"use math"; globalThis.global = globalThis; function use(file) { if (use.files[file]) return use.files[file]; var c = io.slurp(file); var script = `(function() { ${c} })();`; use.files[file] = cmd(123,script,global,file); return use.files[file]; } use.files = {}; function include(file,that) { if (!that) return; var c = io.slurp(file); eval_env(c, that, file); } function eval_env(script, env, file) { env ??= {}; file ??= "SCRIPT"; script = `(function() { ${script} }).call(this);`; return cmd(123,script,env,file); } eval_env.dov = `Counterpart to /load_env/, but with a string.`; function feval_env(file, env) { eval_env(io.slurp(file), env, file); } function load_env(file,env) { env ??= global; // var script = io.slurp(file); var script = io.slurp(file); eval_env(script, env, file); // cmd(16, file, env); // var script = io.slurp(file); // cmd(123, script, env, file); } load_env.doc = `Load a given file with 'env' as **this**. Does not add to the global namespace.`; var load = use; Object.assign(global, use("scripts/base.js")); global.obscure('global'); global.mixin("scripts/render.js"); global.Game = { engine_start(fn) { cmd(257, fn); }, native: render.device.pc, object_count() { return cmd(214); }, all_objects(fn) { /* Wind down from Primum */ }, /* Returns a list of objects by name */ find(name) { }, /* Return a list of objects derived from a specific prototype */ find_proto(proto) { }, /* List of all objects spawned that have a specific tag */ find_tag(tag){ }, quit() { sys_cmd(0); return; }, pause() { sys_cmd(3); }, stop() { Game.pause(); }, step() { sys_cmd(4);}, editor_mode(m) { sys_cmd(10, m); }, playing() { return sys_cmd(5); }, paused() { return sys_cmd(6); }, stepping() { return cmd(79); }, play() { sys_cmd(1); }, wait_fns: [], wait_exec(fn) { if (!phys_stepping()) fn(); else this.wait_fns.push(fn); }, exec() { this.wait_fns.forEach(function(x) { x(); }); this.wait_fns = []; }, }; Game.gc = function() { cmd(259); } Game.gc.doc = "Force the garbage collector to run."; Game.doc = {}; Game.doc.object = "Returns the entity belonging to a given id."; Game.doc.quit = "Immediately quit the game."; Game.doc.pause = "Pause game simulation."; Game.doc.stop = "Stop game simulation. This does the same thing as 'pause', and if the game is a debug build, starts its editor."; Game.doc.play = "Resume or start game simulation."; Game.doc.editor_mode = "Set to true for the game to only update on input; otherwise the game updates every frame."; Game.doc.dt = "Current frame dt."; Game.doc.view_camera = "Set the camera for the current view."; Game.doc.camera = "Current camera."; global.mixin("scripts/input.js"); global.mixin("scripts/std.js"); global.mixin("scripts/diff.js"); console.level = 1; global.mixin("scripts/color.js"); var prosperon = {}; prosperon.version = cmd(255); prosperon.revision = cmd(256); 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); 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; } prosperon.semver.doc = "Functions for semantic versioning numbers. Semantic versioning is given as a triple digit number, as MAJOR.MINOR.PATCH."; 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.`; global.mixin("scripts/gui.js"); var timer = { update(dt) { this.remain -= dt; if (this.remain <= 0) { this.fn(); this.kill(); } }, kill() { this.end(); this.fn = undefined; }, delay(fn, secs) { var t = Object.create(this); t.time = secs; t.remain = secs; t.fn = fn; t.end = Register.update.register(timer.update.bind(t)); return function() { t.kill(); }; }, }; global.mixin("scripts/tween.js"); global.mixin("scripts/physics.js"); global.mixin("scripts/ai.js"); global.mixin("scripts/geometry.js"); var Register = { kbm_input(mode, btn, state, ...args) { if (state === 'released') { btn = btn.split('-').last(); } switch(mode) { case "emacs": player[0].raw_input(btn, state, ...args); break; case "mouse": player[0].mouse_input(btn, state, ...args); break; case "char": player[0].char_input(btn); break; }; }, gamepad_playermap: [], gamepad_input(pad, btn, state, ...args) { var player = this.gamepad_playermap[pad]; if (!player) return; var statestr = Input.state2str(state); var rawfn = `gamepad_${btn}_${statestr}`; player.input(rawfn, ...args); input.action.actions.forEach(x => { if (x.inputs.includes(btn)) player.input(`action_${x.name}_${statestr}`, ...args); }); }, unregister_obj(obj) { Player.uncontrol(obj); }, endofloop(fn) { if (!this.inloop) fn(); else { this.loopcbs.push(fn); } }, clear() { Register.registries.forEach(function(n) { n.entries = []; }); }, registries: [], add_cb(idx, name) { var n = {}; var fns = []; n.register = function(fn, obj) { if (typeof fn !== 'function') return; if (typeof obj === 'object') fn = fn.bind(obj); fns.push(fn); return function() { fns.remove(fn); }; } n.broadcast = function(...args) { fns.forEach(x => x(...args)); } n.clear = function() { fns = []; } register(idx, n.broadcast, n); Register[name] = n; Register.registries.push(n); return n; }, }; Register.add_cb(0, "update").doc = "Called once per frame."; Register.add_cb(11, "appupdate"); Register.add_cb(1, "physupdate"); Register.add_cb(2, "gui"); Register.add_cb(6, "debug"); register(7, Register.kbm_input, Register); Register.add_cb(8, "gamepad_input"); Register.add_cb(10, "draw"); register(9, console.stack, this); Register.gamepad_playermap[0] = Player.players[0]; var Event = { events: {}, observe(name, obj, fn) { this.events[name] ??= []; this.events[name].push([obj, fn]); }, unobserve(name, obj) { this.events[name] = this.events[name].filter(x => x[0] !== obj); }, rm_obj(obj) { Object.keys(this.events).forEach(name => Event.unobserve(name,obj)); }, notify(name) { if (!this.events[name]) return; this.events[name].forEach(function(x) { x[1].call(x[0]); }); }, }; var Window = { fullscreen(f) { cmd(145, f); }, set width(w) { cmd(125, w); }, set height(h) { cmd(126, h); }, get width() { return cmd(48); }, get height() { return cmd(49); }, get dimensions() { return [this.width, this.height]; }, title(str) { cmd(134, str); }, boundingbox() { return { t: Window.height, b: 0, r: Window.width, l: 0 }; }, }; Window.screen2world = function(screenpos) { if (Game.camera) return Game.camera.view2world(screenpos); return screenpos; } Window.world2screen = function(worldpos) { return Game.camera.world2view(worldpos); } Window.icon = function(path) { cmd(90, path); }; Window.icon.doc = "Set the icon of the window using the PNG image at path."; global.mixin("scripts/debug.js"); global.mixin("scripts/spline.js"); global.mixin("scripts/components.js"); Window.doc = {}; Window.doc.width = "Width of the game window."; Window.doc.height = "Height of the game window."; 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."; Register.update.register(Game.exec, Game); global.mixin("scripts/actor.js"); global.mixin("scripts/entity.js"); function world_start() { globalThis.world = Object.create(gameobject); world.objects = {}; world.check_dirty = function() {}; world.namestr = function(){}; world._ed = { selectable:false, dirty:false, }; world.toString = function() { return "world"; }; world.master = gameobject; world.ur = "world"; world.kill = function() { this.clear(); }; world.phys = 2; gameobject.level = world; gameobject.body = make_gameobject(); cmd(113,gameobject.body, gameobject); Object.hide(gameobject, 'timescale'); var cam = world.spawn("scripts/camera2d.jso"); Game.view_camera(cam); } global.mixin("scripts/physics.js"); Game.view_camera = function(cam) { Game.camera = cam; cmd(61, Game.camera.body); } Window.title(`Prosperon v${prosperon.version}`); Window.width = 1280; Window.height = 720;