, vy: 150, size: 10}
|
||||
var GW = 480, GH = 270
|
||||
var paddleW = 8, paddleH = 50, speed = 200
|
||||
var ballSize = 8
|
||||
var bvx = 220, bvy = 150
|
||||
var score1 = 0, score2 = 0
|
||||
|
||||
function resetBall() {
|
||||
ball.x = config.width*0.5
|
||||
ball.y = config.height*0.5
|
||||
// give it a random vertical bounce
|
||||
ball.vy = (random.random()<0.5 ? -1:1)*150
|
||||
// keep horizontal speed to the same magnitude
|
||||
ball.vx = ball.vx>0 ? 220 : -220
|
||||
// Cameras: game at pixel-art res, HUD at native
|
||||
var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
var hud_cam = camera.make({width: 960, height: 540, pos: {x: 480, y: 270}})
|
||||
|
||||
// Action mapping
|
||||
input.configure({
|
||||
action_map: {
|
||||
p1_up: ['w'],
|
||||
p1_down: ['s'],
|
||||
p2_up: ['up'],
|
||||
p2_down: ['down']
|
||||
}
|
||||
})
|
||||
|
||||
// Retained shapes — game plane
|
||||
var midline = shape.rect({
|
||||
pos: {x: GW / 2, y: GH / 2}, width: 2, height: GH,
|
||||
fill: {r: 0.3, g: 0.3, b: 0.3, a: 1}, plane: 'game'
|
||||
})
|
||||
|
||||
var p1 = shape.rect({
|
||||
pos: {x: 20, y: GH / 2}, width: paddleW, height: paddleH,
|
||||
fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game'
|
||||
})
|
||||
|
||||
var p2 = shape.rect({
|
||||
pos: {x: GW - 20, y: GH / 2}, width: paddleW, height: paddleH,
|
||||
fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game'
|
||||
})
|
||||
|
||||
var ball = shape.rect({
|
||||
pos: {x: GW / 2, y: GH / 2}, width: ballSize, height: ballSize,
|
||||
fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game', groups: ['glow']
|
||||
})
|
||||
|
||||
// HUD plane — score text
|
||||
var score_label = text2d({
|
||||
text: "0 0", pos: {x: 420, y: 490},
|
||||
plane: 'hud', size: 32, color: {r: 1, g: 1, b: 1, a: 1}
|
||||
})
|
||||
|
||||
function reset_ball() {
|
||||
ball.pos.x = GW / 2
|
||||
ball.pos.y = GH / 2
|
||||
bvy = (bvy > 0 ? -1 : 1) * 150
|
||||
bvx = bvx > 0 ? -220 : 220
|
||||
}
|
||||
|
||||
resetBall()
|
||||
|
||||
var update = function(dt) {
|
||||
// Move paddles: positive Y is up, so W/↑ means p.y += speed
|
||||
if (input.keyboard.down('w')) p1.y += p1.speed*dt
|
||||
if (input.keyboard.down('s')) p1.y -= p1.speed*dt
|
||||
|
||||
// Paddle 2 movement (ArrowUp = up, ArrowDown = down)
|
||||
if (input.keyboard.down('i')) p2.y += p2.speed*dt
|
||||
if (input.keyboard.down('k')) p2.y -= p2.speed*dt
|
||||
|
||||
// Clamp paddles to screen
|
||||
if (p1.y < paddleH*0.5) p1.y = paddleH*0.5
|
||||
if (p1.y > config.height - paddleH*0.5) p1.y = config.height - paddleH*0.5
|
||||
if (p2.y < paddleH*0.5) p2.y = paddleH*0.5
|
||||
if (p2.y > config.height - paddleH*0.5) p2.y = config.height - paddleH*0.5
|
||||
|
||||
// Move ball
|
||||
ball.x += ball.vx*dt
|
||||
ball.y += ball.vy*dt
|
||||
|
||||
// Bounce top/bottom
|
||||
if (ball.y+ball.size*0.5>config.height || ball.y-ball.size*0.5<0) ball.vy = -ball.vy
|
||||
|
||||
// Check paddle collisions
|
||||
// p1 bounding box
|
||||
var left1 = p1.x - paddleW*0.5, right1 = p1.x + paddleW*0.5
|
||||
var top1 = p1.y + paddleH*0.5, bottom1 = p1.y - paddleH*0.5
|
||||
// p2 bounding box
|
||||
var left2 = p2.x - paddleW*0.5, right2 = p2.x + paddleW*0.5
|
||||
var top2 = p2.y + paddleH*0.5, bottom2 = p2.y - paddleH*0.5
|
||||
|
||||
// ball half-edges
|
||||
var l = ball.x - ball.size*0.5, r = ball.x + ball.size*0.5
|
||||
var b = ball.y - ball.size*0.5, t = ball.y + ball.size*0.5
|
||||
|
||||
// Collide with paddle 1?
|
||||
if (r>left1 && l<right1 && t>bottom1 && b<top1)
|
||||
ball.vx = abs(ball.vx)
|
||||
// Collide with paddle 2?
|
||||
if (r>left2 && l<right2 && t>bottom2 && b<top2)
|
||||
ball.vx = -abs(ball.vx)
|
||||
|
||||
// Check left/right out-of-bounds
|
||||
if (r<0) { score2++; resetBall() }
|
||||
if (l>config.width) { score1++; resetBall() }
|
||||
// Compositor: game plane with bloom on ball, HUD overlay
|
||||
var comp_config = {
|
||||
clear: {r: 0, g: 0, b: 0, a: 1},
|
||||
planes: [
|
||||
{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
|
||||
{name: 'hud', camera: hud_cam, resolution: {width: 960, height: 540}, presentation: 'stretch'}
|
||||
],
|
||||
group_effects: {
|
||||
glow: {effects: [{type: 'bloom', threshold: 0.3, intensity: 2}]}
|
||||
}
|
||||
}
|
||||
|
||||
var hud = function() {
|
||||
// Clear screen black
|
||||
draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
|
||||
core.start({
|
||||
width: 960, height: 540, title: "Pong",
|
||||
|
||||
// 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)
|
||||
update: function(dt) {
|
||||
var down = input.player1().down()
|
||||
|
||||
// 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)
|
||||
// Move paddles
|
||||
if (down.p1_up) p1.pos.y += speed * dt
|
||||
if (down.p1_down) p1.pos.y -= speed * dt
|
||||
if (down.p2_up) p2.pos.y += speed * dt
|
||||
if (down.p2_down) p2.pos.y -= speed * dt
|
||||
|
||||
// Simple score display
|
||||
var msg = score1 + " " + score2
|
||||
draw.text(msg, {x:0, y:10, width:config.width, height:40}, null, 0, color.white, 0)
|
||||
}
|
||||
// Clamp paddles
|
||||
var hh = paddleH / 2
|
||||
if (p1.pos.y < hh) p1.pos.y = hh
|
||||
if (p1.pos.y > GH - hh) p1.pos.y = GH - hh
|
||||
if (p2.pos.y < hh) p2.pos.y = hh
|
||||
if (p2.pos.y > GH - hh) p2.pos.y = GH - hh
|
||||
|
||||
// Move ball
|
||||
ball.pos.x += bvx * dt
|
||||
ball.pos.y += bvy * dt
|
||||
|
||||
// Bounce top/bottom
|
||||
var bs = ballSize / 2
|
||||
if (ball.pos.y - bs < 0 || ball.pos.y + bs > GH) bvy = -bvy
|
||||
|
||||
// Paddle collisions
|
||||
var bx = ball.pos.x, by = ball.pos.y
|
||||
var pw = paddleW / 2, ph = paddleH / 2
|
||||
if (bx - bs < p1.pos.x + pw && bx + bs > p1.pos.x - pw &&
|
||||
by + bs > p1.pos.y - ph && by - bs < p1.pos.y + ph)
|
||||
bvx = abs(bvx)
|
||||
if (bx + bs > p2.pos.x - pw && bx - bs < p2.pos.x + pw &&
|
||||
by + bs > p2.pos.y - ph && by - bs < p2.pos.y + ph)
|
||||
bvx = -abs(bvx)
|
||||
|
||||
// Scoring
|
||||
if (bx < 0) {
|
||||
score2++
|
||||
score_label.text = score1 + " " + score2
|
||||
reset_ball()
|
||||
}
|
||||
if (bx > GW) {
|
||||
score1++
|
||||
score_label.text = score1 + " " + score2
|
||||
reset_ball()
|
||||
}
|
||||
},
|
||||
|
||||
render: function() {
|
||||
return compositor.execute(compositor.compile(comp_config))
|
||||
}
|
||||
})
|
||||
|
||||
@@ -1,125 +1,192 @@
|
||||
// main.js
|
||||
var draw = use('draw2d')
|
||||
var render = use('render')
|
||||
var graphics = use('graphics')
|
||||
var core = use('core')
|
||||
var camera = use('camera')
|
||||
var compositor = use('compositor')
|
||||
var input = use('input')
|
||||
var config = use('config')
|
||||
var color = use('color')
|
||||
var shape = use('shape2d')
|
||||
var text2d = use('text2d')
|
||||
var tw = use('tween')
|
||||
var ease = use('ease')
|
||||
var random = use('random')
|
||||
|
||||
prosperon.camera.transform.pos = [0,0]
|
||||
|
||||
var GW = 600, GH = 600
|
||||
var cellSize = 20
|
||||
var gridW = floor(config.width / cellSize)
|
||||
var gridH = floor(config.height / cellSize)
|
||||
var gridW = GW / cellSize
|
||||
var gridH = GH / cellSize
|
||||
|
||||
var snake = null, direction = null, nextDirection = null, apple = null
|
||||
var moveInterval = 0.1
|
||||
var moveTimer = 0
|
||||
var gameState = "playing"
|
||||
var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
var hud_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
|
||||
function resetGame() {
|
||||
var cx = floor(gridW / 2)
|
||||
var cy = floor(gridH / 2)
|
||||
snake = [
|
||||
{x: cx, y: cy},
|
||||
{x: cx-1, y: cy},
|
||||
{x: cx-2, y: cy}
|
||||
]
|
||||
direction = {x:1, y:0}
|
||||
nextDirection = {x:1, y:0}
|
||||
spawnApple()
|
||||
gameState = "playing"
|
||||
moveTimer = 0
|
||||
// Action mapping with possession
|
||||
input.configure({
|
||||
action_map: {
|
||||
up: ['w', 'up'],
|
||||
down: ['s', 'down'],
|
||||
left: ['a', 'left'],
|
||||
right: ['d', 'right'],
|
||||
restart: ['space']
|
||||
}
|
||||
})
|
||||
|
||||
// Game state
|
||||
var snake_shapes = []
|
||||
var snake_pos = []
|
||||
var dir = {x: 1, y: 0}
|
||||
var next_dir = {x: 1, y: 0}
|
||||
var move_timer = 0
|
||||
var move_interval = 0.12
|
||||
var state = 'playing'
|
||||
var gameover_label = null
|
||||
var score = 0
|
||||
var score_label = null
|
||||
|
||||
// Input handler entity — possessed by player1
|
||||
var game_input = {
|
||||
on_input: function(action, data) {
|
||||
if (!data.pressed) return
|
||||
if (state == 'playing') {
|
||||
if (action == 'up' && dir.y != -1) next_dir = {x: 0, y: 1}
|
||||
if (action == 'down' && dir.y != 1) next_dir = {x: 0, y: -1}
|
||||
if (action == 'left' && dir.x != 1) next_dir = {x: -1, y: 0}
|
||||
if (action == 'right' && dir.x != -1) next_dir = {x: 1, y: 0}
|
||||
}
|
||||
if (action == 'restart' && state == 'gameover') reset_game()
|
||||
}
|
||||
}
|
||||
input.player1().possess(game_input)
|
||||
|
||||
function grid_to_world(gx, gy) {
|
||||
return {x: gx * cellSize + cellSize / 2, y: gy * cellSize + cellSize / 2}
|
||||
}
|
||||
|
||||
function spawnApple() {
|
||||
apple = {x:floor(random.random()*gridW), y:floor(random.random()*gridH)}
|
||||
// Re-spawn if apple lands on snake
|
||||
var i = 0;
|
||||
for (i=0; i<length(snake); i++)
|
||||
if (snake[i].x == apple.x && snake[i].y == apple.y) { spawnApple(); return }
|
||||
}
|
||||
// Apple
|
||||
var apple_gx = 0, apple_gy = 0
|
||||
var apple_shape = shape.rect({
|
||||
pos: {x: 0, y: 0}, width: cellSize - 2, height: cellSize - 2,
|
||||
fill: {r: 1, g: 0.2, b: 0.2, a: 1}, plane: 'game'
|
||||
})
|
||||
|
||||
function wrap(pos) {
|
||||
if (pos.x < 0) pos.x = gridW - 1
|
||||
if (pos.x >= gridW) pos.x = 0
|
||||
if (pos.y < 0) pos.y = gridH - 1
|
||||
if (pos.y >= gridH) pos.y = 0
|
||||
}
|
||||
|
||||
resetGame()
|
||||
|
||||
var update = function(dt) {
|
||||
if (gameState != "playing") return
|
||||
moveTimer += dt
|
||||
if (moveTimer < moveInterval) return
|
||||
moveTimer -= moveInterval
|
||||
|
||||
// Update direction
|
||||
direction = {x: nextDirection.x, y: nextDirection.y}
|
||||
|
||||
// New head
|
||||
var head = {x: snake[0].x + direction.x, y: snake[0].y + direction.y}
|
||||
wrap(head)
|
||||
|
||||
// Check collision with body
|
||||
var i = 0;
|
||||
for (i=0; i<length(snake); i++) {
|
||||
if (snake[i].x == head.x && snake[i].y == head.y) {
|
||||
gameState = "gameover"
|
||||
function spawn_apple() {
|
||||
apple_gx = floor(random.random() * gridW)
|
||||
apple_gy = floor(random.random() * gridH)
|
||||
var i = 0
|
||||
for (i = 0; i < length(snake_pos); i++) {
|
||||
if (snake_pos[i].x == apple_gx && snake_pos[i].y == apple_gy) {
|
||||
spawn_apple()
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
// Place head
|
||||
snake.unshift(head)
|
||||
|
||||
// Eat apple?
|
||||
if (head.x == apple.x && head.y == apple.y) spawnApple()
|
||||
else pop(snake)
|
||||
var wp = grid_to_world(apple_gx, apple_gy)
|
||||
apple_shape.pos.x = wp.x
|
||||
apple_shape.pos.y = wp.y
|
||||
}
|
||||
|
||||
var hud = function() {
|
||||
// Optional clear screen
|
||||
draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
|
||||
function reset_game() {
|
||||
var i = 0
|
||||
for (i = 0; i < length(snake_shapes); i++)
|
||||
snake_shapes[i].destroy()
|
||||
snake_shapes = []
|
||||
snake_pos = []
|
||||
|
||||
// Draw snake
|
||||
var i = 0;
|
||||
var s = null;
|
||||
var msg = null;
|
||||
for (i=0; i<length(snake); i++) {
|
||||
s = snake[i]
|
||||
draw.rectangle({x:s.x*cellSize, y:s.y*cellSize, width:cellSize, height:cellSize}, color.green)
|
||||
var cx = floor(gridW / 2)
|
||||
var cy = floor(gridH / 2)
|
||||
var wp = null
|
||||
for (i = 0; i < 3; i++) {
|
||||
push(snake_pos, {x: cx - i, y: cy})
|
||||
wp = grid_to_world(cx - i, cy)
|
||||
push(snake_shapes, shape.rect({
|
||||
pos: {x: wp.x, y: wp.y}, width: cellSize - 2, height: cellSize - 2,
|
||||
fill: {r: 0, g: 1, b: 0.3, a: 1}, plane: 'game'
|
||||
}))
|
||||
}
|
||||
|
||||
// Draw apple
|
||||
draw.rectangle({x:apple.x*cellSize, y:apple.y*cellSize, width:cellSize, height:cellSize}, color.red)
|
||||
|
||||
if (gameState == "gameover") {
|
||||
msg = "GAME OVER! Press SPACE to restart."
|
||||
draw.text(msg, {x:0, y:config.height*0.5-10, width:config.width, height:20}, null, 0, color.white)
|
||||
}
|
||||
dir = {x: 1, y: 0}
|
||||
next_dir = {x: 1, y: 0}
|
||||
state = 'playing'
|
||||
move_timer = 0
|
||||
score = 0
|
||||
if (score_label) score_label.text = "Score: 0"
|
||||
if (gameover_label) { gameover_label.destroy(); gameover_label = null }
|
||||
spawn_apple()
|
||||
}
|
||||
|
||||
// No immediate reversal
|
||||
// "Up" means y=1, so going physically up on screen
|
||||
var inputs = {
|
||||
up: function() {
|
||||
if (direction.y != -1) nextDirection = {x:0,y:1}
|
||||
},
|
||||
down: function() {
|
||||
if (direction.y != 1) nextDirection = {x:0,y:-1}
|
||||
},
|
||||
left: function() {
|
||||
if (direction.x != 1) nextDirection = {x:-1,y:0}
|
||||
},
|
||||
right: function() {
|
||||
if (direction.x != -1) nextDirection = {x:1,y:0}
|
||||
},
|
||||
space: function() {
|
||||
if (gameState=="gameover") resetGame()
|
||||
}
|
||||
// HUD
|
||||
score_label = text2d({
|
||||
text: "Score: 0", pos: {x: 10, y: GH - 30},
|
||||
plane: 'hud', size: 16, color: {r: 1, g: 1, b: 1, a: 1}
|
||||
})
|
||||
|
||||
reset_game()
|
||||
|
||||
var comp_config = {
|
||||
clear: {r: 0.08, g: 0.08, b: 0.1, a: 1},
|
||||
planes: [
|
||||
{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
|
||||
{name: 'hud', camera: hud_cam, resolution: {width: GW, height: GH}, presentation: 'stretch'}
|
||||
]
|
||||
}
|
||||
|
||||
//input.player[0].control()
|
||||
core.start({
|
||||
width: 600, height: 600, title: "Snake",
|
||||
|
||||
update: function(dt) {
|
||||
if (state != 'playing') return
|
||||
move_timer += dt
|
||||
if (move_timer < move_interval) return
|
||||
move_timer -= move_interval
|
||||
|
||||
dir.x = next_dir.x
|
||||
dir.y = next_dir.y
|
||||
|
||||
// New head position
|
||||
var hx = snake_pos[0].x + dir.x
|
||||
var hy = snake_pos[0].y + dir.y
|
||||
|
||||
// Wrap
|
||||
if (hx < 0) hx = gridW - 1
|
||||
if (hx >= gridW) hx = 0
|
||||
if (hy < 0) hy = gridH - 1
|
||||
if (hy >= gridH) hy = 0
|
||||
|
||||
// Self collision
|
||||
var i = 0
|
||||
for (i = 0; i < length(snake_pos); i++) {
|
||||
if (snake_pos[i].x == hx && snake_pos[i].y == hy) {
|
||||
state = 'gameover'
|
||||
gameover_label = text2d({
|
||||
text: "GAME OVER — SPACE to restart",
|
||||
pos: {x: GW / 2 - 170, y: GH / 2},
|
||||
plane: 'hud', size: 20, color: {r: 1, g: 0.3, b: 0.3, a: 1}
|
||||
})
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
// Add head with tween from old head position
|
||||
var old_wp = grid_to_world(snake_pos[0].x, snake_pos[0].y)
|
||||
var new_wp = grid_to_world(hx, hy)
|
||||
snake_pos.unshift({x: hx, y: hy})
|
||||
var head = shape.rect({
|
||||
pos: {x: old_wp.x, y: old_wp.y}, width: cellSize - 2, height: cellSize - 2,
|
||||
fill: {r: 0, g: 1, b: 0.3, a: 1}, plane: 'game'
|
||||
})
|
||||
// Smooth tween from old position to new position
|
||||
tw.tween(head.pos).to({x: new_wp.x, y: new_wp.y}, move_interval).ease(ease.linear)
|
||||
snake_shapes.unshift(head)
|
||||
|
||||
// Eat apple?
|
||||
if (hx == apple_gx && hy == apple_gy) {
|
||||
score++
|
||||
score_label.text = "Score: " + score
|
||||
spawn_apple()
|
||||
} else {
|
||||
// Remove tail
|
||||
var tail = pop(snake_shapes)
|
||||
tail.destroy()
|
||||
pop(snake_pos)
|
||||
}
|
||||
},
|
||||
|
||||
render: function() {
|
||||
return compositor.execute(compositor.compile(comp_config))
|
||||
}
|
||||
})
|
||||
|
||||
@@ -1,123 +1,151 @@
|
||||
var draw = use('draw2d')
|
||||
var core = use('core')
|
||||
var camera = use('camera')
|
||||
var compositor = use('compositor')
|
||||
var input = use('input')
|
||||
var config = use('config')
|
||||
var color = use('color')
|
||||
var shape = use('shape2d')
|
||||
var text2d = use('text2d')
|
||||
var random = use('random')
|
||||
|
||||
prosperon.camera.transform.pos = [0,0]
|
||||
|
||||
// Board constants
|
||||
var COLS = 10, ROWS = 20
|
||||
var TILE = 6 // each cell is 6x6
|
||||
var TILE = 8
|
||||
var GW = COLS * TILE + 80 // extra space for next piece + score
|
||||
var GH = ROWS * TILE
|
||||
|
||||
// Board storage (2D), each cell is either 0 or a [r,g,b,a] color
|
||||
var board = []
|
||||
var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
var hud_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
|
||||
|
||||
// Gravity timing
|
||||
var baseGravity = 0.8 // seconds between drops at level 0
|
||||
var gravityTimer = 0
|
||||
|
||||
// Current piece & position
|
||||
var piece = null
|
||||
var pieceX = 0
|
||||
var pieceY = 0
|
||||
|
||||
// Next piece
|
||||
var nextPiece = null
|
||||
|
||||
// Score/lines/level
|
||||
var score = 0
|
||||
var linesCleared = 0
|
||||
var level = 0
|
||||
|
||||
// Rotation lock to prevent spinning with W
|
||||
var rotateHeld = false
|
||||
var gameOver = false
|
||||
|
||||
// Horizontal movement gating
|
||||
var hMoveTimer = 0
|
||||
var hDelay = 0.2 // delay before repeated moves begin
|
||||
var hRepeat = 0.05 // time between repeated moves
|
||||
var prevLeft = false
|
||||
var prevRight = false
|
||||
// Action mapping with possession for discrete inputs
|
||||
input.configure({
|
||||
action_map: {
|
||||
left: ['a', 'left'],
|
||||
right: ['d', 'right'],
|
||||
rotate: ['w', 'up'],
|
||||
soft_drop: ['s', 'down'],
|
||||
hard_drop: ['space']
|
||||
}
|
||||
})
|
||||
|
||||
// Tetrimino definitions
|
||||
var SHAPES = {
|
||||
I: { color:[0,1,1,1], blocks:[[0,0],[1,0],[2,0],[3,0]] },
|
||||
O: { color:[1,1,0,1], blocks:[[0,0],[1,0],[0,1],[1,1]] },
|
||||
T: { color:[1,0,1,1], blocks:[[0,0],[1,0],[2,0],[1,1]] },
|
||||
S: { color:[0,1,0,1], blocks:[[1,0],[2,0],[0,1],[1,1]] },
|
||||
Z: { color:[1,0,0,1], blocks:[[0,0],[1,0],[1,1],[2,1]] },
|
||||
J: { color:[0,0,1,1], blocks:[[0,0],[0,1],[1,1],[2,1]] },
|
||||
L: { color:[1,0.5,0,1], blocks:[[2,0],[0,1],[1,1],[2,1]] }
|
||||
I: {color: {r: 0, g: 1, b: 1, a: 1}, blocks: [[0, 0], [1, 0], [2, 0], [3, 0]]},
|
||||
O: {color: {r: 1, g: 1, b: 0, a: 1}, blocks: [[0, 0], [1, 0], [0, 1], [1, 1]]},
|
||||
T: {color: {r: 1, g: 0, b: 1, a: 1}, blocks: [[0, 0], [1, 0], [2, 0], [1, 1]]},
|
||||
S: {color: {r: 0, g: 1, b: 0, a: 1}, blocks: [[1, 0], [2, 0], [0, 1], [1, 1]]},
|
||||
Z: {color: {r: 1, g: 0, b: 0, a: 1}, blocks: [[0, 0], [1, 0], [1, 1], [2, 1]]},
|
||||
J: {color: {r: 0, g: 0, b: 1, a: 1}, blocks: [[0, 0], [0, 1], [1, 1], [2, 1]]},
|
||||
L: {color: {r: 1, g: 0.5, b: 0, a: 1}, blocks: [[2, 0], [0, 1], [1, 1], [2, 1]]}
|
||||
}
|
||||
var shapeKeys = array(SHAPES)
|
||||
|
||||
// Initialize board with empty (0)
|
||||
function initBoard() {
|
||||
// Board: 2D array, null or color object
|
||||
var board = []
|
||||
// Board shapes: one shape per cell, toggled visible
|
||||
var board_shapes = []
|
||||
|
||||
function init_board() {
|
||||
board = []
|
||||
var r = 0;
|
||||
var row = null;
|
||||
var c = 0;
|
||||
for (r=0; r<ROWS; r++) {
|
||||
row = []
|
||||
for (c=0; c<COLS; c++) push(row, 0)
|
||||
board_shapes = []
|
||||
var r = 0, c = 0
|
||||
for (r = 0; r < ROWS; r++) {
|
||||
var row = []
|
||||
var srow = []
|
||||
for (c = 0; c < COLS; c++) {
|
||||
push(row, null)
|
||||
push(srow, shape.rect({
|
||||
pos: {x: c * TILE + TILE / 2, y: r * TILE + TILE / 2},
|
||||
width: TILE - 1, height: TILE - 1,
|
||||
fill: {r: 0.5, g: 0.5, b: 0.5, a: 1},
|
||||
plane: 'game', layer: 0, visible: false
|
||||
}))
|
||||
}
|
||||
push(board, row)
|
||||
push(board_shapes, srow)
|
||||
}
|
||||
}
|
||||
initBoard()
|
||||
|
||||
function randomShape() {
|
||||
var key = shapeKeys[floor(random.random()*length(shapeKeys))]
|
||||
// Make a copy of the shape's blocks
|
||||
// Active piece
|
||||
var piece = null, pieceX = 0, pieceY = 0
|
||||
var piece_shapes = []
|
||||
var nextPiece = null
|
||||
|
||||
// Score
|
||||
var score = 0, linesCleared = 0, level = 0
|
||||
var gameOver = false
|
||||
|
||||
// Gravity
|
||||
var baseGravity = 0.8
|
||||
var gravityTimer = 0
|
||||
var softDropping = false
|
||||
|
||||
// Horizontal DAS
|
||||
var hMoveTimer = 0
|
||||
var hDelay = 0.18
|
||||
var hRepeat = 0.05
|
||||
var hDir = 0
|
||||
var hHeld = false
|
||||
|
||||
// Rotate lock
|
||||
var rotateHeld = false
|
||||
|
||||
var score_label = text2d({
|
||||
text: "Score: 0", pos: {x: COLS * TILE + 5, y: GH - 15},
|
||||
plane: 'hud', size: 8, color: {r: 1, g: 1, b: 1, a: 1}
|
||||
})
|
||||
var level_label = text2d({
|
||||
text: "Level: 0", pos: {x: COLS * TILE + 5, y: GH - 30},
|
||||
plane: 'hud', size: 8, color: {r: 1, g: 1, b: 1, a: 1}
|
||||
})
|
||||
var next_label = text2d({
|
||||
text: "Next:", pos: {x: COLS * TILE + 5, y: 50},
|
||||
plane: 'hud', size: 8, color: {r: 1, g: 1, b: 1, a: 1}
|
||||
})
|
||||
|
||||
// Next piece display shapes
|
||||
var next_shapes = []
|
||||
var ns = 0
|
||||
for (ns = 0; ns < 4; ns++) {
|
||||
push(next_shapes, shape.rect({
|
||||
pos: {x: 0, y: 0}, width: TILE - 1, height: TILE - 1,
|
||||
fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game', layer: 2, visible: false
|
||||
}))
|
||||
}
|
||||
|
||||
function random_shape() {
|
||||
var key = shapeKeys[floor(random.random() * length(shapeKeys))]
|
||||
return {
|
||||
type: key,
|
||||
color: SHAPES[key].color,
|
||||
blocks: array(SHAPES[key].blocks, b => [b[0], b[1]])
|
||||
blocks: array(SHAPES[key].blocks, function(b) { return [b[0], b[1]] })
|
||||
}
|
||||
}
|
||||
|
||||
function spawnPiece() {
|
||||
piece = nextPiece || randomShape()
|
||||
nextPiece = randomShape()
|
||||
pieceX = 3
|
||||
pieceY = 0
|
||||
// Collision on spawn => game over
|
||||
if (collides(pieceX, pieceY, piece.blocks)) gameOver = true
|
||||
}
|
||||
|
||||
function collides(px, py, blocks) {
|
||||
var i = 0;
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
for (i=0; i<length(blocks); i++) {
|
||||
var i = 0, x = 0, y = 0
|
||||
for (i = 0; i < length(blocks); i++) {
|
||||
x = px + blocks[i][0]
|
||||
y = py + blocks[i][1]
|
||||
if (x<0 || x>=COLS || y<0 || y>=ROWS) return true
|
||||
if (y>=0 && board[y][x]) return true
|
||||
if (x < 0 || x >= COLS || y < 0 || y >= ROWS) return true
|
||||
if (y >= 0 && board[y][x]) return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// Lock piece into board
|
||||
function lockPiece() {
|
||||
var i = 0;
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
for (i=0; i<length(piece.blocks); i++) {
|
||||
function lock_piece() {
|
||||
var i = 0, x = 0, y = 0
|
||||
for (i = 0; i < length(piece.blocks); i++) {
|
||||
x = pieceX + piece.blocks[i][0]
|
||||
y = pieceY + piece.blocks[i][1]
|
||||
if (y>=0) board[y][x] = piece.color
|
||||
if (y >= 0 && y < ROWS && x >= 0 && x < COLS) {
|
||||
board[y][x] = piece.color
|
||||
board_shapes[y][x].fill = piece.color
|
||||
board_shapes[y][x].visible = true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Rotate 90° clockwise
|
||||
function rotate(blocks) {
|
||||
// (x,y) => (y,-x)
|
||||
var i = 0;
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
for (i=0; i<length(blocks); i++) {
|
||||
function rotate_blocks(blocks) {
|
||||
var i = 0, x = 0, y = 0
|
||||
for (i = 0; i < length(blocks); i++) {
|
||||
x = blocks[i][0]
|
||||
y = blocks[i][1]
|
||||
blocks[i][0] = y
|
||||
@@ -125,173 +153,190 @@ function rotate(blocks) {
|
||||
}
|
||||
}
|
||||
|
||||
function clearLines() {
|
||||
function clear_lines() {
|
||||
var lines = 0
|
||||
var r = ROWS-1;
|
||||
var newRow = null;
|
||||
var c = 0;
|
||||
for (r=ROWS-1; r>=0;) {
|
||||
if (every(board[r], cell => cell)) {
|
||||
var r = ROWS - 1, c = 0, full = false, newRow = null
|
||||
while (r >= 0) {
|
||||
full = true
|
||||
for (c = 0; c < COLS; c++) {
|
||||
if (!board[r][c]) { full = false; break }
|
||||
}
|
||||
if (full) {
|
||||
lines++
|
||||
// remove row
|
||||
board = array(array(board, 0, r), array(board, r+1))
|
||||
// add empty row on top
|
||||
newRow = []
|
||||
for (c=0; c<COLS; c++) push(newRow, 0)
|
||||
board.unshift(newRow)
|
||||
// Shift rows down
|
||||
var sr = r
|
||||
while (sr > 0) {
|
||||
for (c = 0; c < COLS; c++) {
|
||||
board[sr][c] = board[sr - 1][c]
|
||||
if (board[sr][c]) {
|
||||
board_shapes[sr][c].fill = board[sr][c]
|
||||
board_shapes[sr][c].visible = true
|
||||
} else {
|
||||
board_shapes[sr][c].visible = false
|
||||
}
|
||||
}
|
||||
sr--
|
||||
}
|
||||
for (c = 0; c < COLS; c++) {
|
||||
board[0][c] = null
|
||||
board_shapes[0][c].visible = false
|
||||
}
|
||||
} else {
|
||||
r--
|
||||
}
|
||||
}
|
||||
// Score
|
||||
if (lines==1) score += 100
|
||||
else if (lines==2) score += 300
|
||||
else if (lines==3) score += 500
|
||||
else if (lines==4) score += 800
|
||||
if (lines == 1) score += 100
|
||||
else if (lines == 2) score += 300
|
||||
else if (lines == 3) score += 500
|
||||
else if (lines == 4) score += 800
|
||||
linesCleared += lines
|
||||
level = floor(linesCleared/10)
|
||||
level = floor(linesCleared / 10)
|
||||
score_label.text = "Score: " + score
|
||||
level_label.text = "Level: " + level
|
||||
}
|
||||
|
||||
function placePiece() {
|
||||
lockPiece()
|
||||
clearLines()
|
||||
spawnPiece()
|
||||
function update_piece_shapes() {
|
||||
var i = 0
|
||||
for (i = 0; i < 4; i++) {
|
||||
var bx = pieceX + piece.blocks[i][0]
|
||||
var by = pieceY + piece.blocks[i][1]
|
||||
piece_shapes[i].pos.x = bx * TILE + TILE / 2
|
||||
piece_shapes[i].pos.y = by * TILE + TILE / 2
|
||||
piece_shapes[i].fill = piece.color
|
||||
piece_shapes[i].visible = true
|
||||
}
|
||||
}
|
||||
|
||||
// Hard drop
|
||||
function hardDrop() {
|
||||
while(!collides(pieceX, pieceY+1, piece.blocks)) pieceY++
|
||||
placePiece()
|
||||
function update_next_display() {
|
||||
var i = 0
|
||||
for (i = 0; i < 4; i++) {
|
||||
var bx = nextPiece.blocks[i][0]
|
||||
var by = nextPiece.blocks[i][1]
|
||||
next_shapes[i].pos.x = (COLS + 1) * TILE + bx * TILE + TILE / 2
|
||||
next_shapes[i].pos.y = 20 + by * TILE + TILE / 2
|
||||
next_shapes[i].fill = nextPiece.color
|
||||
next_shapes[i].visible = true
|
||||
}
|
||||
}
|
||||
|
||||
spawnPiece()
|
||||
|
||||
var update = function(dt) {
|
||||
if (gameOver) return
|
||||
|
||||
// ======= Horizontal Movement Gate =======
|
||||
var leftPressed = input.keyboard.down('a')
|
||||
var rightPressed = input.keyboard.down('d')
|
||||
var horizontalMove = 0
|
||||
|
||||
// If user just pressed A, move once & start gating
|
||||
if (leftPressed && !prevLeft) {
|
||||
horizontalMove = -1
|
||||
hMoveTimer = hDelay
|
||||
}
|
||||
// If user is holding A & the timer is up, move again, then reset timer to repeat
|
||||
else if (leftPressed && hMoveTimer <= 0) {
|
||||
horizontalMove = -1
|
||||
hMoveTimer = hRepeat
|
||||
function spawn_piece() {
|
||||
piece = nextPiece || random_shape()
|
||||
nextPiece = random_shape()
|
||||
pieceX = 3
|
||||
pieceY = 0
|
||||
if (collides(pieceX, pieceY, piece.blocks)) {
|
||||
gameOver = true
|
||||
var i = 0
|
||||
for (i = 0; i < 4; i++) piece_shapes[i].visible = false
|
||||
return
|
||||
}
|
||||
update_piece_shapes()
|
||||
update_next_display()
|
||||
}
|
||||
|
||||
// Same logic for D
|
||||
if (rightPressed && !prevRight) {
|
||||
horizontalMove = 1
|
||||
hMoveTimer = hDelay
|
||||
} else if (rightPressed && hMoveTimer <= 0) {
|
||||
horizontalMove = 1
|
||||
hMoveTimer = hRepeat
|
||||
}
|
||||
function place_piece() {
|
||||
lock_piece()
|
||||
clear_lines()
|
||||
spawn_piece()
|
||||
}
|
||||
|
||||
// Move horizontally if it doesn't collide
|
||||
if (horizontalMove < 0 && !collides(pieceX-1, pieceY, piece.blocks)) pieceX--
|
||||
else if (horizontalMove > 0 && !collides(pieceX+1, pieceY, piece.blocks)) pieceX++
|
||||
// Create 4 shapes for active piece (layer 1 = on top of board)
|
||||
var pi = 0
|
||||
for (pi = 0; pi < 4; pi++) {
|
||||
push(piece_shapes, shape.rect({
|
||||
pos: {x: 0, y: 0}, width: TILE - 1, height: TILE - 1,
|
||||
fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game', layer: 1, visible: false
|
||||
}))
|
||||
}
|
||||
|
||||
// If neither A nor D is pressed, reset the timer so next press is immediate
|
||||
if (!leftPressed && !rightPressed) {
|
||||
hMoveTimer = 0
|
||||
}
|
||||
init_board()
|
||||
spawn_piece()
|
||||
|
||||
// Decrement horizontal timer
|
||||
hMoveTimer -= dt
|
||||
prevLeft = leftPressed
|
||||
prevRight = rightPressed
|
||||
// ======= End Horizontal Movement Gate =======
|
||||
// Compositor
|
||||
var comp_config = {
|
||||
clear: {r: 0, g: 0, b: 0, a: 1},
|
||||
planes: [
|
||||
{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
|
||||
{name: 'hud', camera: hud_cam, resolution: {width: GW, height: GH}, presentation: 'stretch'}
|
||||
]
|
||||
}
|
||||
|
||||
// Rotate with W (once per press, no spinning)
|
||||
var test = null;
|
||||
if (input.keyboard.down('w')) {
|
||||
if (!rotateHeld) {
|
||||
rotateHeld = true
|
||||
test = array(piece.blocks, b => [b[0], b[1]])
|
||||
rotate(test)
|
||||
if (!collides(pieceX, pieceY, test)) piece.blocks = test
|
||||
}
|
||||
} else {
|
||||
rotateHeld = false
|
||||
}
|
||||
core.start({
|
||||
width: 640, height: 480, title: "Tetris",
|
||||
|
||||
// Soft drop if S is held (accelerates gravity)
|
||||
var fallSpeed = input.keyboard.down('s') ? 10 : 1
|
||||
update: function(dt) {
|
||||
if (gameOver) return
|
||||
|
||||
// Gravity
|
||||
gravityTimer += dt * fallSpeed
|
||||
var dropInterval = max(0.1, baseGravity - level*0.05)
|
||||
if (gravityTimer >= dropInterval) {
|
||||
gravityTimer = 0
|
||||
if (!collides(pieceX, pieceY+1, piece.blocks)) {
|
||||
pieceY++
|
||||
var down = input.player1().down()
|
||||
var test = null
|
||||
|
||||
// Horizontal movement with DAS
|
||||
var wantLeft = down.left
|
||||
var wantRight = down.right
|
||||
var newDir = 0
|
||||
if (wantLeft && !wantRight) newDir = -1
|
||||
else if (wantRight && !wantLeft) newDir = 1
|
||||
|
||||
if (newDir != 0) {
|
||||
if (newDir != hDir || !hHeld) {
|
||||
// First press
|
||||
if (!collides(pieceX + newDir, pieceY, piece.blocks)) pieceX += newDir
|
||||
hMoveTimer = hDelay
|
||||
hDir = newDir
|
||||
hHeld = true
|
||||
} else {
|
||||
hMoveTimer -= dt
|
||||
if (hMoveTimer <= 0) {
|
||||
if (!collides(pieceX + newDir, pieceY, piece.blocks)) pieceX += newDir
|
||||
hMoveTimer = hRepeat
|
||||
}
|
||||
}
|
||||
} else {
|
||||
placePiece()
|
||||
hDir = 0
|
||||
hHeld = false
|
||||
hMoveTimer = 0
|
||||
}
|
||||
}
|
||||
|
||||
// Hard drop if space is held
|
||||
if (input.keyboard.down('space')) {
|
||||
// hardDrop()
|
||||
}
|
||||
}
|
||||
|
||||
var hud = function() {
|
||||
// Clear screen
|
||||
draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
|
||||
|
||||
// Draw board
|
||||
var r = 0;
|
||||
var c = 0;
|
||||
var cell = null;
|
||||
var i = 0;
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
var nx = 0;
|
||||
var ny = 0;
|
||||
var dx = 0;
|
||||
var dy = 0;
|
||||
for (r=0; r<ROWS; r++) {
|
||||
for (c=0; c<COLS; c++) {
|
||||
cell = board[r][c]
|
||||
if (!cell) continue
|
||||
draw.rectangle({x:c*TILE, y:(ROWS-1-r)*TILE, width:TILE, height:TILE}, cell)
|
||||
// Rotate (once per press)
|
||||
if (down.rotate) {
|
||||
if (!rotateHeld) {
|
||||
rotateHeld = true
|
||||
test = array(piece.blocks, function(b) { return [b[0], b[1]] })
|
||||
rotate_blocks(test)
|
||||
if (!collides(pieceX, pieceY, test)) piece.blocks = test
|
||||
}
|
||||
} else {
|
||||
rotateHeld = false
|
||||
}
|
||||
}
|
||||
|
||||
// Draw falling piece
|
||||
if (!gameOver && piece) {
|
||||
for (i=0; i<length(piece.blocks); i++) {
|
||||
x = pieceX + piece.blocks[i][0]
|
||||
y = pieceY + piece.blocks[i][1]
|
||||
draw.rectangle({x:x*TILE, y:(ROWS-1-y)*TILE, width:TILE, height:TILE}, piece.color)
|
||||
// Soft drop
|
||||
softDropping = down.soft_drop
|
||||
|
||||
// Hard drop (once per press)
|
||||
if (down.hard_drop) {
|
||||
while (!collides(pieceX, pieceY + 1, piece.blocks)) pieceY++
|
||||
place_piece()
|
||||
update_piece_shapes()
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
// Next piece window
|
||||
draw.text("Next", {x:70, y:5, width:50, height:10}, null, 0, color.white)
|
||||
if (nextPiece) {
|
||||
for (i=0; i<length(nextPiece.blocks); i++) {
|
||||
nx = nextPiece.blocks[i][0]
|
||||
ny = nextPiece.blocks[i][1]
|
||||
dx = 12 + nx
|
||||
dy = 16 - ny
|
||||
draw.rectangle({x:dx*TILE, y:(ROWS-1-dy)*TILE, width:TILE, height:TILE}, nextPiece.color)
|
||||
// Gravity
|
||||
var fallSpeed = softDropping ? 10 : 1
|
||||
gravityTimer += dt * fallSpeed
|
||||
var dropInterval = max(0.05, baseGravity - level * 0.05)
|
||||
if (gravityTimer >= dropInterval) {
|
||||
gravityTimer = 0
|
||||
if (!collides(pieceX, pieceY + 1, piece.blocks)) {
|
||||
pieceY++
|
||||
} else {
|
||||
place_piece()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Score & Level
|
||||
var info = "Score: " + score + "\nLines: " + linesCleared + "\nLevel: " + level
|
||||
draw.text(info, {x:70, y:30, width:90, height:50}, null, 0, color.white)
|
||||
update_piece_shapes()
|
||||
},
|
||||
|
||||
if (gameOver) {
|
||||
draw.text("GAME OVER", {x:10, y:config.height*0.5-5, width:config.width-20, height:20}, null, 0, color.red)
|
||||
render: function() {
|
||||
return compositor.execute(compositor.compile(comp_config))
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
28
film2d.cm
28
film2d.cm
@@ -523,4 +523,32 @@ function _mat_eq(a, b) {
|
||||
return a.blend == b.blend && a.sampler == b.sampler
|
||||
}
|
||||
|
||||
film2d.snapshot = function() {
|
||||
var result = []
|
||||
var ids = array(registry)
|
||||
var i = 0
|
||||
var d = null
|
||||
for (i = 0; i < length(ids); i++) {
|
||||
d = registry[ids[i]]
|
||||
if (!d) continue
|
||||
push(result, {
|
||||
id: ids[i],
|
||||
type: d.type,
|
||||
pos: d.pos ? {x: d.pos.x, y: d.pos.y} : null,
|
||||
width: d.width,
|
||||
height: d.height,
|
||||
plane: d.plane || 'default',
|
||||
layer: d.layer || 0,
|
||||
groups: d.groups || [],
|
||||
visible: d.visible != false,
|
||||
fill: d.fill,
|
||||
color: d.color,
|
||||
opacity: d.opacity,
|
||||
image: d.image ? (is_text(d.image) ? d.image : '(texture)') : null,
|
||||
text: d.text
|
||||
})
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
return film2d
|
||||
21
graphics.cm
21
graphics.cm
@@ -466,4 +466,25 @@ graphics.queue_sprite_mesh = function(queue) {
|
||||
return [mesh.pos, mesh.uv, mesh.color, mesh.indices]
|
||||
}
|
||||
|
||||
graphics.snapshot = function() {
|
||||
var images = []
|
||||
var fonts = []
|
||||
arrfor(array(cache), function(k) {
|
||||
var entry = cache[k]
|
||||
var info = {name: k}
|
||||
if (entry && entry.width) {
|
||||
info.width = entry.width
|
||||
info.height = entry.height
|
||||
} else if (entry && entry.frames) {
|
||||
info.frame_count = length(entry.frames)
|
||||
info.type = 'animation'
|
||||
}
|
||||
push(images, info)
|
||||
})
|
||||
arrfor(array(fontcache), function(k) {
|
||||
push(fonts, k)
|
||||
})
|
||||
return {images: images, fonts: fonts}
|
||||
}
|
||||
|
||||
return graphics
|
||||
|
||||
31
input.cm
31
input.cm
@@ -260,16 +260,43 @@ function user(index) {
|
||||
return _users[index]
|
||||
}
|
||||
|
||||
function snapshot() {
|
||||
var users = []
|
||||
var i = 0
|
||||
var u = null
|
||||
var target = null
|
||||
for (i = 0; i < length(_users); i++) {
|
||||
u = _users[i]
|
||||
target = u.target()
|
||||
push(users, {
|
||||
index: u.index,
|
||||
device_kind: u.device_kind(),
|
||||
active_device: u.active_device,
|
||||
paired_devices: array(u.paired_devices),
|
||||
down: u.down(),
|
||||
control_stack_depth: length(u.control_stack),
|
||||
target: target ? (target.name || '(entity)') : null
|
||||
})
|
||||
}
|
||||
return {
|
||||
max_users: _config.max_users,
|
||||
pairing: _config.pairing,
|
||||
action_map: _config.action_map,
|
||||
users: users
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
configure: configure,
|
||||
ingest: ingest,
|
||||
user: user,
|
||||
|
||||
snapshot: snapshot,
|
||||
|
||||
player1() { return _users[0] },
|
||||
player2() { return _users[1] },
|
||||
player3() { return _users[2] },
|
||||
player4() { return _users[3] },
|
||||
|
||||
|
||||
// Re-export for convenience
|
||||
devices: devices,
|
||||
backend: backend
|
||||
|
||||
45
snapshot.cm
Normal file
45
snapshot.cm
Normal file
@@ -0,0 +1,45 @@
|
||||
var film2d = use('film2d')
|
||||
var world = use('world')
|
||||
var compositor = use('compositor')
|
||||
var input = use('input')
|
||||
var tween = use('tween')
|
||||
var graphics = use('graphics')
|
||||
|
||||
var snapshot = {}
|
||||
|
||||
snapshot.drawables = function() {
|
||||
return film2d.snapshot()
|
||||
}
|
||||
|
||||
snapshot.entities = function() {
|
||||
return world.snapshot()
|
||||
}
|
||||
|
||||
snapshot.compositor = function() {
|
||||
return compositor.snapshot()
|
||||
}
|
||||
|
||||
snapshot.input = function() {
|
||||
return input.snapshot()
|
||||
}
|
||||
|
||||
snapshot.tweens = function() {
|
||||
return tween.snapshot()
|
||||
}
|
||||
|
||||
snapshot.assets = function() {
|
||||
return graphics.snapshot()
|
||||
}
|
||||
|
||||
snapshot.all = function() {
|
||||
return {
|
||||
drawables: film2d.snapshot(),
|
||||
entities: world.snapshot(),
|
||||
compositor: compositor.snapshot(),
|
||||
input: input.snapshot(),
|
||||
tweens: tween.snapshot(),
|
||||
assets: graphics.snapshot()
|
||||
}
|
||||
}
|
||||
|
||||
return snapshot
|
||||
17
tween.cm
17
tween.cm
@@ -254,11 +254,26 @@ $delay(() => {
|
||||
}
|
||||
}, 0)
|
||||
|
||||
function snapshot() {
|
||||
var result = []
|
||||
arrfor(TweenEngine.tweens, function(tw) {
|
||||
push(result, {
|
||||
startVals: tw.startVals,
|
||||
endVals: tw.endVals,
|
||||
duration: tw.duration,
|
||||
startTime: tw.startTime,
|
||||
easing: tw.easing ? (tw.easing.name || 'unknown') : 'none'
|
||||
})
|
||||
})
|
||||
return {active_count: length(TweenEngine.tweens), tweens: result}
|
||||
}
|
||||
|
||||
var tween_ret = {
|
||||
init,
|
||||
Timeline,
|
||||
TweenEngine,
|
||||
tween
|
||||
tween,
|
||||
snapshot
|
||||
}
|
||||
|
||||
return tween_ret
|
||||
|
||||
62
world.cm
62
world.cm
@@ -16,4 +16,66 @@ world.destroy_entity = function(entity) {
|
||||
delete entities[entity]
|
||||
}
|
||||
|
||||
world.update = function(dt) {
|
||||
arrfor(array(entities), function(e) {
|
||||
if (is_function(e.update))
|
||||
e.update(dt)
|
||||
})
|
||||
}
|
||||
|
||||
world.each = function(fn) {
|
||||
arrfor(array(entities), fn)
|
||||
}
|
||||
|
||||
world.query = function(filter_fn) {
|
||||
return filter(array(entities), filter_fn)
|
||||
}
|
||||
|
||||
world.find = function(predicate) {
|
||||
var keys = array(entities)
|
||||
var i = 0
|
||||
for (i = 0; i < length(keys); i++) {
|
||||
if (predicate(keys[i]))
|
||||
return keys[i]
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
world.clear = function() {
|
||||
arrfor(array(entities), function(e) {
|
||||
if (is_function(e.on_destroy))
|
||||
e.on_destroy()
|
||||
})
|
||||
entities = {}
|
||||
}
|
||||
|
||||
world.load_level = function(json_array) {
|
||||
var i = 0
|
||||
var entry = null
|
||||
var proto = null
|
||||
var entity = null
|
||||
for (i = 0; i < length(json_array); i++) {
|
||||
entry = json_array[i]
|
||||
proto = entry.script ? use(entry.script) : {}
|
||||
entity = world.add_entity(proto, entry)
|
||||
}
|
||||
}
|
||||
|
||||
world.count = function() {
|
||||
return length(array(entities))
|
||||
}
|
||||
|
||||
world.snapshot = function() {
|
||||
var result = []
|
||||
arrfor(array(entities), function(e) {
|
||||
var snap = {}
|
||||
arrfor(array(e), function(k) {
|
||||
if (!is_function(e[k]))
|
||||
snap[k] = e[k]
|
||||
})
|
||||
push(result, snap)
|
||||
})
|
||||
return result
|
||||
}
|
||||
|
||||
return world
|
||||
|
||||
Reference in New Issue
Block a user