prosperon/scripts/prosperon.js

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globalThis.gamestate = {};
global.check_registers = function (obj) {
for (var reg in Register.registries) {
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if (typeof obj[reg] === "function") {
var fn = obj[reg].bind(obj);
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fn.layer = obj[reg].layer;
var name = obj.ur ? obj.ur.name : obj.toString();
obj.timers.push(Register.registries[reg].register(fn, name));
}
}
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for (var k in obj) {
if (!k.startsWith("on_")) continue;
var signal = k.fromfirst("on_");
Event.observe(signal, obj, obj[k]);
}
};
global.obscure("global");
global.mixin("scripts/render");
global.mixin("scripts/debug");
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global.mixin("scripts/repl");
var frame_t = profile.secs(profile.now());
var sim = {};
sim.mode = "play";
sim.play = function () {
this.mode = "play";
os.reindex_static();
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game.all_objects(o => {
if (!o._started) {
o._started = true;
o.start?.();
}
});
};
sim.playing = function () {
return this.mode === "play";
};
sim.pause = function () {
this.mode = "pause";
};
sim.paused = function () {
return this.mode === "pause";
};
sim.step = function () {
this.mode = "step";
};
sim.stepping = function () {
return this.mode === "step";
};
var physlag = 0;
var gggstart = game.engine_start;
game.engine_start = function (s) {
game.startengine = 1;
gggstart(
function () {
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// global.mixin("scripts/sound.js");
world_start();
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window.set_icon(game.texture("moon").texture);
Object.readonly(window.__proto__, "vsync");
Object.readonly(window.__proto__, "enable_dragndrop");
Object.readonly(window.__proto__, "enable_clipboard");
Object.readonly(window.__proto__, "high_dpi");
Object.readonly(window.__proto__, "sample_count");
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prosperon.camera = prosperon.make_camera();
var camera = prosperon.camera;
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camera.transform.pos = [0, 0, -100];
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camera.mode = "keep";
camera.break = "fit";
camera.size = game.size;
gamestate.camera = camera;
s();
shape.quad = {
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pos: os.make_buffer([
0, 0, 0,
0, 1, 0,
1, 0, 0,
1, 1, 0], 0),
verts: 4,
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uv: os.make_buffer([
0, 1,
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0, 0,
1, 1,
1, 0], 2),
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index: os.make_buffer([0, 1, 2, 2, 1, 3], 1),
count: 6,
};
shape.triangle = {
pos: os.make_buffer([0, 0, 0, 0.5, 1, 0, 1, 0, 0], 0),
uv: os.make_buffer([0, 0, 0.5, 1, 1, 0], 2),
verts: 3,
count: 3,
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index: os.make_buffer([0, 1, 2], 1),
};
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shape.centered_quad = {
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pos: os.make_buffer([
-0.5, -0.5, -0.5,
-0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
0.5, 0.5, -0.5], 0),
verts: 4,
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uv: os.make_buffer([
0, 1,
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0, 0,
1, 1,
1, 0], 2),
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index: os.make_buffer([0, 1, 2, 2, 1, 3], 1),
count: 6,
};
render.init();
},
prosperon.process,
window.size.x,
window.size.y,
);
};
game.startengine = 0;
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prosperon.release_mode = function () {
prosperon.debug = false;
debug.kill();
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};
prosperon.debug = true;
game.timescale = 1;
var eachobj = function (obj, fn) {
var val = fn(obj);
if (val) return val;
for (var o in obj.objects) {
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if (obj.objects[o] === obj) console.error(`Object ${obj.toString()} is referenced by itself.`);
val = eachobj(obj.objects[o], fn);
if (val) return val;
}
};
game.all_objects = function (fn, startobj = world) {
return eachobj(startobj, fn);
};
game.find_object = function (fn, startobj = world) {};
game.tags = {};
game.tag_add = function (tag, obj) {
game.tags[tag] ??= {};
game.tags[tag][obj.guid] = obj;
};
game.tag_rm = function (tag, obj) {
delete game.tags[tag][obj.guid];
};
game.tag_clear_guid = function (guid) {
for (var tag in game.tags) delete game.tags[tag][guid];
};
game.objects_with_tag = function (tag) {
if (!game.tags[tag]) return [];
return Object.values(game.tags[tag]);
};
game.doc = {};
game.doc.object = "Returns the entity belonging to a given id.";
game.doc.pause = "Pause game simulation.";
game.doc.play = "Resume or start game simulation.";
game.doc.camera = "Current camera.";
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game.tex_hotreload = function () {
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for (var path in game.texture.cache) {
if (io.mod(path) > game.texture.time_cache[path]) {
var tex = game.texture.cache[path];
game.texture.time_cache[path] = io.mod(path);
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SpriteAnim.hotreload(path);
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os.texture_swap(path, game.texture.cache[path]);
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for (var sprite of Object.values(allsprites)) {
if (sprite.texture == tex) {
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sprite.tex_sync();
}
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}
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}
}
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};
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var image = {};
image.dimensions = function()
{
return [this.texture.width, this.texture.height].scale([this.rect[2], this.rect[3]]);
}
texture_proto.copy = function(src, pos, rect)
{
var pixel_rect = {
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x: rect.x*src.width,
y: rect.y*src.height,
width: rect.width*src.width,
height: rect.height*src.height
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};
this.blit(src, {
x: pos[0],
y: pos[1],
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width: rect.width*src.width,
height: rect.height*src.height
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}, pixel_rect, false);
}
var spritesheet;
var sheet_frames = [];
var sheetsize = 1024;
function pack_into_sheet(images)
{
if (!Array.isArray(images)) images = [images];
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if (images[0].texture.width > 300 && images[0].texture.height > 300) return;
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sheet_frames = sheet_frames.concat(images);
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var sizes = sheet_frames.map(x => [x.rect.width*x.texture.width, x.rect.height*x.texture.height]);
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var pos = os.rectpack(sheetsize, sheetsize, sizes);
if (!pos) {
console.error(`did not make spritesheet properly from images ${images}`);
console.info(sizes);
return;
}
var newsheet = os.make_tex_data(sheetsize,sheetsize);
for (var i = 0; i < pos.length; i++) {
// Copy the texture to the new sheet
newsheet.copy(sheet_frames[i].texture, pos[i], sheet_frames[i].rect);
// Update the frame's rect to the new position in normalized coordinates
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sheet_frames[i].rect.x = pos[i][0] / newsheet.width;
sheet_frames[i].rect.y = pos[i][1] / newsheet.height;
sheet_frames[i].rect.width = sizes[i][0] / newsheet.width;
sheet_frames[i].rect.height = sizes[i][1] / newsheet.height;
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sheet_frames[i].texture = newsheet;
}
newsheet.load_gpu();
spritesheet = newsheet;
return spritesheet;
}
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// The game texture cache is a cache of all images that have been loaded. It looks like this ...
// Any request to it returns an image, which is a texture and rect. But they can
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game.texture = function (path) {
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if (!path) return game.texture("icons/no_tex.gif");
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var parts = path.split(':');
path = Resources.find_image(parts[0]);
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if (!io.exists(path)) {
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console.error(`Missing texture: ${path}`);
game.texture.cache[path] = game.texture("icons/no_tex.gif");
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game.texture.time_cache[path] = io.mod(path);
return game.texture.cache[path];
}
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var frame;
var anim_str;
if (parts.length > 1) {
// it's an animation
parts = parts[1].split('_'); // For a gif, it might be 'water.gif:3', but for an ase it might be 'water.ase:run_3', meaning the third frame of the 'run' animation
if (parts.length === 1)
frame = Number(parts[0]);
else {
anim_str = parts[0];
frame = Number(parts[1]);
}
} else
parts = undefined;
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var ret;
if (ret = game.texture.cache[path]) {
if (ret.texture) return ret;
if (!parts) return ret;
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return ret[anim_str].frames[frame];
}
var ext = path.ext();
if (ext === 'ase' || ext === 'aseprite') {
anim = os.make_aseprite(path);
if (!anim) return;
// load all into gpu
for (var a in anim)
for (let frame of anim[a].frames)
frame.texture.load_gpu();
game.texture.cache[path] = anim;
ret = game.texture.cache[path];
if (!parts) return ret;
return ret[anim_str].frames[frame];
}
if (ext === 'gif') {
anim = os.make_gif(path);
if (!anim) return;
if (anim.frames.length === 1) {
anim.texture = anim.frames[0].texture;
anim.rect = anim.frames[0].rect;
}
game.texture.cache[path] = anim;
anim.frames[0].texture.load_gpu();
return anim;
}
var tex = os.make_texture(path);
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if (!tex) return;
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var image;
var ext = path.ext();
var anim;
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if (!anim) {
image = {
texture: tex,
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rect:{x:0,y:0,width:1,height:1}
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};
if (pack_into_sheet([image]))
tex = spritesheet;
} else if (Object.keys(anim).length === 1) {
image = Object.values(anim)[0].frames;
image.forEach(x => x.texture = tex);
if (pack_into_sheet(image))
tex = spritesheet;
} else {
image = {};
var packs = [];
for (var a in anim) {
image[a] = anim[a].frames.slice();
image[a].forEach(x => x.texture = tex);
packs = packs.concat(image[a]);
}
if (pack_into_sheet(packs))
tex = spritesheet;
}
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game.texture.cache[path] = image;
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game.texture.time_cache[path] = io.mod(path);
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tex.load_gpu();
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return game.texture.cache[path];
};
game.texture.cache = {};
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game.texture.time_cache = {};
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game.texture.total_size = function()
{
var size = 0;
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// Object.values(game.texture.cache).forEach(x => size += x.texture.inram() ? x..texture.width*x.texture.height*4 : 0);
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return size;
}
game.texture.total_vram = function()
{
var vram = 0;
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// Object.values(game.texture.cache).forEach(x => vram += x.vram);
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return vram;
}
prosperon.semver = {};
prosperon.semver.valid = function (v, range) {
v = v.split(".");
range = range.split(".");
if (v.length !== 3) return undefined;
if (range.length !== 3) return undefined;
if (range[0][0] === "^") {
range[0] = range[0].slice(1);
if (parseInt(v[0]) >= parseInt(range[0])) return true;
return false;
}
if (range[0] === "~") {
range[0] = range[0].slice(1);
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for (var i = 0; i < 2; i++) if (parseInt(v[i]) < parseInt(range[i])) return false;
return true;
}
return prosperon.semver.cmp(v.join("."), range.join(".")) === 0;
};
prosperon.semver.cmp = function (v1, v2) {
var ver1 = v1.split(".");
var ver2 = v2.split(".");
for (var i = 0; i < 3; i++) {
var n1 = parseInt(ver1[i]);
var n2 = parseInt(ver2[i]);
if (n1 > n2) return 1;
else if (n1 < n2) return -1;
}
return 0;
};
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prosperon.semver.cmp.doc = "Compare two semantic version numbers, given like X.X.X.";
prosperon.semver.valid.doc = `Test if semantic version v is valid, given a range.
Range is given by a semantic versioning number, prefixed with nothing, a ~, or a ^.
~ means that MAJOR and MINOR must match exactly, but any PATCH greater or equal is valid.
^ means that MAJOR must match exactly, but any MINOR and PATCH greater or equal is valid.`;
prosperon.iconified = function (icon) {};
prosperon.focus = function (focus) {};
prosperon.resize = function (dimensions) {
window.size.x = dimensions.x;
window.size.y = dimensions.y;
};
prosperon.suspended = function (sus) {};
prosperon.mouseenter = function () {};
prosperon.mouseleave = function () {};
prosperon.touchpress = function (touches) {};
prosperon.touchrelease = function (touches) {};
prosperon.touchmove = function (touches) {};
prosperon.clipboardpaste = function (str) {};
prosperon.quit = function () {
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prosperon.quit_hook?.();
};
window.size = [640, 480];
window.mode = "keep";
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window.toggle_fullscreen = function () {
window.fullscreen = !window.fullscreen;
};
window.set_icon.doc = "Set the icon of the window using the PNG image at path.";
window.doc = {};
window.doc.dimensions = "Window width and height packaged in an array [width,height]";
window.doc.title = "Name in the title bar of the window.";
window.doc.boundingbox = "Boundingbox of the window, with top and right being its height and width.";
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window.__proto__.toJSON = function () {
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return {
size: this.size,
fullscreen: this.fullscreen,
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title: this.title,
};
};
global.mixin("scripts/input");
global.mixin("scripts/std");
global.mixin("scripts/diff");
global.mixin("scripts/color");
global.mixin("scripts/tween");
global.mixin("scripts/ai");
global.mixin("scripts/particle");
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//global.mixin("scripts/physics");
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global.mixin("scripts/geometry");
/*
Factory for creating registries. Register one with 'X.register',
which returns a function that, when invoked, cancels the registry.
*/
var Register = {
registries: [],
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add_cb(name, e_event = false, flush = undefined) {
var n = {};
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var fns = [];
n.register = function (fn, oname) {
if (!(fn instanceof Function)) return;
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var guid = prosperon.guid();
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var dofn = function (...args) {
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profile.report(`call_${name}_${oname}`);
var st = profile.now();
fn(...args);
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profile.endreport(`call_${name}_${oname}`);
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};
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var left = 0;
var right = fns.length - 1;
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dofn.layer = fn.layer;
dofn.layer ??= 0;
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while (left <= right) {
var mid = Math.floor((left + right) / 2);
if (fns[mid] === dofn.layer) {
left = mid;
break;
} else if (fns[mid].layer < dofn.layer) left = mid + 1;
else right = mid - 1;
}
fns.splice(left, 0, dofn);
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return function () {
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fns.remove(dofn);
};
};
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if (!flush) {
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prosperon[name] = function (...args) {
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profile.report(name);
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fns.forEach(fn => fn(...args));
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profile.endreport(name);
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};
} else
prosperon[name] = function (...args) {
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profile.report(name);
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var layer = undefined;
for (var fn of fns) {
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if (layer !== fn.layer) {
flush();
layer = fn.layer;
}
fn();
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}
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profile.endreport(name);
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};
prosperon[name].fns = fns;
n.clear = function () {
fns = [];
};
Register[name] = n;
Register.registries[name] = n;
return n;
},
};
Register.add_cb("appupdate", true);
Register.add_cb("update", true).doc = "Called once per frame.";
Register.add_cb("physupdate", true);
Register.add_cb("gui", true);
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Register.add_cb("hud", true, render.flush);
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Register.add_cb("draw", true, render.flush);
Register.add_cb("imgui", true, render.flush);
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Register.add_cb("app", true, render.flush);
var Event = {
events: {},
observe(name, obj, fn) {
this.events[name] ??= [];
this.events[name].push([obj, fn]);
},
unobserve(name, obj) {
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this.events[name] = this.events[name].filter(x => x[0] !== obj);
},
rm_obj(obj) {
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Object.keys(this.events).forEach(name => Event.unobserve(name, obj));
},
notify(name, ...args) {
if (!this.events[name]) return;
this.events[name].forEach(function (x) {
x[1].call(x[0], ...args);
});
},
};
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prosperon.add_timer = function(obj, fn, seconds)
{
var timers = obj.timers;
var stop = function () {
timers.remove(stop);
timer.fn = undefined;
timer = undefined;
};
function execute() {
if (fn)
timer.remain = fn(stop.seconds);
if (!timer.remain)
stop();
else
stop.seconds = timer.remain;
}
var timer = os.make_timer(execute);
timer.remain = seconds;
stop.remain = seconds;
stop.seconds = seconds;
timers.push(stop);
return stop;
}
global.mixin("scripts/spline");
global.mixin("scripts/components");
global.mixin("scripts/actor");
global.mixin("scripts/entity");
function world_start() {
globalThis.world = Object.create(entity);
world.transform = os.make_transform();
world.objects = {};
world.toString = function () {
return "world";
};
world.ur = "world";
world.kill = function () {
this.clear();
};
world.phys = 2;
world.zoom = 1;
world._ed = { selectable: false };
world.ur = {};
world.ur.fresh = {};
game.cam = world;
}
window.title = `Prosperon v${prosperon.version}`;
window.size = [500, 500];
return {
Register,
sim,
frame_t,
physlag,
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Event,
};