globalThis.gamestate = {}; global.check_registers = function (obj) { for (var reg in Register.registries) { if (typeof obj[reg] === "function") { var fn = obj[reg].bind(obj); fn.layer = obj[reg].layer; var name = obj.ur ? obj.ur.name : obj.toString(); obj.timers.push(Register.registries[reg].register(fn, name)); } } for (var k in obj) { if (!k.startsWith("on_")) continue; var signal = k.fromfirst("on_"); Event.observe(signal, obj, obj[k]); } }; global.obscure("global"); global.mixin("scripts/render"); global.mixin("scripts/debug"); global.mixin("scripts/repl"); var frame_t = profile.secs(profile.now()); var sim = {}; sim.mode = "play"; sim.play = function () { this.mode = "play"; os.reindex_static(); game.all_objects(o => { if (!o._started) { o._started = true; o.start?.(); } }); }; sim.playing = function () { return this.mode === "play"; }; sim.pause = function () { this.mode = "pause"; }; sim.paused = function () { return this.mode === "pause"; }; sim.step = function () { this.mode = "step"; }; sim.stepping = function () { return this.mode === "step"; }; var physlag = 0; var gggstart = game.engine_start; game.engine_start = function (s) { game.startengine = 1; gggstart( function () { global.mixin("scripts/sound.js"); world_start(); window.set_icon(game.texture("moon").texture); Object.readonly(window.__proto__, "vsync"); Object.readonly(window.__proto__, "enable_dragndrop"); Object.readonly(window.__proto__, "enable_clipboard"); Object.readonly(window.__proto__, "high_dpi"); Object.readonly(window.__proto__, "sample_count"); prosperon.camera = prosperon.make_camera(); var camera = prosperon.camera; camera.transform.pos = [0, 0, -100]; camera.mode = "keep"; camera.break = "fit"; camera.size = game.size; gamestate.camera = camera; globalThis.imgui = render.imgui_init(); s(); shape.quad = { pos: os.make_buffer([ 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 1, 0], 0), verts: 4, uv: os.make_buffer([ 0, 1, 0, 0, 1, 1, 1, 0], 2), index: os.make_buffer([0, 1, 2, 2, 1, 3], 1), count: 6, }; shape.triangle = { pos: os.make_buffer([0, 0, 0, 0.5, 1, 0, 1, 0, 0], 0), uv: os.make_buffer([0, 0, 0.5, 1, 1, 0], 2), verts: 3, count: 3, index: os.make_buffer([0, 1, 2], 1), }; shape.centered_quad = { pos: os.make_buffer([ -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5], 0), verts: 4, uv: os.make_buffer([ 0, 1, 0, 0, 1, 1, 1, 0], 2), index: os.make_buffer([0, 1, 2, 2, 1, 3], 1), count: 6, }; render.init(); }, prosperon.process, window.size.x, window.size.y, ); }; game.startengine = 0; prosperon.release_mode = function () { prosperon.debug = false; debug.kill(); }; prosperon.debug = true; game.timescale = 1; var eachobj = function (obj, fn) { var val = fn(obj); if (val) return val; for (var o in obj.objects) { if (obj.objects[o] === obj) console.error(`Object ${obj.toString()} is referenced by itself.`); val = eachobj(obj.objects[o], fn); if (val) return val; } }; game.all_objects = function (fn, startobj = world) { return eachobj(startobj, fn); }; game.find_object = function (fn, startobj = world) {}; game.tags = {}; game.tag_add = function (tag, obj) { game.tags[tag] ??= {}; game.tags[tag][obj.guid] = obj; }; game.tag_rm = function (tag, obj) { delete game.tags[tag][obj.guid]; }; game.tag_clear_guid = function (guid) { for (var tag in game.tags) delete game.tags[tag][guid]; }; game.objects_with_tag = function (tag) { if (!game.tags[tag]) return []; return Object.values(game.tags[tag]); }; game.doc = {}; game.doc.object = "Returns the entity belonging to a given id."; game.doc.pause = "Pause game simulation."; game.doc.play = "Resume or start game simulation."; game.doc.camera = "Current camera."; game.tex_hotreload = function () { for (var path in game.texture.cache) { if (io.mod(path) > game.texture.time_cache[path]) { var tex = game.texture.cache[path]; game.texture.time_cache[path] = io.mod(path); SpriteAnim.hotreload(path); os.texture_swap(path, game.texture.cache[path]); for (var sprite of Object.values(allsprites)) { if (sprite.texture == tex) { sprite.tex_sync(); } } } } }; var image = {}; image.dimensions = function() { return [this.texture.width, this.texture.height].scale([this.rect[2], this.rect[3]]); } texture_proto.copy = function(src, pos, rect) { var pixel_rect = { x: rect.x*src.width, y: rect.y*src.height, width: rect.width*src.width, height: rect.height*src.height }; this.blit(src, { x: pos[0], y: pos[1], width: rect.width*src.width, height: rect.height*src.height }, pixel_rect, false); } var spritesheet; var sheet_frames = []; var sheetsize = 1024; function pack_into_sheet(images) { if (!Array.isArray(images)) images = [images]; if (images[0].texture.width > 300 && images[0].texture.height > 300) return; sheet_frames = sheet_frames.concat(images); var sizes = sheet_frames.map(x => [x.rect.width*x.texture.width, x.rect.height*x.texture.height]); var pos = os.rectpack(sheetsize, sheetsize, sizes); if (!pos) { console.error(`did not make spritesheet properly from images ${images}`); console.info(sizes); return; } var newsheet = os.make_tex_data(sheetsize,sheetsize); for (var i = 0; i < pos.length; i++) { // Copy the texture to the new sheet newsheet.copy(sheet_frames[i].texture, pos[i], sheet_frames[i].rect); // Update the frame's rect to the new position in normalized coordinates sheet_frames[i].rect.x = pos[i][0] / newsheet.width; sheet_frames[i].rect.y = pos[i][1] / newsheet.height; sheet_frames[i].rect.width = sizes[i][0] / newsheet.width; sheet_frames[i].rect.height = sizes[i][1] / newsheet.height; sheet_frames[i].texture = newsheet; } newsheet.load_gpu(); spritesheet = newsheet; return spritesheet; } // The game texture cache is a cache of all images that have been loaded. It looks like this ... // Any request to it returns an image, which is a texture and rect. But they can game.texture = function (path) { if (!path) return game.texture("icons/no_tex.gif"); var parts = path.split(':'); path = Resources.find_image(parts[0]); if (!io.exists(path)) { console.error(`Missing texture: ${path}`); game.texture.cache[path] = game.texture("icons/no_tex.gif"); game.texture.time_cache[path] = io.mod(path); return game.texture.cache[path]; } var frame; var anim_str; if (parts.length > 1) { // it's an animation parts = parts[1].split('_'); // For a gif, it might be 'water.gif:3', but for an ase it might be 'water.ase:run_3', meaning the third frame of the 'run' animation if (parts.length === 1) frame = Number(parts[0]); else { anim_str = parts[0]; frame = Number(parts[1]); } } else parts = undefined; var ret; if (ret = game.texture.cache[path]) { if (ret.texture) return ret; if (!parts) return ret; return ret[anim_str].frames[frame]; } var ext = path.ext(); if (ext === 'ase' || ext === 'aseprite') { anim = os.make_aseprite(path); if (!anim) return; // load all into gpu for (var a in anim) for (let frame of anim[a].frames) frame.texture.load_gpu(); game.texture.cache[path] = anim; ret = game.texture.cache[path]; if (!parts) return ret; return ret[anim_str].frames[frame]; } if (ext === 'gif') { anim = os.make_gif(path); if (!anim) return; if (anim.frames.length === 1) { anim.texture = anim.frames[0].texture; anim.rect = anim.frames[0].rect; } game.texture.cache[path] = anim; anim.frames[0].texture.load_gpu(); return anim; } var tex = os.make_texture(path); if (!tex) return; var image; var ext = path.ext(); var anim; if (!anim) { image = { texture: tex, rect:{x:0,y:0,width:1,height:1} }; if (pack_into_sheet([image])) tex = spritesheet; } else if (Object.keys(anim).length === 1) { image = Object.values(anim)[0].frames; image.forEach(x => x.texture = tex); if (pack_into_sheet(image)) tex = spritesheet; } else { image = {}; var packs = []; for (var a in anim) { image[a] = anim[a].frames.slice(); image[a].forEach(x => x.texture = tex); packs = packs.concat(image[a]); } if (pack_into_sheet(packs)) tex = spritesheet; } game.texture.cache[path] = image; game.texture.time_cache[path] = io.mod(path); tex.load_gpu(); return game.texture.cache[path]; }; game.texture.cache = {}; game.texture.time_cache = {}; game.texture.total_size = function() { var size = 0; // Object.values(game.texture.cache).forEach(x => size += x.texture.inram() ? x..texture.width*x.texture.height*4 : 0); return size; } game.texture.total_vram = function() { var vram = 0; // Object.values(game.texture.cache).forEach(x => vram += x.vram); return vram; } 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.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.`; prosperon.iconified = function (icon) {}; prosperon.focus = function (focus) {}; prosperon.resize = function (dimensions) { window.size.x = dimensions.x; window.size.y = dimensions.y; }; prosperon.suspended = function (sus) {}; prosperon.mouseenter = function () {}; prosperon.mouseleave = function () {}; prosperon.touchpress = function (touches) {}; prosperon.touchrelease = function (touches) {}; prosperon.touchmove = function (touches) {}; prosperon.clipboardpaste = function (str) {}; prosperon.quit = function () { prosperon.quit_hook?.(); }; window.size = [640, 480]; window.mode = "keep"; window.toggle_fullscreen = function () { window.fullscreen = !window.fullscreen; }; window.set_icon.doc = "Set the icon of the window using the PNG image at path."; window.doc = {}; 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."; window.__proto__.toJSON = function () { return { size: this.size, fullscreen: this.fullscreen, title: this.title, }; }; global.mixin("scripts/input"); global.mixin("scripts/std"); global.mixin("scripts/diff"); global.mixin("scripts/color"); global.mixin("scripts/tween"); global.mixin("scripts/ai"); global.mixin("scripts/particle"); global.mixin("scripts/physics"); global.mixin("scripts/geometry"); global.mixin("scripts/layout"); /* Factory for creating registries. Register one with 'X.register', which returns a function that, when invoked, cancels the registry. */ var Register = { registries: [], add_cb(name, e_event = false, flush = undefined) { var n = {}; var fns = []; n.register = function (fn, oname) { if (!(fn instanceof Function)) return; var guid = prosperon.guid(); var dofn = function (...args) { profile.report(`call_${name}_${oname}`); var st = profile.now(); fn(...args); profile.endreport(`call_${name}_${oname}`); }; var left = 0; var right = fns.length - 1; dofn.layer = fn.layer; dofn.layer ??= 0; while (left <= right) { var mid = Math.floor((left + right) / 2); if (fns[mid] === dofn.layer) { left = mid; break; } else if (fns[mid].layer < dofn.layer) left = mid + 1; else right = mid - 1; } fns.splice(left, 0, dofn); return function () { fns.remove(dofn); }; }; if (!flush) { prosperon[name] = function (...args) { profile.report(name); fns.forEach(fn => fn(...args)); profile.endreport(name); }; } else prosperon[name] = function (...args) { profile.report(name); var layer = undefined; for (var fn of fns) { if (layer !== fn.layer) { flush(); layer = fn.layer; } fn(); } profile.endreport(name); }; prosperon[name].fns = fns; n.clear = function () { fns = []; }; Register[name] = n; Register.registries[name] = n; return n; }, }; Register.add_cb("appupdate", true); Register.add_cb("update", true).doc = "Called once per frame."; Register.add_cb("physupdate", true); Register.add_cb("gui", true); Register.add_cb("hud", true, render.flush); Register.add_cb("draw", true, render.flush); Register.add_cb("imgui", true, render.flush); Register.add_cb("app", true, render.flush); 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, ...args) { if (!this.events[name]) return; this.events[name].forEach(function (x) { x[1].call(x[0], ...args); }); }, }; prosperon.add_timer = function(obj, fn, seconds) { var timers = obj.timers; var stop = function () { timers.remove(stop); timer.fn = undefined; timer = undefined; }; function execute() { if (fn) timer.remain = fn(stop.seconds); if (!timer.remain) stop(); else stop.seconds = timer.remain; } var timer = os.make_timer(execute); timer.remain = seconds; stop.remain = seconds; stop.seconds = seconds; timers.push(stop); return stop; } global.mixin("scripts/spline"); global.mixin("scripts/components"); global.mixin("scripts/actor"); global.mixin("scripts/entity"); function world_start() { globalThis.world = Object.create(entity); world.transform = os.make_transform(); world.objects = {}; world.toString = function () { return "world"; }; world.ur = "world"; world.kill = function () { this.clear(); }; world.phys = 2; world.zoom = 1; world._ed = { selectable: false }; world.ur = {}; world.ur.fresh = {}; game.cam = world; } global.mixin("scripts/physics"); window.title = `Prosperon v${prosperon.version}`; window.size = [500, 500]; return { Register, sim, frame_t, physlag, Event, };