425 lines
9.5 KiB
JavaScript
425 lines
9.5 KiB
JavaScript
"use math";
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globalThis.global = globalThis;
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function use(file)
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{
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if (use.files[file]) return use.files[file];
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var c = io.slurp(file);
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var script = `(function() { ${c} })();`;
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use.files[file] = cmd(123,script,global,file);
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return use.files[file];
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}
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use.files = {};
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function include(file,that)
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{
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if (!that) return;
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var c = io.slurp(file);
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eval_env(c, that, file);
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}
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function eval_env(script, env, file)
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{
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env ??= {};
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file ??= "SCRIPT";
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script = `(function() { ${script} }).call(this);`;
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return cmd(123,script,env,file);
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}
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eval_env.dov = `Counterpart to /load_env/, but with a string.`;
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function feval_env(file, env)
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{
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eval_env(io.slurp(file), env, file);
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}
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function load_env(file,env)
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{
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env ??= global;
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// var script = io.slurp(file);
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var script = io.slurp(file);
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eval_env(script, env, file);
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// cmd(16, file, env);
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// var script = io.slurp(file);
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// cmd(123, script, env, file);
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}
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load_env.doc = `Load a given file with 'env' as **this**. Does not add to the global namespace.`;
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var load = use;
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Object.assign(global, use("scripts/base.js"));
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global.obscure('global');
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global.mixin("scripts/render.js");
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global.Game = {
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engine_start(fn) {
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cmd(257, fn);
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},
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native: render.device.pc,
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object_count() {
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return cmd(214);
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},
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all_objects(fn) {
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/* Wind down from Primum */
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},
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/* Returns a list of objects by name */
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find(name) {
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},
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/* Return a list of objects derived from a specific prototype */
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find_proto(proto) {
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},
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/* List of all objects spawned that have a specific tag */
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find_tag(tag){
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},
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quit() {
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sys_cmd(0);
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return;
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},
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pause() { sys_cmd(3); },
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stop() { Game.pause(); },
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step() { sys_cmd(4);},
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editor_mode(m) { sys_cmd(10, m); },
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playing() { return sys_cmd(5); },
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paused() { return sys_cmd(6); },
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stepping() { return cmd(79); },
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play() { sys_cmd(1); },
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wait_fns: [],
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wait_exec(fn) {
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if (!phys_stepping())
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fn();
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else
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this.wait_fns.push(fn);
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},
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exec() {
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this.wait_fns.forEach(function(x) { x(); });
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this.wait_fns = [];
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},
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};
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Game.gc = function() { cmd(259); }
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Game.gc.doc = "Force the garbage collector to run.";
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Game.doc = {};
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Game.doc.object = "Returns the entity belonging to a given id.";
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Game.doc.quit = "Immediately quit the game.";
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Game.doc.pause = "Pause game simulation.";
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Game.doc.stop = "Stop game simulation. This does the same thing as 'pause', and if the game is a debug build, starts its editor.";
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Game.doc.play = "Resume or start game simulation.";
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Game.doc.editor_mode = "Set to true for the game to only update on input; otherwise the game updates every frame.";
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Game.doc.dt = "Current frame dt.";
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Game.doc.view_camera = "Set the camera for the current view.";
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Game.doc.camera = "Current camera.";
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global.mixin("scripts/input.js");
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global.mixin("scripts/std.js");
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global.mixin("scripts/diff.js");
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console.level = 1;
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global.mixin("scripts/color.js");
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var prosperon = {};
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prosperon.version = cmd(255);
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prosperon.revision = cmd(256);
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prosperon.semver = {};
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prosperon.semver.valid = function(v, range)
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{
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v = v.split('.');
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range = range.split('.');
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if (v.length !== 3) return undefined;
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if (range.length !== 3) return undefined;
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if (range[0][0] === '^') {
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range[0] = range[0].slice(1);
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if (parseInt(v[0]) >= parseInt(range[0])) return true;
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return false;
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}
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if (range[0] === '~') {
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range[0] = range[0].slice(1);
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for (var i = 0; i < 2; i++)
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if (parseInt(v[i]) < parseInt(range[i])) return false;
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return true;
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}
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return prosperon.semver.cmp(v.join('.'), range.join('.')) === 0;
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}
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prosperon.semver.cmp = function(v1, v2)
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{
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var ver1 = v1.split('.');
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var ver2 = v2.split('.');
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for (var i = 0; i < 3; i++) {
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var n1 = parseInt(ver1[i]);
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var n2 = parseInt(ver2[i]);
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if (n1 > n2)
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return 1;
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else if (n1 < n2)
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return -1;
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}
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return 0;
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}
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prosperon.semver.doc = "Functions for semantic versioning numbers. Semantic versioning is given as a triple digit number, as MAJOR.MINOR.PATCH.";
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prosperon.semver.cmp.doc = "Compare two semantic version numbers, given like X.X.X.";
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prosperon.semver.valid.doc = `Test if semantic version v is valid, given a range.
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Range is given by a semantic versioning number, prefixed with nothing, a ~, or a ^.
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~ means that MAJOR and MINOR must match exactly, but any PATCH greater or equal is valid.
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^ means that MAJOR must match exactly, but any MINOR and PATCH greater or equal is valid.`;
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global.mixin("scripts/gui.js");
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var timer = {
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update(dt) {
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this.remain -= dt;
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if (this.remain <= 0) {
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this.fn();
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this.kill();
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}
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},
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kill() {
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this.end();
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this.fn = undefined;
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},
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delay(fn, secs) {
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var t = Object.create(this);
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t.time = secs;
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t.remain = secs;
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t.fn = fn;
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t.end = Register.update.register(timer.update.bind(t));
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return function() { t.kill(); };
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},
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};
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global.mixin("scripts/tween.js");
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global.mixin("scripts/physics.js");
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global.mixin("scripts/ai.js");
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global.mixin("scripts/geometry.js");
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var Register = {
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kbm_input(mode, btn, state, ...args) {
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if (state === 'released') {
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btn = btn.split('-').last();
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}
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switch(mode) {
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case "emacs":
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player[0].raw_input(btn, state, ...args);
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break;
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case "mouse":
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player[0].mouse_input(btn, state, ...args);
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break;
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case "char":
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player[0].char_input(btn);
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break;
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};
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},
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gamepad_playermap: [],
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gamepad_input(pad, btn, state, ...args) {
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var player = this.gamepad_playermap[pad];
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if (!player) return;
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var statestr = Input.state2str(state);
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var rawfn = `gamepad_${btn}_${statestr}`;
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player.input(rawfn, ...args);
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input.action.actions.forEach(x => {
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if (x.inputs.includes(btn))
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player.input(`action_${x.name}_${statestr}`, ...args);
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});
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},
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unregister_obj(obj) { Player.uncontrol(obj); },
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endofloop(fn) {
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if (!this.inloop)
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fn();
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else {
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this.loopcbs.push(fn);
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}
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},
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clear() {
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Register.registries.forEach(function(n) {
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n.entries = [];
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});
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},
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registries: [],
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add_cb(idx, name) {
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var n = {};
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var fns = [];
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n.register = function(fn, obj) {
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if (typeof fn !== 'function') return;
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if (typeof obj === 'object')
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fn = fn.bind(obj);
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fns.push(fn);
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return function() { fns.remove(fn); };
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}
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n.broadcast = function(...args) { fns.forEach(x => x(...args)); }
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n.clear = function() { fns = []; }
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register(idx, n.broadcast, n);
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Register[name] = n;
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Register.registries.push(n);
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return n;
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},
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};
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Register.add_cb(0, "update").doc = "Called once per frame.";
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Register.add_cb(11, "appupdate");
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Register.add_cb(1, "physupdate");
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Register.add_cb(2, "gui");
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Register.add_cb(6, "debug");
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register(7, Register.kbm_input, Register);
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Register.add_cb(8, "gamepad_input");
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Register.add_cb(10, "draw");
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register(9, console.stack, this);
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Register.gamepad_playermap[0] = Player.players[0];
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var Event = {
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events: {},
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observe(name, obj, fn) {
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this.events[name] ??= [];
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this.events[name].push([obj, fn]);
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},
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unobserve(name, obj) {
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this.events[name] = this.events[name].filter(x => x[0] !== obj);
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},
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rm_obj(obj) {
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Object.keys(this.events).forEach(name => Event.unobserve(name,obj));
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},
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notify(name) {
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if (!this.events[name]) return;
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this.events[name].forEach(function(x) {
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x[1].call(x[0]);
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});
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},
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};
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var Window = {
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fullscreen(f) { cmd(145, f); },
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set width(w) { cmd(125, w); },
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set height(h) { cmd(126, h); },
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get width() { return cmd(48); },
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get height() { return cmd(49); },
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get dimensions() { return [this.width, this.height]; },
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title(str) { cmd(134, str); },
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boundingbox() {
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return {
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t: Window.height,
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b: 0,
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r: Window.width,
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l: 0
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};
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},
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};
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Window.screen2world = function(screenpos) {
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if (Game.camera)
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return Game.camera.view2world(screenpos);
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return screenpos;
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}
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Window.world2screen = function(worldpos) {
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return Game.camera.world2view(worldpos);
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}
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Window.icon = function(path) { cmd(90, path); };
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Window.icon.doc = "Set the icon of the window using the PNG image at path.";
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global.mixin("scripts/debug.js");
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global.mixin("scripts/spline.js");
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global.mixin("scripts/components.js");
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Window.doc = {};
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Window.doc.width = "Width of the game window.";
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Window.doc.height = "Height of the game window.";
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Window.doc.dimensions = "Window width and height packaged in an array [width,height]";
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Window.doc.title = "Name in the title bar of the window.";
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Window.doc.boundingbox = "Boundingbox of the window, with top and right being its height and width.";
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Register.update.register(Game.exec, Game);
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global.mixin("scripts/actor.js");
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global.mixin("scripts/entity.js");
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function world_start() {
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globalThis.world = Object.create(gameobject);
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world.objects = {};
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world.check_dirty = function() {};
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world.namestr = function(){};
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world._ed = {
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selectable:false,
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dirty:false,
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};
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world.toString = function() { return "world"; };
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world.master = gameobject;
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world.ur = "world";
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world.kill = function() { this.clear(); };
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world.phys = 2;
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gameobject.level = world;
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gameobject.body = make_gameobject();
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cmd(113,gameobject.body, gameobject);
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Object.hide(gameobject, 'timescale');
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var cam = world.spawn("scripts/camera2d.jso");
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Game.view_camera(cam);
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}
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global.mixin("scripts/physics.js");
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Game.view_camera = function(cam)
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{
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Game.camera = cam;
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cmd(61, Game.camera.body);
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}
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Window.title(`Prosperon v${prosperon.version}`);
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Window.width = 1280;
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Window.height = 720;
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