timers are better
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@ -132,33 +132,7 @@ actor.kill = function () {
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actor.kill.doc = `Remove this actor and all its padawans from existence.`;
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actor.delay = function (fn, seconds) {
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var timers = this.timers;
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var stop = function () {
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timers.remove(stop);
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stop.timer = undefined;
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stop = undefined;
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};
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function execute() {
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if (fn) fn();
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if (stop && stop.then) stop.then();
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stop();
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}
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stop.remain = seconds;
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stop.seconds = seconds;
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stop.pct = function () {
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return 1 - stop.remain / stop.seconds;
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};
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stop.timer = os.make_timer(execute);
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stop.timer.remain = seconds;
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timers.push(stop);
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return stop;
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};
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actor.delay = function (fn, seconds) { prosperon.add_timer(this, fn, seconds); }
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actor.delay.doc = `Call 'fn' after 'seconds' with 'this' set to the actor.`;
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actor.interval = function (fn, seconds) {
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@ -51,7 +51,7 @@ var sprite = {
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self.path = playing.path;
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function advance() {
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function advance(time) {
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if (!self) return;
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if (!self.gameobject) return;
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self.frame = playing.frames[f].rect;
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@ -72,12 +72,11 @@ var sprite = {
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self?.stop();
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return;
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}
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// self?.anim_done?.();
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// if (!self.loop) { self.stop(); return; }
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}
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if (self) stop = self.gameobject.delay(advance, playing.frames[f].time / self.anim_speed);
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}
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return playing.frames[f].time/self.anim_speed;
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}
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stop = self.gameobject.delay(advance, playing.frames[f].time/self.anim_speed);
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advance();
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},
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tex_sync() {
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@ -1,8 +1,21 @@
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globalThis.entityreport = {};
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var timer_update = function (dt) {
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this.fn();
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};
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var timer_manager = {};
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timer_manager.timers = new Map();
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timer_manager.make_timer = function(obj, fn, seconds)
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{
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var timer = os.make_timer(_ => {
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fn();
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this.timers.delete(obj);
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});
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this.timers.set(obj, timer);
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return _ => {
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if (this.timers.has(obj)) {
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}
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};
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}
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function obj_unique_name(name, obj) {
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name = name.replaceAll(".", "_");
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@ -70,32 +83,7 @@ var entity = {
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for (var o of Object.values(this.objects)) o.sync();
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},
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delay(fn, seconds) {
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var timers = this.timers;
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var stop = function () {
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timers.remove(stop);
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execute = undefined;
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stop.timer = undefined;
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stop = undefined;
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};
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function execute() {
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fn();
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stop?.();
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}
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stop.remain = seconds;
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stop.seconds = seconds;
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stop.pct = function () {
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return 1 - stop.remain / stop.seconds;
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};
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stop.timer = os.make_timer(execute);
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stop.timer.remain = seconds;
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timers.push(stop);
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return stop;
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},
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delay(fn, seconds) { prosperon.add_timer(this, fn, seconds); },
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cry(file) {
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return audio.cry(file);
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@ -418,6 +418,36 @@ var Event = {
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},
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};
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prosperon.add_timer = function(obj, fn, seconds)
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{
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var timers = obj.timers;
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var stop = function () {
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timers.remove(stop);
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timer.fn = undefined;
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timer = undefined;
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};
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function execute() {
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if (fn)
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timer.remain = fn(stop.seconds);
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if (!timer.remain)
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stop();
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else
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stop.seconds = timer.remain;
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}
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var timer = os.make_timer(execute);
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timer.remain = seconds;
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stop.remain = seconds;
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stop.seconds = seconds;
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timers.push(stop);
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return stop;
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}
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global.mixin("scripts/spline");
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global.mixin("scripts/components");
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global.mixin("scripts/actor");
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@ -1,5 +1,8 @@
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#include "jsffi.h"
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//#define STB_LEAKCHECK_IMPLEMENTATION
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//#include "stb/stb_leakcheck.h"
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#include "script.h"
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#include "font.h"
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#include "gameobject.h"
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@ -2665,10 +2668,12 @@ static const JSCFunctionListEntry js_texture_funcs[] = {
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MIST_FUNC_DEF(texture, inram, 0),
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};
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JSC_GETSET_CALLBACK(timer, fn)
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JSC_GETSET(timer, remain, number)
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static const JSCFunctionListEntry js_timer_funcs[] = {
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CGETSET_ADD(timer, remain),
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CGETSET_ADD(timer, fn),
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};
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JSC_GETSET(font, linegap, number)
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@ -75,7 +75,14 @@ JSValue js_##ID##_get_##ENTRY (JSContext *js, JSValue self) { \
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#define JSC_GETSET(ID, ENTRY, TYPE) GETSETPAIR( ID , ENTRY , TYPE , ; )
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#define JSC_GETSET_APPLY(ID, ENTRY, TYPE) GETSETPAIR(ID, ENTRY, TYPE, ID##_apply(js2##ID (self));)
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#define JSC_GETSET_HOOK(ID, ENTRY) GETSETPAIR(ID, ENTRY, JSValue, ;)
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#define JSC_GETSET_CALLBACK(ID, ENTRY) \
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JSValue js_##ID##_set_##ENTRY (JS_SETSIG) { \
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JSValue fn = js2##ID (self)->ENTRY; \
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if (!JS_IsUndefined(fn)) JS_FreeValue(js, fn); \
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js2##ID (self)->ENTRY = JS_DupValue(js, val); \
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return JS_UNDEFINED; \
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}\
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JSValue js_##ID##_get_##ENTRY (JSContext *js, JSValue self) { return JS_DupValue(js, js2##ID (self)->ENTRY); } \
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#define JSC_GETSET_GLOBAL(ENTRY, TYPE) \
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JSValue js_global_set_##ENTRY (JS_SETSIG) { \
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