Preparing for github

This commit is contained in:
John Alanbrook 2024-03-05 23:14:26 -06:00
parent aa4b3e6954
commit 1471966cd2
30 changed files with 16 additions and 367246 deletions

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@ -9,9 +9,14 @@ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
(1) The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
(2) Any games or other derivative software must display the "Prosperon" logo
at near the beginning of the software's startup, before the chief purpose
of the software is underway.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL

6
README Normal file
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@ -0,0 +1,6 @@
![alt text](doc/prosperon_orb_horizontal.gif)
The easily moddable, programming minded, 2D-first game engine. The aim is to make the fastest way to make games.
See the [documentation](doc/prosperon.org) for more information, including how to compile.
*Prosperon is useful, but is a work in progress. Breaking changes are frequent.*

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@ -33,6 +33,9 @@ Install the most [[https://prosperon.dev/download][recent binaries]] into your ~
*** Windows
Copy the executable into any folder and run it. If no game is deteced, it scaffolds for you.
*** Building
You will need ~sokol-shdc~ in the top of your directory. Then, ~make shaders~ and ~make~. The command ~make install~ copies it to your home's ~.bin~ path.
** Playing your first game
Download any of the completed example projects. Run ~prosperon play~ in the folder.

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(font
:path "LessPerfectDOSVGA.ttf"
:size 16
)

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# Prosperon Engine
The easily extendable, developer minded, 2D-first game engine.
See the documentation [here](https://prosperon.dev/doc).

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@ -487,7 +487,7 @@ var editor = {
editor.edit_level.objects.forEach(function(obj) {
if (!obj._ed.selectable)
GUI.image("icons/icons8-lock-16.png", obj.screenpos());
GUI.text("lock", obj,screenpos());
});
Debug.draw_grid(1, editor.grid_size, Color.Editor.grid.alpha(0.3));

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@ -84,7 +84,6 @@ void font_init() {
.label = "text buffer"
});
// font_set("fonts/LessPerfectDOSVGA.ttf");
font_set("fonts/c64.ttf");
bind_text.fs.images[0] = font->texID;
bind_text.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});

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@ -282,26 +282,6 @@ int main(int argc, char **argv) {
signal(SIGFPE, seghandle);
// signal(SIGBUS, seghandle);
#endif
#ifdef STEAM
steaminit();
#endif
#ifdef DISCORD
struct IDiscordCore *core;
DiscordCreate(DISCORD_VERSION, &(struct DiscordCreateParams){
.client_id = 1176355046590533714,
.flags = DiscordCreateFlags_Default
}, &core);
struct IDiscordUserManager *dum;
struct IDiscordActivityManager *dam;
dam = core->get_activity_manager(core);
struct DiscordActivity da;
sprintf(da.state, "Playing Solo Pinball");
sprintf(da.details, "COMPetitive");
dam->update_activity(dam, &da, NULL, NULL);
#endif
resources_init();

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@ -1,40 +0,0 @@
var binds = [];
var cbs = [];
var fats = [];
var count = 1000000;
var a = {
n: 1
}
function test_a() {
this.n++;
}
var start = Date.now();
for (var i = 0; i < count; i++)
binds.push(test_a.bind(a));
console.log(`Make bind time: ${Date.now()-start} ms`);
start = Date.now();
for (var i = 0; i < count; i++)
fats.push(() => test_a.call(a));
console.log(`Make fat time: ${Date.now()-start} ms`);
start = Date.now();
for (var i = 0; i < count; i++) {
binds[i]();
}
console.log(`Bind time: ${Date.now()-start} ms`);
start = Date.now();
for (var i = 0; i < count; i++) {
fats[i]();
}
console.log(`Fat time: ${Date.now()-start} ms`);
start = Date.now();
for (var i = 0; i < count; i++)
test_a.call(a);
console.log(`Call time: ${Date.now()-start} ms`);

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@ -1,24 +0,0 @@
var binds = [];
var a = {
n: 1,
test() { this.n++; }
};
var count = 10000000;
var start = Date.now();
for (var i = 0; i < count; i++)
binds.push(a.test.bind(a));
console.log(`Make bind time: ${Date.now()-start} ms`);
start = Date.now();
for (var i = 0; i < count; i++)
binds[i]();
console.log(`Bind time: ${Date.now()-start} ms`);
start = Date.now();
for (var i = 0; i < count; i++)
a['test']();
console.log(`Call time: ${Date.now()-start} ms`);