prosperon/scripts/engine.js
2024-03-18 16:59:54 -05:00

473 lines
12 KiB
JavaScript

"use math";
Object.assign(console, {
say(msg) { console.print(msg + "\n"); },
pprint(msg, lvl = 0) {
if (typeof msg === 'object')
msg = JSON.stringify(msg, null, 2);
var file = "nofile";
var line = 0;
var caller = (new Error()).stack.split('\n')[2];
if (caller) {
var md = caller.match(/\((.*)\:/);
var m = md ? md[1] : "SCRIPT";
if (m) file = m;
md = caller.match(/\:(\d*)\)/);
m = md ? md[1] : 0;
if (m) line = m;
}
console.rec(lvl, msg, file, line);
},
spam(msg) { console.pprint (msg,0); },
debug(msg) { console.pprint(msg,1); },
info(msg) { console.pprint(msg, 2); },
warn(msg) { console.pprint(msg, 3); },
error(msg) { console.pprint(msg + "\n" + console.stackstr(2), 4);},
panic(msg) { console.pprint(msg + "\n" + console.stackstr(2), 5); },
stackstr(skip=0) {
var err = new Error();
var stack = err.stack.split('\n');
return stack.slice(skip,stack.length).join('\n');
},
stack(skip = 0) {
console.log(console.stackstr(skip+1));
},
});
console.log = console.say;
var say = console.say;
var print = console.print;
console.doc = {
level: "Set level to output logging to console.",
info: "Output info level message.",
warn: "Output warn level message.",
error: "Output error level message, and print stacktrace.",
critical: "Output critical level message, and exit game immediately.",
write: "Write raw text to console.",
say: "Write raw text to console, plus a newline.",
stack: "Output a stacktrace to console.",
console: "Output directly to in game console.",
clear: "Clear console."
};
console.stdout_lvl = 1;
globalThis.global = globalThis;
function use(file)
{
if (use.files[file]) return use.files[file];
console.info(`running ${file}`);
var c = io.slurp(file);
var script = `(function() { ${c} })();`;
use.files[file] = cmd(123,file,global,script);
return use.files[file];
}
use.files = {};
function include(file,that)
{
if (!that) return;
console.info(`running ${file}`);
var c = io.slurp(file);
eval_env(c, that, file);
}
function eval_env(script, env, file)
{
env ??= {};
file ??= "SCRIPT";
console.info(`eval ${file}`);
script = `(function() { ${script}; }).call(this);\n`;
return cmd(123,file,env,script);
}
global.check_registers = function(obj)
{
if (typeof obj.update === 'function')
obj.timers.push(Register.update.register(obj.update.bind(obj)));
if (typeof obj.physupdate === 'function')
obj.timers.push(Register.physupdate.register(obj.physupdate.bind(obj)));
if (typeof obj.collide === 'function')
register_collide(0, obj.collide.bind(obj), obj.body);
if (typeof obj.separate === 'function')
register_collide(3,obj.separate.bind(obj), obj.body);
if (typeof obj.draw === 'function')
obj.timers.push(Register.draw.register(obj.draw.bind(obj), obj));
if (typeof obj.debug === 'function')
obj.timers.push(Register.debug.register(obj.debug.bind(obj)));
if (typeof obj.gui === 'function')
obj.timers.push(Register.gui.register(obj.gui.bind(obj)));
for (var k in obj) {
if (!k.startswith("on_")) continue;
var signal = k.fromfirst("on_");
Event.observe(signal, obj, obj[k]);
};
}
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);
eval_env(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.mixin("scripts/debug.js");
var frame_t = profile.secs();
var updateMS = 1/60;
var physMS = 1/60;
var sim = {
mode: "play",
play() { this.mode = "play"; os.reindex_static(); },
playing() { return this.mode === 'play'; },
pause() { this.mode = "pause"; console.stack(); },
paused() { return this.mode === 'pause'; },
step() { this.mode = 'step'; },
stepping() { return this.mode === 'step'; }
}
var physlag = 0;
var timescale = 1;
var gggstart = game.engine_start;
game.engine_start = function(s) {
gggstart(function() { world_start(); s(); }, process);
}
function process()
{
var dt = profile.secs() - frame_t;
frame_t = profile.secs();
prosperon.appupdate(dt);
prosperon.emitters_step(dt);
input.procdown();
if (sim.mode === "play" || sim.mode === "step") {
prosperon.update(dt*game.timescale);
if (sim.mode === "step")
sim.pause();
}
physlag += dt;
while (physlag > physMS) {
physlag -= physMS;
prosperon.phys2d_step(physMS*timescale);
prosperon.physupdate(physMS*timescale);
}
prosperon.window_render();
render.sprites();
render.models();
render.emitters();
prosperon.draw();
render.flush();
render.pass();
prosperon.gui();
render.flush_hud();
render.end_pass();
render.commit();
}
game.timescale = 1;
Object.assign(game, {
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){
},
});
game.doc = {};
game.doc.object = "Returns the entity belonging to a given id.";
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.";
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.`;
prosperon.iconified = function(icon) {};
prosperon.focus = function(focus) {};
prosperon.resize = function(dimensions) {};
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(){};
global.mixin("scripts/input.js");
global.mixin("scripts/std.js");
global.mixin("scripts/diff.js");
global.mixin("scripts/color.js");
global.mixin("scripts/gui.js");
var timer = {
update(dt) {
this.remain -= dt;
if (this.remain <= 0) {
this.fn();
this.kill();
}
},
kill() {
this.end();
delete this.fn;
},
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));
var returnfn = timer.kill.bind(t);
returnfn.remain = secs;
return returnfn;
},
};
global.mixin("scripts/tween.js");
global.mixin("scripts/physics.js");
global.mixin("scripts/ai.js");
global.mixin("scripts/geometry.js");
/*
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) {
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() {
console.info(`removed from ${name}.`);
fns.remove(fn);
};
}
prosperon[name] = function(...args) { fns.forEach(x => x(...args)); }
prosperon[name].fns = fns;
n.clear = function() { fns = []; }
Register[name] = n;
Register.registries.push(n);
return n;
},
};
Register.add_cb("appupdate");
Register.add_cb("update").doc = "Called once per frame.";
Register.add_cb("physupdate");
Register.add_cb("gui");
Register.add_cb("debug");
Register.add_cb("draw");
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]);
});
},
};
window.modetypes = {
stretch: 0, // stretch to fill window
keep: 1, // keep exact dimensions
width: 2, // keep width
height: 3, // keep height
expand: 4, // expand width or height
full: 5 // expand out beyond window
};
window.size = [640, 480];
window.screen2world = function(screenpos) {
if (game.camera)
return game.camera.view2world(screenpos);
return screenpos;
}
window.world2screen = function(worldpos) {
return game.camera.world2view(worldpos);
}
window.set_icon.doc = "Set the icon of the window using the PNG image at path.";
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.";
global.mixin("scripts/actor.js");
global.mixin("scripts/entity.js");
function world_start() {
console.info("START WORLD");
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.size = [500,500];