Add back in ai and tween, and fix
This commit is contained in:
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1195e6c73d
commit
3b9a932c85
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@ -2,26 +2,28 @@ var ai = {
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race(list) {
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return function(dt) {
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var good = false;
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list.forEach(function(x) { if (x.call(this,dt)) good = true; }, this);
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for (var i = 0; i < list.length; i++)
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if (list[i].call(this,dt)) good=true;
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return good;
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};
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},
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do(times, list) {
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},
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sequence(list) {
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var i = 0;
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return function(dt) {
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var fn = function(dt) {
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while (i !== list.length) {
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if (list[i].call(this,dt))
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i++;
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else
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return false;
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i++;
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else
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return false;
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}
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if (fn.done) fn.done();
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return true;
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};
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fn.restart = function() { i = 0; };
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return fn;
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},
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parallel(list) {
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@ -32,21 +34,11 @@ var ai = {
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};
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},
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moveto() {
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return function(dt) {
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var dir = this.randomloc.sub(this.pos);
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if (Vector.length(dir) < 10) return true;
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this.velocity = Vector.norm(this.randomloc.sub(this.pos)).scale(20);
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return False;
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}
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},
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move() {
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return function(dt) {
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this.velocity = this.left().scale(20);
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return false;
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}
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dofor(secs, fn) {
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return ai.race([
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ai.wait(secs),
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fn
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]);
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},
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wait(secs) {
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@ -54,8 +46,10 @@ var ai = {
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var accum = 0;
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return function(dt) {
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accum += dt;
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if (accum >= secs)
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if (accum >= secs) {
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accum = 0;
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return true;
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}
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return false;
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};
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@ -4,7 +4,7 @@ this.view2world = function(pos) { return render.view2world(pos); };
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this.world2view = function(pos) { return render.world2view(pos); };
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this.realzoom = function() { return render.get_zoom(); };
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this.right = function() { return this.pos.x + (window.rendersize.x/2); }
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this.left = function() { return this.pos.x - (window.rendersize.x/2); }
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this.screenright = function() { return this.pos.x + (window.rendersize.x/2); }
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this.screenleft = function() { return this.pos.x - (window.rendersize.x/2); }
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this.zoom = 1;
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@ -322,6 +322,7 @@ var SpriteAnim = {
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};
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var data = json.decode(io.slurp(path));
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if (!data?.meta?.app.includes("aseprite")) return;
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var anims = {};
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var frames = Array.isArray(data.frames) ? data.frames : Object.values(data.frames);
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var f = 0;
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@ -362,6 +362,8 @@ global.mixin("scripts/std");
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global.mixin("scripts/diff");
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global.mixin("scripts/color");
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global.mixin("scripts/gui");
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global.mixin("scripts/tween");
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global.mixin("scripts/ai");
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var timer = {
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update(dt) {
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@ -2,7 +2,7 @@ var keycodes = {
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259: "back",
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258: "tab",
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257: "enter",
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1: "escape",
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256: "escape",
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32: "space",
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266: "pgup",
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267: "pgdown",
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@ -111,7 +111,7 @@ prosperon.droppedfile = function(path)
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var mousepos = [0,0];
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prosperon.textinput = function(){};
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prosperon.textinput = function(l){};
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prosperon.mousemove = function(pos, dx){
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mousepos = pos;
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player[0].mouse_input(modstr() + "move", pos, dx);
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@ -135,10 +135,12 @@ render.text = function(str, pos, size, color, wrap, anchor, cursor) {
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return bb;
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};
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render.image = function(tex, pos, rotation, color) {
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render.image = function(tex, pos, rotation, color, dimensions) {
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color ??= Color.white;
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rotation ??= 0;
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gui.img(tex,pos, [1.0,1.0], 0.0, false, [0.0,0.0], color);
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dimensions ??= [tex.width, tex.height];
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var scale = [dimensions.x/tex.width, dimensions.y/tex.height];
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gui.img(tex,pos, scale, 0.0, false, [0.0,0.0], color);
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return bbox.fromcwh([0,0], [tex.width,tex.height]);
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}
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@ -17,6 +17,33 @@ audio.bus.master = dspsound.master();
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audio.dsp = {};
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audio.dsp = dspsound;
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var cries = [];
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audio.cry = function(file)
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{
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var player = audio.play(file);
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cries.push(player);
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var hook = function() { console.warn("ENDED SOUND!!!!"); cries.remove(player); player = undefined; hook = undefined;}
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player.hook = hook;
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}
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var song;
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audio.music = function(file, fade) {
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fade ??= 0;
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if (!fade) {
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song = audio.play(file);
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console.info("STRAIGHT PLAY");
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return;
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}
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var temp = audio.play(file);
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temp.volume = 0;
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var temp2 = song;
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tween(temp, 'volume', 1, fade);
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tween(temp2, 'volume', 0, fade);
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song = temp;
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}
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audio.dsp.mix = function(to) {
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var n = audio.dsp.mix();
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if (to) n.plugin(to);
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@ -280,7 +280,7 @@ Cmdline.register_order("play", function(argv) {
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game.engine_start(function() {
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global.mixin("scripts/sound.js");
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global.app = actor.spawn("game.js");
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if (project.icon) window.set_icon(project.icon);
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if (project.icon) window.set_icon(game.texture(project.icon));
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});
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}, "Play the game present in this folder.");
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@ -103,6 +103,21 @@ Ease.elastic = {
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Ease.elastic.c4 = 2*Math.PI/3;
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Ease.elastic.c5 = 2*Math.PI / 4.5;
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var tween = function(obj, val, to, time)
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{
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var start = profile.secs(profile.now());
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var startval = obj[val];
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var update = function(dt) {
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var elapsed = profile.secs(profile.now()) - start;
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obj[val] = startval.lerp(to, elapsed/time);
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if (elapsed >= time) {
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obj[val] = to;
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stop();
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}
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};
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var stop = Register.update.register(update);
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}
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var Tween = {
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default: {
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loop: "restart",
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@ -142,12 +157,12 @@ var Tween = {
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if (defn.accum >= defn.time && defn.loop === 'hold') {
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if (typeof target === 'string')
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obj[target] = tvals[tvals.length-1];
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else
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target(tvals[tvals.length-1]);
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else
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target(tvals[tvals.length-1]);
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defn.pause();
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defn.cb.call(obj);
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return;
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defn.cb.call(obj);
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return;
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}
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defn.pct = (defn.accum % defn.time) / defn.time;
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@ -197,4 +212,4 @@ var Tween = {
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Tween.make = Tween.start;
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return {Tween, Ease};
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return {Tween, Ease, tween};
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@ -24,6 +24,8 @@
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#include "sokol/sokol_gfx.h"
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#include "sokol_gfx_ext.h"
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#include "crt.sglsl.h"
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#include "msf_gif.h"
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HMM_Vec2 campos = {0,0};
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@ -38,6 +40,12 @@ static struct {
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sg_image depth;
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} sg_gif;
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static struct {
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sg_pipeline pipe;
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sg_bindings bind;
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sg_shader shader;
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} sg_crt;
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static struct {
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int w;
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int h;
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@ -225,14 +233,13 @@ void render_init() {
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_FLOAT2
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[1].format = SG_VERTEXFORMAT_FLOAT2
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}
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},
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.colors[0].pixel_format = SG_PIXELFORMAT_RGBA8,
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.label = "gif pipe",
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});
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#if defined SOKOL_GLCORE33 || defined SOKOL_GLES3
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float crt_quad[] = {
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-1, 1, 0, 1,
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-1, -1, 0, 0,
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@ -241,16 +248,7 @@ void render_init() {
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1, -1, 1, 0,
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1, 1, 1, 1
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};
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#else
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float crt_quad[] = {
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-1, 1, 0, 0,
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-1, -1, 0, 1,
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1, -1, 1, 1,
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-1, 1, 0, 0,
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1, -1, 1, 1,
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1, 1, 1, 0
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};
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#endif
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float gif_quad[] = {
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-1, 1, 0, 1,
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-1, -1, 0, 0,
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@ -265,6 +263,24 @@ void render_init() {
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.data = gif_quad,
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});
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sg_gif.bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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sg_crt.shader = sg_make_shader(crt_shader_desc(sg_query_backend()));
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sg_crt.pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = sg_crt.shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_FLOAT2
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}
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},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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});
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sg_crt.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(crt_quad),
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_IMMUTABLE
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});
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}
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HMM_Vec2 world2screen(HMM_Vec2 pos)
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@ -360,23 +376,6 @@ void openglRender(struct window *window, gameobject *cam, float zoom) {
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*/
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}
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sg_shader sg_compile_shader(const char *v, const char *f, sg_shader_desc *d)
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{
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YughInfo("Making shader with %s and %s", v, f);
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char *vs = slurp_text(v, NULL);
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char *fs = slurp_text(f, NULL);
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d->vs.source = vs;
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d->fs.source = fs;
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d->label = v;
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sg_shader ret = sg_make_shader(d);
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free(vs);
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free(fs);
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return ret;
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}
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struct boundingbox cwh2bb(HMM_Vec2 c, HMM_Vec2 wh) {
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struct boundingbox bb = {
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.t = c.Y + wh.Y/2,
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@ -67,8 +67,6 @@ void capture_screen(int x, int y, int w, int h, const char *path);
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HMM_Vec2 world2screen(HMM_Vec2 pos);
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HMM_Vec2 screen2world(HMM_Vec2 pos);
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sg_shader sg_compile_shader(const char *v, const char *f, sg_shader_desc *d);
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void gif_rec_start(int w, int h, int cpf, int bitdepth);
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void gif_rec_end(const char *path);
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@ -278,7 +278,7 @@ void sound_fillbuf(struct sound *s, soundbyte *buf, int n) {
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if(end) {
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if (s->loop)
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s->frame = 0;
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YughInfo("CALLING HOOK");
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script_call_sym(s->hook,0,NULL);
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}
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}
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@ -115,7 +115,7 @@ void c_event(const sapp_event *e)
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break;
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case SAPP_EVENTTYPE_CHAR:
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script_evalf("prosperon.textinput(`%lc`);", e->char_code);
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script_evalf("prosperon.textinput(`\\%lc`);", e->char_code);
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break;
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case SAPP_EVENTTYPE_RESIZED:
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@ -17,13 +17,12 @@ out vec4 frag_color;
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uniform texture2D diffuse;
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uniform sampler smp;
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uniform mpara {
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uniform vec2 screensize;
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};
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void main()
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{
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frag_color = texture(sampler2D(diffuse,smp), TexCoords);
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return;
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/* vec2 screensize = textureSize(diffuse,0);
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vec4 color = texture(sampler2D(diffuse,smp), TexCoords);
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float avg = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
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frag_color = vec4(avg,avg,avg,1.0);
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float b = color.b;
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frag_color = vec4(r, g*0.99, b, 1.0) * clamp(line_intensity, 0.85, 1.0);
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*/
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}
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@end
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