bug fixes; remove texture anims

This commit is contained in:
John Alanbrook 2023-12-18 23:12:05 +00:00
parent 444fb98125
commit a1aff79d5c
21 changed files with 144 additions and 435 deletions

View file

@ -51,7 +51,7 @@ ifdef NQOA
endif endif
ifeq ($(DBG),1) ifeq ($(DBG),1)
CPPFLAGS += -g CPPFLAGS += -g -fsanitize=address
INFO += _dbg INFO += _dbg
else else
CPPFLAGS += -DNDEBUG CPPFLAGS += -DNDEBUG

View file

@ -95,14 +95,14 @@
/* dump the occurence of the automatic GC */ /* dump the occurence of the automatic GC */
#define DUMP_GC #define DUMP_GC
/* dump objects freed by the garbage collector */ /* dump objects freed by the garbage collector */
//#define DUMP_GC_FREE #define DUMP_GC_FREE
/* dump objects leaking when freeing the runtime */ /* dump objects leaking when freeing the runtime */
#define DUMP_LEAKS 1 #define DUMP_LEAKS 1
/* dump memory usage before running the garbage collector */ /* dump memory usage before running the garbage collector */
//#define DUMP_MEM #define DUMP_MEM
//#define DUMP_OBJECTS /* dump objects in JS_FreeContext */ #define DUMP_OBJECTS /* dump objects in JS_FreeContext */
//#define DUMP_ATOMS /* dump atoms in JS_FreeContext */ #define DUMP_ATOMS /* dump atoms in JS_FreeContext */
//#define DUMP_SHAPES /* dump shapes in JS_FreeContext */ #define DUMP_SHAPES /* dump shapes in JS_FreeContext */
//#define DUMP_MODULE_RESOLVE //#define DUMP_MODULE_RESOLVE
//#define DUMP_PROMISE //#define DUMP_PROMISE
//#define DUMP_READ_OBJECT //#define DUMP_READ_OBJECT

View file

@ -472,8 +472,8 @@ Object.hide = function(obj,...props)
for (var prop of props) { for (var prop of props) {
var p = Object.getOwnPropertyDescriptor(obj,prop); var p = Object.getOwnPropertyDescriptor(obj,prop);
if (!p) { if (!p) {
Log.warn(`No property of name ${prop}.`); Log.info(`No property of name ${prop}.`);
return; continue;
} }
p.enumerable = false; p.enumerable = false;
Object.defineProperty(obj, prop, p); Object.defineProperty(obj, prop, p);

View file

@ -44,7 +44,7 @@ var component = {
make(go) { make(go) {
var nc = Object.create(this); var nc = Object.create(this);
nc.gameobject = go; // nc.gameobject = go;
Object.assign(nc, this._enghook(go.body)); Object.assign(nc, this._enghook(go.body));
nc.sync(); nc.sync();
assign_impl(nc,this.impl); assign_impl(nc,this.impl);
@ -571,7 +571,8 @@ component.edge2d = Object.copy(collider2d, {
var spoints = this.cpoints.slice(); var spoints = this.cpoints.slice();
if (this.flipx) { if (this.flipx) {
for (var i = spoints.length-1; i >= 0; i--) { var endcap = Spline.is_bezier(this.type) ? spoints.length-2 : spoints.length-1;
for (var i = endcap; i >= 0; i--) {
var newpoint = spoints[i].slice(); var newpoint = spoints[i].slice();
newpoint.x = -newpoint.x; newpoint.x = -newpoint.x;
spoints.push(newpoint); spoints.push(newpoint);
@ -653,6 +654,11 @@ component.edge2d = Object.copy(collider2d, {
pick(pos) { pick(pos) {
var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.cpoints); var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.cpoints);
var p = this.cpoints[i]; var p = this.cpoints[i];
if (!p) return undefined;
if (Spline.is_catmull(this.type))
return make_point_obj(this,p);
var that = this.gameobject; var that = this.gameobject;
var me = this; var me = this;
if (p) { if (p) {
@ -677,8 +683,6 @@ component.edge2d = Object.copy(collider2d, {
} }
return o; return o;
} }
return undefined;
}, },
pick_all() { pick_all() {
@ -791,8 +795,6 @@ bucket.inputs['C-lm'] = function() {
if (this.cpoints.length >= 2) if (this.cpoints.length >= 2)
idx = cmd(59, screen2world(Mouse.pos).sub(this.gameobject.pos), this.cpoints, 400); idx = cmd(59, screen2world(Mouse.pos).sub(this.gameobject.pos), this.cpoints, 400);
console.say("new point");
if (idx === this.cpoints.length) if (idx === this.cpoints.length)
this.cpoints.push(this.gameobject.world2this(screen2world(Mouse.pos))); this.cpoints.push(this.gameobject.world2this(screen2world(Mouse.pos)));
else else

View file

@ -113,6 +113,16 @@ var Debug = {
}, },
}; };
Debug.assert = function(b, str)
{
str ??= "";
if (!b) {
console.error(`Assertion failed. ${str}`);
Game.quit();
}
}
Debug.Options = { }; Debug.Options = { };
Debug.Options.Color = { Debug.Options.Color = {
set trigger(x) { cmd(17,x); }, set trigger(x) { cmd(17,x); },

View file

@ -319,7 +319,7 @@ var editor = {
// this.backshots.push(this.edit_level.save()); // this.backshots.push(this.edit_level.save());
var dd = this.snapshots.pop(); var dd = this.snapshots.pop();
Object.dainty_assign(this.edit_level, dd); Object.dainty_assign(this.edit_level, dd);
this.edit_level._ed.check_dirty(); this.edit_level.check_dirty();
}, },
restore_buffer() { restore_buffer() {
@ -395,7 +395,7 @@ var editor = {
Debug.coordinate([0,0]); Debug.coordinate([0,0]);
}, },
gui() { gui() {
/* Clean out killed objects */ /* Clean out killed objects */
this.selectlist = this.selectlist.filter(function(x) { return x.alive; }); this.selectlist = this.selectlist.filter(function(x) { return x.alive; });
@ -429,14 +429,14 @@ var editor = {
if (alldirty) if (alldirty)
lvl._ed.dirty = true; lvl._ed.dirty = true;
else { else {
lvl._ed.check_dirty(); lvl.check_dirty();
if (lvl._ed.dirty) alldirty = true; if (lvl._ed.dirty) alldirty = true;
} }
} }
lvlchain.reverse(); lvlchain.reverse();
lvlchain.forEach(function(x,i) { lvlchain.forEach(function(x,i) {
depth = i; depth = i;
var lvlstr = x._ed.namestr(); var lvlstr = x.namestr();
if (i === lvlchain.length-1) lvlstr += "[this]"; if (i === lvlchain.length-1) lvlstr += "[this]";
GUI.text(lvlstr, [0, ypos], 1, editor.color_depths[depth]); GUI.text(lvlstr, [0, ypos], 1, editor.color_depths[depth]);
@ -449,7 +449,7 @@ var editor = {
this.selectlist.forEach(function(x) { this.selectlist.forEach(function(x) {
var sname = x.__proto__.toString(); var sname = x.__proto__.toString();
x._ed.check_dirty(); x.check_dirty();
if (x._ed.dirty) sname += "*"; if (x._ed.dirty) sname += "*";
GUI.text(sname, x.screenpos().add([0, 32]), 1, Color.editor.ur); GUI.text(sname, x.screenpos().add([0, 32]), 1, Color.editor.ur);
@ -457,7 +457,7 @@ var editor = {
}); });
Object.entries(thiso.objects).forEach(function(x) { Object.entries(thiso.objects).forEach(function(x) {
var p = x[1]._ed.namestr(); var p = x[1].namestr();
GUI.text(p, x[1].screenpos().add([0,16]),1,editor.color_depths[depth]); GUI.text(p, x[1].screenpos().add([0,16]),1,editor.color_depths[depth]);
}); });
@ -554,7 +554,6 @@ var editor = {
lvl_history: [], lvl_history: [],
load(file) { load(file) {
Log.warn("LOADING " + file);
var ur = prototypes.get_ur(file); var ur = prototypes.get_ur(file);
if (!ur) return; if (!ur) return;
var obj = editor.edit_level.spawn(ur); var obj = editor.edit_level.spawn(ur);
@ -617,7 +616,7 @@ editor.inputs.post = function() {
}; };
editor.inputs.release_post = function() { editor.inputs.release_post = function() {
editor.snapshot(); editor.snapshot();
editor.edit_level._ed.check_dirty(); editor.edit_level.check_dirty();
}; };
editor.inputs['C-a'] = function() { editor.inputs['C-a'] = function() {
if (!editor.selectlist.empty) { editor.unselect(); return; } if (!editor.selectlist.empty) { editor.unselect(); return; }
@ -833,7 +832,7 @@ editor.inputs['C-s'] = function() {
} else if (editor.selectlist.length === 1) } else if (editor.selectlist.length === 1)
saveobj = editor.selectlist[0]; saveobj = editor.selectlist[0];
// saveobj._ed.check_dirty(); // saveobj.check_dirty();
// if (!saveobj._ed.dirty) return; // if (!saveobj._ed.dirty) return;
var savejs = saveobj.json_obj(); var savejs = saveobj.json_obj();
@ -844,7 +843,7 @@ editor.inputs['C-s'] = function() {
IO.slurpwrite(JSON.stringify(saveobj.__proto__,null,1), path); IO.slurpwrite(JSON.stringify(saveobj.__proto__,null,1), path);
Log.warn(`Wrote to file ${path}`); Log.warn(`Wrote to file ${path}`);
Object.values(saveobj.objects).forEach(function(x) { x._ed.check_dirty(); }); Object.values(saveobj.objects).forEach(function(x) { x.check_dirty(); });
Game.all_objects(function(x) { Game.all_objects(function(x) {
@ -852,7 +851,7 @@ editor.inputs['C-s'] = function() {
if (!('_ed' in x)) return; if (!('_ed' in x)) return;
if (x._ed.dirty) return; if (x._ed.dirty) return;
x.revert(); x.revert();
x._ed.check_dirty(); x.check_dirty();
}); });
}; };
editor.inputs['C-s'].doc = "Save selected."; editor.inputs['C-s'].doc = "Save selected.";

View file

@ -337,6 +337,9 @@ Spline.sample_angle = function(type, points, angle) {
return spline_cmd(0, type, points[0].length, points, angle); return spline_cmd(0, type, points[0].length, points, angle);
} }
Spline.is_bezier = function(t) { return t === Spline.type.bezier; }
Spline.is_catmull = function(t) { return t === Spline.type.catmull; }
Spline.bezier2catmull = function(b) Spline.bezier2catmull = function(b)
{ {
var c = []; var c = [];
@ -455,37 +458,15 @@ var Game = {
}, },
quit() quit() { sys_cmd(0); },
{ pause() { sys_cmd(3); },
sys_cmd(0); stop() { Game.pause(); },
}, step() { sys_cmd(4);},
pause()
{
sys_cmd(3);
},
stop()
{
Game.pause();
},
step()
{
sys_cmd(4);
},
editor_mode(m) { sys_cmd(10, m); }, editor_mode(m) { sys_cmd(10, m); },
playing() { return sys_cmd(5); }, playing() { return sys_cmd(5); },
paused() { return sys_cmd(6); }, paused() { return sys_cmd(6); },
stepping() { stepping() { return cmd(79); },
return cmd(79); }, play() { sys_cmd(1); },
play()
{
sys_cmd(1);
},
wait_fns: [], wait_fns: [],
@ -525,15 +506,14 @@ Register.update.register(Game.exec, Game);
load("scripts/entity.js"); load("scripts/entity.js");
function world_start() { function world_start() {
globalThis.Primum = Object.create(gameobject); globalThis.Primum = Object.create(gameobject);
Primum.objects = {}; Primum.objects = {};
Primum.check_dirty = function() {};
Primum.namestr = function(){};
Primum._ed = { Primum._ed = {
selectable:false, selectable:false,
check_dirty() {},
dirty:false, dirty:false,
namestr(){},
}; };
Primum.toString = function() { return "Primum"; }; Primum.toString = function() { return "Primum"; };
Primum.ur = undefined; Primum.ur = undefined;

View file

@ -56,6 +56,25 @@ actor.remaster = function(to){
}; };
var gameobject = { var gameobject = {
check_dirty() {
this._ed.urdiff = this.json_obj();
this._ed.dirty = !this._ed.urdiff.empty;
var lur = ur[this.level.ur];
if (!lur) return;
var lur = lur.objects[this.toString()];
var d = ediff(this._ed.urdiff,lur);
if (!d || d.empty)
this._ed.inst = true;
else
this._ed.inst = false;
},
namestr() {
var s = this.toString();
if (this._ed.dirty)
if (this._ed.inst) s += "#";
else s += "*";
return s;
},
full_path() { full_path() {
return this.path_from(Primum); return this.path_from(Primum);
}, },
@ -115,9 +134,10 @@ var gameobject = {
cmd(36,this.body,x) cmd(36,this.body,x)
}, },
get scale() { get scale() {
if (!this.level) return this.gscale(); Debug.assert(this.level, `No level set on ${this.toString()}`);
return this.gscale().map((x,i) => x/this.level.gscale()[i]); return this.gscale().map((x,i) => x/this.level.gscale()[i]);
}, },
set scale(x) { set scale(x) {
if (typeof x === 'number') if (typeof x === 'number')
x = [x,x]; x = [x,x];
@ -134,21 +154,18 @@ var gameobject = {
}, },
set pos(x) { set pos(x) {
if (!this.level) Debug.assert(this.level, `Entity ${this.toString()} has no level.`);
this.set_worldpos(x); this.set_worldpos(this.level.this2world(x));
else
this.set_worldpos(this.level.this2world(x));
}, },
get pos() { get pos() {
if (!this.level) return this.worldpos(); Debug.assert(this.level, `Entity ${this.toString()} has no level.`);
return this.level.world2this(this.worldpos()); return this.level.world2this(this.worldpos());
}, },
get draw_layer() { return cmd(171, this.body); }, get draw_layer() { return cmd(171, this.body); },
set draw_layer(x) { cmd(172, this.body, x); }, set draw_layer(x) { cmd(172, this.body, x); },
get elasticity() { return cmd(107,this.body); }, get elasticity() { return cmd(107,this.body); },
set elasticity(x) { cmd(106,this.body,x); }, set elasticity(x) { cmd(106,this.body,x); },
@ -186,7 +203,8 @@ var gameobject = {
worldangle() { return Math.rad2deg(q_body(2,this.body))%360; }, worldangle() { return Math.rad2deg(q_body(2,this.body))%360; },
sworldangle(x) { set_body(0,this.body,Math.deg2rad(x)); }, sworldangle(x) { set_body(0,this.body,Math.deg2rad(x)); },
get angle() { get angle() {
if (!this.level) return this.worldangle(); Debug.assert(this.level, `No level set on ${this.toString()}`);
return this.worldangle() - this.level.worldangle(); return this.worldangle() - this.level.worldangle();
}, },
set angle(x) { set angle(x) {
@ -208,9 +226,7 @@ var gameobject = {
set_body(0,this.body,x); set_body(0,this.body,x);
}, },
rotate(x) { rotate(x) { this.sworldangle(this.worldangle()+x); },
this.sworldangle(this.worldangle()+x);
},
spawn_from_instance(inst) { spawn_from_instance(inst) {
return this.spawn(inst.ur, inst); return this.spawn(inst.ur, inst);
@ -231,6 +247,7 @@ var gameobject = {
/* Reparent 'this' to be 'parent's child */ /* Reparent 'this' to be 'parent's child */
reparent(parent) { reparent(parent) {
Debug.assert(parent, `Tried to reparent ${this.toString()} to nothing.`);
if (this.level === parent) if (this.level === parent)
return; return;
@ -277,21 +294,21 @@ var gameobject = {
set_body(13, this.body, x); set_body(13, this.body, x);
}, },
pulse(vec) { set_body(4, this.body, vec);}, pulse(vec) { set_body(4, this.body, vec);},
shove(vec) { set_body(12,this.body,vec);}, shove(vec) { set_body(12,this.body,vec);},
shove_at(vec, at) { set_body(14,this.body,vec,at); }, shove_at(vec, at) { set_body(14,this.body,vec,at); },
world2this(pos) { return cmd(70, this.body, pos); }, world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body, pos); }, this2world(pos) { return cmd(71, this.body, pos); },
this2screen(pos) { return world2screen(this.this2world(pos)); }, this2screen(pos) { return world2screen(this.this2world(pos)); },
dir_world2this(dir) { return cmd(160, this.body, dir); }, dir_world2this(dir) { return cmd(160, this.body, dir); },
dir_this2world(dir) { return cmd(161, this.body, dir); }, dir_this2world(dir) { return cmd(161, this.body, dir); },
set layer(x) { cmd(75,this.body,x); }, set layer(x) { cmd(75,this.body,x); },
get layer() { cmd(77,this.body); }, get layer() { cmd(77,this.body); },
alive() { return this.body >= 0; }, alive() { return this.body >= 0; },
in_air() { return q_body(7, this.body);}, in_air() { return q_body(7, this.body);},
hide() { this.components.forEach(function(x) { x.hide(); }); this.objects.forEach(function(x) { x.hide(); }); }, hide() { this.components.forEach(x=>x.hide()); this.objects.forEach(x=>x.hide());},
show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); }, show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
get_relangle() { get_relangle() {
@ -487,6 +504,7 @@ var gameobject = {
kill() { kill() {
this.timers.forEach(t => t()); this.timers.forEach(t => t());
this.timers = undefined;
if (this.level) { if (this.level) {
this.level.remove_obj(this); this.level.remove_obj(this);
@ -496,19 +514,18 @@ var gameobject = {
Player.do_uncontrol(this); Player.do_uncontrol(this);
Register.unregister_obj(this); Register.unregister_obj(this);
if (this.__proto__.instances) this.__proto__.instances.remove(this);
this.__proto__.instances.remove(this);
for (var key in this.components) { for (var key in this.components) {
Register.unregister_obj(this.components[key]); Register.unregister_obj(this.components[key]);
Log.info(`Destroying component ${key}`); (`Destroying component ${key}`);
this.components[key].kill(); this.components[key].kill();
this.components.gameobject = undefined; this.components.gameobject = undefined;
delete this.components[key];
} }
delete this.components;
this.clear(); this.clear();
this.objects = undefined;
if (typeof this.stop === 'function') if (typeof this.stop === 'function')
this.stop(); this.stop();
@ -520,11 +537,9 @@ var gameobject = {
left() { return [-1,0].rotate(Math.deg2rad(this.angle));}, left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
make(level, data) { make(level, data) {
level ??= Primum;
var obj = Object.create(this); var obj = Object.create(this);
obj.make = undefined; obj.make = undefined;
if (this.instances) if (this.instances)
this.instances.push(obj); this.instances.push(obj);
@ -533,55 +548,32 @@ var gameobject = {
obj.components = {}; obj.components = {};
obj.objects = {}; obj.objects = {};
obj.timers = []; obj.timers = [];
obj._ed = { obj._ed = {
selectable: true, selectable: true,
check_dirty() {
this.urdiff = obj.json_obj();
this.dirty = !this.urdiff.empty;
if (!obj.level) return;
var lur = ur[obj.level.ur];
if (!lur) return;
var lur = lur.objects[obj.toString()];
var d = ediff(this.urdiff,lur);
if (!d || d.empty)
this.inst = true;
else
this.inst = false;
},
dirty: false, dirty: false,
inst: false, inst: false,
urdiff: {}, urdiff: {},
namestr() {
var s = obj.toString();
if (this.dirty)
if (this.inst) s += "#";
else s += "*";
return s;
},
}; };
obj.ur = this.toString(); obj.ur = this.toString();
obj.reparent(level); obj.reparent(level);
cmd(113, obj.body, obj); // set the internal obj reference to this obj cmd(113, obj.body, obj); // set the internal obj reference to this obj
for (var prop in this) { for (var [prop,p] of Object.entries(this)) {
var p = this[prop];
if (typeof p !== 'object') continue;
if (typeof p.make === 'function') { if (typeof p.make === 'function') {
obj[prop] = p.make(obj); obj[prop] = p.make(obj);
obj.components[prop] = obj[prop]; obj.components[prop] = obj[prop];
} }
}; };
Object.hide(obj, 'ur','body', 'components', 'objects', '_ed', 'level', 'timers');
if (this.objects) if (this.objects)
obj.make_objs(this.objects); obj.make_objs(this.objects);
Object.hide(obj, 'ur','body', 'components', 'objects', '_ed', 'level', 'timers');
Object.dainty_assign(obj, this); Object.dainty_assign(obj, this);
obj.sync(); obj.sync();
gameobject.check_registers(obj); gameobject.check_registers(obj);
@ -591,7 +583,7 @@ var gameobject = {
if (typeof obj.warmup === 'function') obj.warmup(); if (typeof obj.warmup === 'function') obj.warmup();
if (Game.playing() && typeof obj.start === 'function') obj.start(); if (Game.playing() && typeof obj.start === 'function') obj.start();
return obj; return obj;
}, },
@ -669,6 +661,7 @@ gameobject.doc = {
set_worldpos: `Function to set the position of the object in world coordinates.`, set_worldpos: `Function to set the position of the object in world coordinates.`,
worldangle: `Function to get the angle of the entity in the world.`, worldangle: `Function to get the angle of the entity in the world.`,
rotate: `Function to rotate this object by x degrees.`, rotate: `Function to rotate this object by x degrees.`,
move: 'Move an object by x,y,z. If the first parameter is an array, uses up to the first three array values.',
pulse: `Apply an impulse to this body in world coordinates. Impulse is a short force.`, pulse: `Apply an impulse to this body in world coordinates. Impulse is a short force.`,
shove: `Apply a force to this body in world coordinates. Should be used over many frames.`, shove: `Apply a force to this body in world coordinates. Should be used over many frames.`,
shove_at: 'Apply a force to this body, at a position relative to itself.', shove_at: 'Apply a force to this body, at a position relative to itself.',

View file

@ -5,20 +5,10 @@ var Input = {
var Mouse = { var Mouse = {
get pos() { return cmd(45); }, get pos() { return cmd(45); },
screenpos() { return cmd(45); }, screenpos() { return cmd(45); },
get worldpos() { return screen2world(cmd(45)); },
get worldpos() { disabled() { cmd(46, 1); },
return screen2world(cmd(45)); normal() { cmd(46, 0);},
},
disabled() {
cmd(46, 1);
},
normal() {
cmd(46, 0);
},
}; };
Mouse.doc = {}; Mouse.doc = {};
@ -28,21 +18,10 @@ Mouse.disabled.doc = "Set the mouse to hidden. This locks it to the game and hid
Mouse.normal.doc = "Set the mouse to show again after hiding."; Mouse.normal.doc = "Set the mouse to show again after hiding.";
var Keys = { var Keys = {
shift() { shift() { return cmd(50, 340); },
return cmd(50, 340);// || cmd(50, 344); ctrl() { return cmd(50, 341); },
}, alt() { return cmd(50, 342); },
super() { return cmd(50, 343); },
ctrl() {
return cmd(50, 341);// || cmd(50, 344);
},
alt() {
return cmd(50, 342);// || cmd(50, 346);
},
super() {
return cmd(50, 343);// || cmd(50, 347);
},
}; };
Input.state2str = function(state) { Input.state2str = function(state) {

View file

@ -11,27 +11,14 @@
static gameobject **gameobjects; static gameobject **gameobjects;
gameobject *body2go(cpBody *body) { return cpBodyGetUserData(body); } gameobject *body2go(cpBody *body) { return cpBodyGetUserData(body); }
gameobject *shape2go(cpShape *shape) gameobject *shape2go(cpShape *shape) { return ((struct phys2d_shape *)cpShapeGetUserData(shape))->go; }
{
return ((struct phys2d_shape *)cpShapeGetUserData(shape))->go;
}
HMM_Vec2 go_pos(gameobject *go) HMM_Vec2 go_pos(gameobject *go)
{ {
cpVect p = cpBodyGetPosition(go->body); cpVect p = cpBodyGetPosition(go->body);
return (HMM_Vec2){p.x, p.y}; return (HMM_Vec2){p.x, p.y};
} }
float go_angle(gameobject *go) { return cpBodyGetAngle(go->body); }
HMM_Vec2 go_worldpos(gameobject *go)
{
HMM_Vec2 ret;
ret.cp = cpBodyGetPosition(go->body);
return ret;
}
float go_angle(gameobject *go) { return go_worldangle(go); }
float go_worldangle(gameobject *go) { return cpBodyGetAngle(go->body); }
float go2angle(gameobject *go) { return cpBodyGetAngle(go->body); }
transform3d go2t3(gameobject *go) transform3d go2t3(gameobject *go)
{ {
@ -212,8 +199,6 @@ void gameobject_clean(gameobject *go) {
/* Really more of a "mark for deletion" ... */ /* Really more of a "mark for deletion" ... */
void gameobject_free(gameobject *go) { void gameobject_free(gameobject *go) {
if (!go) return; if (!go) return;
YughWarn("FREEING A GAMEOBJECT");
JS_FreeValue(js, go->ref);
for (int i = arrlen(gameobjects)-1; i >= 0; i--) for (int i = arrlen(gameobjects)-1; i >= 0; i--)
if (gameobjects[i] == go) { if (gameobjects[i] == go) {

View file

@ -69,11 +69,9 @@ HMM_Mat4 t3d_go2world(gameobject *go);
HMM_Mat4 t3d_world2go(gameobject *go); HMM_Mat4 t3d_world2go(gameobject *go);
HMM_Vec2 go_pos(gameobject *go); HMM_Vec2 go_pos(gameobject *go);
HMM_Vec2 go_worldpos(gameobject *go); void gameobject_setpos(gameobject *go, cpVect vec);
//float go_angle(gameobject *go); float go_angle(gameobject *go);
float go_worldangle(gameobject *go); void gameobject_setangle(gameobject *go, float angle);
float go2angle(gameobject *go);
gameobject *body2go(cpBody *body); gameobject *body2go(cpBody *body);
gameobject *shape2go(cpShape *shape); gameobject *shape2go(cpShape *shape);
@ -83,10 +81,6 @@ void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go);
/* Tries a few methods to select a gameobject; if none is selected returns -1 */ /* Tries a few methods to select a gameobject; if none is selected returns -1 */
gameobject *pos2gameobject(HMM_Vec2 pos); gameobject *pos2gameobject(HMM_Vec2 pos);
void gameobject_move(gameobject *go, HMM_Vec2 vec);
void gameobject_rotate(gameobject *go, float as);
void gameobject_setangle(gameobject *go, float angle);
void gameobject_setpos(gameobject *go, cpVect vec);
void gameobject_draw_debug(gameobject *go); void gameobject_draw_debug(gameobject *go);
void gameobject_draw_debugs(); void gameobject_draw_debugs();
#endif #endif

View file

@ -403,8 +403,6 @@ JSValue duk_spline_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst
samples = bezier_cb_ma_v2(points, param); samples = bezier_cb_ma_v2(points, param);
break; break;
} }
arrfree(points); arrfree(points);
@ -638,7 +636,6 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
break; break;
case 30: case 30:
sprite_setanim(id2sprite(js2int(argv[1])), js2ptr(argv[2]), js2int(argv[3]));
break; break;
case 31: case 31:
@ -784,6 +781,7 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
break; break;
case 63: case 63:
set_cam_body(NULL);
break; break;
case 64: case 64:
@ -996,7 +994,7 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
break; break;
case 113: case 113:
js2gameobject(argv[1])->ref = argv[2];//JS_DupValue(js,argv[2]); js2gameobject(argv[1])->ref = argv[2];
break; break;
case 114: case 114:
@ -1511,7 +1509,6 @@ JSValue duk_sys_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *ar
} }
JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
YughWarn("MAKING GAMOBJECT");
return gameobject2js(MakeGameobject()); return gameobject2js(MakeGameobject());
} }
@ -1648,19 +1645,6 @@ JSValue duk_make_sprite(JSContext *js, JSValueConst this, int argc, JSValueConst
return sprite; return sprite;
} }
/* Make anim from texture */
JSValue duk_make_anim2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
const char *path = JS_ToCString(js, argv[0]);
int frames = js2int(argv[1]);
int fps = js2int(argv[2]);
struct TexAnim *anim = anim2d_from_tex(path, frames, fps);
JS_FreeCString(js, path);
return ptr2js(anim);
}
JSValue duk_make_box2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { JSValue duk_make_box2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
gameobject *go = js2gameobject(argv[0]); gameobject *go = js2gameobject(argv[0]);
HMM_Vec2 size = js2vec2(argv[1]); HMM_Vec2 size = js2vec2(argv[1]);
@ -1888,7 +1872,6 @@ void ffi_load() {
DUK_FUNC(sys_cmd, 1) DUK_FUNC(sys_cmd, 1)
DUK_FUNC(make_sprite, 1) DUK_FUNC(make_sprite, 1)
DUK_FUNC(make_anim2d, 3)
DUK_FUNC(spline_cmd, 6) DUK_FUNC(spline_cmd, 6)
DUK_FUNC(make_box2d, 3) DUK_FUNC(make_box2d, 3)

View file

@ -466,13 +466,8 @@ void render_winsize()
} }
static cpBody *camera = NULL; static cpBody *camera = NULL;
void set_cam_body(cpBody *body) { void set_cam_body(cpBody *body) { camera = body; }
camera = body; cpVect cam_pos() { return camera ? cpBodyGetPosition(camera) : cpvzero; }
}
cpVect cam_pos() {
return camera ? cpBodyGetPosition(camera) : cpvzero;
}
static float zoom = 1.f; static float zoom = 1.f;
float cam_zoom() { return zoom; } float cam_zoom() { return zoom; }

View file

@ -9,6 +9,8 @@
#include "stb_ds.h" #include "stb_ds.h"
#include "smbPitchShift.h" #include "smbPitchShift.h"
#include "pthread.h"
#define PI 3.14159265 #define PI 3.14159265
dsp_node *masterbus = NULL; dsp_node *masterbus = NULL;
@ -22,7 +24,6 @@ void iir_free(struct dsp_iir *iir)
free(iir); free(iir);
} }
void interleave(soundbyte *a, soundbyte *b, soundbyte *stereo, int frames) void interleave(soundbyte *a, soundbyte *b, soundbyte *stereo, int frames)
{ {
for (int i = 0; i < frames; i++) { for (int i = 0; i < frames; i++) {
@ -117,10 +118,7 @@ void scale_soundbytes(soundbyte *a, float scale, int samples)
for (int i = 0; i < samples; i++) a[i] *= scale; for (int i = 0; i < samples; i++) a[i] *= scale;
} }
void zero_soundbytes(soundbyte *a, int samples) void zero_soundbytes(soundbyte *a, int samples) { memset(a, 0, sizeof(soundbyte)*samples); }
{
memset(a, 0, sizeof(soundbyte)*samples);
}
void set_soundbytes(soundbyte *a, soundbyte *b, int samples) void set_soundbytes(soundbyte *a, soundbyte *b, int samples)
{ {
@ -151,13 +149,15 @@ dsp_node *make_node(void *data, void (*proc)(void *data, soundbyte *out, int sam
void node_free(dsp_node *node) void node_free(dsp_node *node)
{ {
YughWarn("FREEING A NODE"); if (node == masterbus) return; /* Simple check to not delete the masterbus */
pthread_mutex_lock(&soundrun);
unplug_node(node); unplug_node(node);
if (node->data) if (node->data)
if (node->data_free) node->data_free(node->data); if (node->data_free) node->data_free(node->data);
else free(node->data); else free(node->data);
free(node); free(node);
pthread_mutex_unlock(&soundrun);
} }
void dsp_node_free(dsp_node *node) { node_free(node); } void dsp_node_free(dsp_node *node) { node_free(node); }

View file

@ -8,6 +8,9 @@
#include "string.h" #include "string.h"
#include "time.h" #include "time.h"
#include <stdlib.h> #include <stdlib.h>
#include "pthread.h"
pthread_mutex_t soundrun = PTHREAD_MUTEX_INITIALIZER;
#include "samplerate.h" #include "samplerate.h"
@ -105,9 +108,10 @@ void change_samplerate(struct wav *w, int rate) {
w->samplerate = rate; w->samplerate = rate;
} }
void push_sound(soundbyte *buffer, int frames, int chan) void push_sound(soundbyte *buffer, int frames, int chan) {
{ pthread_mutex_lock(&soundrun);
set_soundbytes(buffer, dsp_node_out(masterbus), frames*chan); set_soundbytes(buffer, dsp_node_out(masterbus), frames*chan);
pthread_mutex_unlock(&soundrun);
} }
void filter_mod(pocketmod_context *mod, soundbyte *buffer, int frames) void filter_mod(pocketmod_context *mod, soundbyte *buffer, int frames)

View file

@ -3,8 +3,10 @@
#include "script.h" #include "script.h"
#include "samplerate.h" #include "samplerate.h"
#include "pthread.h"
typedef float soundbyte; typedef float soundbyte;
extern pthread_mutex_t soundrun;
struct dsp_node; struct dsp_node;

View file

@ -56,7 +56,7 @@ int make_sprite(gameobject *go) {
.t = t2d_unit, .t = t2d_unit,
.color = color_white, .color = color_white,
.emissive = {0,0,0,0}, .emissive = {0,0,0,0},
.tex = texture_loadfromfile(NULL), .tex = texture_pullfromfile(NULL),
.go = go, .go = go,
.layer = 0, .layer = 0,
.next = -1, .next = -1,
@ -83,27 +83,7 @@ struct sprite *id2sprite(int id) {
static int sprite_count = 0; static int sprite_count = 0;
void sprite_flush() { void sprite_flush() { sprite_count = 0; }
sprite_count = 0;
}
void sprite_io(struct sprite *sprite, FILE *f, int read) {
char path[100];
if (read) {
// fscanf(f, "%s", &path);
for (int i = 0; i < 100; i++) {
path[i] = fgetc(f);
if (path[i] == '\0') break;
}
fread(sprite, sizeof(*sprite), 1, f);
sprite_loadtex(sprite, path, ST_UNIT);
} else {
fputs(tex_get_path(sprite->tex), f);
fputc('\0', f);
fwrite(sprite, sizeof(*sprite), 1, f);
}
}
int sprite_sort(int *a, int *b) int sprite_sort(int *a, int *b)
{ {
@ -140,7 +120,7 @@ void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect frame
YughWarn("NO SPRITE!"); YughWarn("NO SPRITE!");
return; return;
} }
sprite->tex = texture_loadfromfile(path); sprite->tex = texture_pullfromfile(path);
sprite_setframe(sprite, &frame); sprite_setframe(sprite, &frame);
} }
@ -244,19 +224,12 @@ void sprite_draw(struct sprite *sprite) {
HMM_Mat3 sm = transform2d2mat(sprite->t); HMM_Mat3 sm = transform2d2mat(sprite->t);
tex_draw(sprite->tex, HMM_MulM3(m, sm), sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, 0, sprite->emissive); tex_draw(sprite->tex, HMM_MulM3(m, sm), sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, 0, sprite->emissive);
}
void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame) {
if (!sprite) return;
sprite->tex = anim->tex;
sprite->frame = anim->st_frames[frame];
} }
void gui_draw_img(const char *img, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) { void gui_draw_img(const char *img, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
sg_apply_pipeline(pip_sprite); sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj)); sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
struct Texture *tex = texture_loadfromfile(img); struct Texture *tex = texture_pullfromfile(img);
tex_draw(tex, transform2d2mat(t), tex_get_rect(tex), color, wrap, wrapoffset, wrapscale, (struct rgba){0,0,0,0}); tex_draw(tex, transform2d2mat(t), tex_get_rect(tex), color, wrap, wrapoffset, wrapscale, (struct rgba){0,0,0,0});
} }
@ -264,7 +237,7 @@ void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba
{ {
sg_apply_pipeline(slice9_pipe); sg_apply_pipeline(slice9_pipe);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj)); sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
struct Texture *tex = texture_loadfromfile(img); struct Texture *tex = texture_pullfromfile(img);
struct glrect r = tex_get_rect(tex); struct glrect r = tex_get_rect(tex);

View file

@ -28,7 +28,6 @@ void sprite_enabled(int id, int e);
void sprite_io(struct sprite *sprite, FILE *f, int read); void sprite_io(struct sprite *sprite, FILE *f, int read);
void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect rect); void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect rect);
void sprite_settex(struct sprite *sprite, struct Texture *tex); void sprite_settex(struct sprite *sprite, struct Texture *tex);
void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame);
void sprite_setframe(struct sprite *sprite, struct glrect *frame); void sprite_setframe(struct sprite *sprite, struct glrect *frame);
void sprite_initialize(); void sprite_initialize();
void sprite_draw(struct sprite *sprite); void sprite_draw(struct sprite *sprite);

View file

@ -29,10 +29,7 @@ static struct {
} *texhash = NULL; } *texhash = NULL;
struct Texture *tex_default; struct Texture *tex_default;
struct Texture *texture_notex() { return texture_pullfromfile("icons/no_tex.gif"); }
struct Texture *texture_notex() {
return texture_pullfromfile("icons/no_tex.gif");
}
unsigned int next_pow2(unsigned int v) unsigned int next_pow2(unsigned int v)
{ {
@ -201,9 +198,7 @@ struct Texture *texture_pullfromfile(const char *path) {
return tex; return tex;
} }
void texture_sync(const char *path) { void texture_sync(const char *path) { YughWarn("Need to implement texture sync."); }
YughWarn("Need to implement texture sync.");
}
char *tex_get_path(struct Texture *tex) { char *tex_get_path(struct Texture *tex) {
for (int i = 0; i < shlen(texhash); i++) { for (int i = 0; i < shlen(texhash); i++) {
@ -289,94 +284,9 @@ struct Texture *texture_fromdata(void *raw, long size)
struct Texture *texture_loadfromfile(const char *path) { struct Texture *texture_loadfromfile(const char *path) {
struct Texture *new = texture_pullfromfile(path); struct Texture *new = texture_pullfromfile(path);
/*
if (new->id == 0) {
glGenTextures(1, &new->id);
//tex_gpu_load(new);
YughInfo("Loaded texture path %s", path);
}
*/
return new;
} }
void tex_gpu_reload(struct Texture *tex) { struct glrect tex_get_rect(struct Texture *tex) { return ST_UNIT; }
tex_gpu_free(tex);
// tex_gpu_load(tex);
}
void anim_calc(struct anim2d *anim) {
anim->size[0] = anim->anim->tex->width * st_s_w(anim->anim->st_frames[anim->frame]);
anim->size[1] = anim->anim->tex->height * st_s_h(anim->anim->st_frames[anim->frame]);
}
void anim_incr(struct anim2d *anim) {
anim->frame = (anim->frame + 1) % arrlen(anim->anim->st_frames);
if (!anim->anim->loop && anim->frame == arrlen(anim->anim->st_frames))
anim_pause(anim);
anim_calc(anim);
}
void anim_decr(struct anim2d *anim) {
anim->frame = (anim->frame + arrlen(anim->anim->st_frames) - 1) % arrlen(anim->anim->st_frames);
anim_calc(anim);
}
struct glrect anim_get_rect(struct anim2d *anim) {
return anim->anim->st_frames[anim->frame];
}
void anim_setframe(struct anim2d *anim, int frame) {
anim->frame = frame;
anim_calc(anim);
}
struct TexAnim *anim2d_from_tex(const char *path, int frames, int fps) {
struct TexAnim *anim = malloc(sizeof(*anim));
anim->tex = texture_loadfromfile(path);
texanim_fromframes(anim, frames);
anim->ms = (float)1 / fps;
return anim;
}
void texanim_fromframes(struct TexAnim *anim, int frames) {
if (anim->st_frames) {
free(anim->st_frames);
}
arrsetlen(anim->st_frames, frames);
float width = (float)1 / frames;
for (int i = 0; i < frames; i++) {
anim->st_frames[i].s0 = width * i;
anim->st_frames[i].s1 = width * (i + 1);
anim->st_frames[i].t0 = 0.f;
anim->st_frames[i].t1 = 1.f;
}
}
void tex_gpu_free(struct Texture *tex) {
/*
if (tex->id != 0) {
glDeleteTextures(1, &tex->id);
tex->id = 0;
}
*/
}
int anim_frames(struct TexAnim *a) {
return arrlen(a->st_frames);
}
struct glrect tex_get_rect(struct Texture *tex) {
return ST_UNIT;
}
HMM_Vec2 tex_get_dimensions(struct Texture *tex) { HMM_Vec2 tex_get_dimensions(struct Texture *tex) {
if (!tex) return (HMM_Vec2){0,0}; if (!tex) return (HMM_Vec2){0,0};
@ -386,69 +296,6 @@ HMM_Vec2 tex_get_dimensions(struct Texture *tex) {
return d; return d;
} }
void tex_bind(struct Texture *tex) { float st_s_w(struct glrect st) { return (st.s1 - st.s0); }
/* glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->id);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id);
*/
}
/********************** ANIM2D ****************/ float st_s_h(struct glrect st) { return (st.t1 - st.t0); }
void anim_load(struct anim2d *anim, const char *path) {
anim->anim = &texture_pullfromfile(path)->anim;
anim->anim->tex->opts.animation = 1;
anim_stop(anim);
anim_play(anim);
}
void anim_play(struct anim2d *anim) {
// if (anim->playing)
// return;
// if (anim->frame == anim_frames(anim->anim))
// anim->frame = 0;
// anim->playing = 1;
// if (anim->timer == NULL)
// anim->timer = id2timer(timer_make(1.f / anim->anim->ms, anim_incr, anim, 0, 0));
// else
// timerr_settime(anim->timer, 1.f / anim->anim->ms);
// timer_start(anim->timer);
}
void anim_stop(struct anim2d *anim) {
if (!anim->playing)
return;
anim->playing = 0;
anim->frame = 0;
anim->pausetime = 0;
timer_stop(anim->timer);
}
void anim_pause(struct anim2d *anim) {
if (!anim->playing)
return;
anim->playing = 0;
timer_pause(anim->timer);
}
void anim_fwd(struct anim2d *anim) {
anim_incr(anim);
}
void anim_bkwd(struct anim2d *anim) {
anim_decr(anim);
}
float st_s_w(struct glrect st) {
return (st.s1 - st.s0);
}
float st_s_h(struct glrect st) {
return (st.t1 - st.t0);
}

View file

@ -33,25 +33,6 @@ struct uvrect {
int v1; int v1;
}; };
/* Tracks a playing animation */
/* Objects should keep this, and just change what TexAnim they are pointing to */
struct anim2d {
int frame;
int playing;
int pausetime;
struct timer *timer;
struct TexAnim *anim;
float size[2]; /* Current size of animation in pixels*/
};
/* Describes an animation on a particular texture */
struct TexAnim {
struct Texture *tex;
struct glrect *st_frames; /* Dynamic array of frames of animation */
int ms;
int loop;
};
struct TextureOptions { struct TextureOptions {
int sprite; int sprite;
int mips; int mips;
@ -59,7 +40,6 @@ struct TextureOptions {
int animation; int animation;
int wrapx; int wrapx;
int wrapy; int wrapy;
}; };
/* Represents an actual texture on the GPU */ /* Represents an actual texture on the GPU */
@ -69,7 +49,6 @@ struct Texture {
uint16_t height; uint16_t height;
unsigned char *data; unsigned char *data;
struct TextureOptions opts; struct TextureOptions opts;
struct TexAnim anim;
int frames; int frames;
}; };
@ -79,30 +58,15 @@ struct Image {
}; };
struct Texture *texture_pullfromfile(const char *path); // Create texture from image struct Texture *texture_pullfromfile(const char *path); // Create texture from image
struct Texture *texture_loadfromfile(const char *path); // Create texture & load to gpu
struct Texture *texture_fromdata(void *raw, long size); struct Texture *texture_fromdata(void *raw, long size);
/* Hot reloads a texture, if needed */
void texture_sync(const char *path); void texture_sync(const char *path);
struct Texture *str2tex(const char *path);
void tex_gpu_reload(struct Texture *tex); // gpu_free then gpu_load
void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu
void tex_bind(struct Texture *tex); // Bind to gl context
char * tex_get_path(struct Texture *tex); // Get image path for texture char * tex_get_path(struct Texture *tex); // Get image path for texture
struct TexAnim *anim2d_from_tex(const char *path, int frames, int fps);
void texanim_fromframes(struct TexAnim *anim, int frames); void texanim_fromframes(struct TexAnim *anim, int frames);
void anim_load(struct anim2d *anim, const char *path); /* Load and start new animation */
void anim_calc(struct anim2d *anim);
void anim_play(struct anim2d *anim);
void anim_setframe(struct anim2d *anim, int frame);
void anim_stop(struct anim2d *anim);
void anim_pause(struct anim2d *anim);
void anim_fwd(struct anim2d *anim);
void anim_bkwd(struct anim2d *anim);
void anim_incr(struct anim2d *anim);
void anim_decr(struct anim2d *anim);
int gif_nframes(const char *path); int gif_nframes(const char *path);
struct glrect tex_get_rect(struct Texture *tex); struct glrect tex_get_rect(struct Texture *tex);

View file

@ -304,7 +304,7 @@ dam->update_activity(dam, &da, NULL, NULL);
if (argc > i+1) argsize++; if (argc > i+1) argsize++;
} }
char cmdstr[argsize]; char cmdstr[argsize+1];
cmdstr[0] = '\0'; cmdstr[0] = '\0';
for (int i = 0; i < argc; i++) { for (int i = 0; i < argc; i++) {