[oden][game] Multiple screens, logging, pre/post, bluescreen

Better blue screens and also logging and whatnot
This commit is contained in:
John Doty 2023-09-11 20:41:11 -07:00
parent 95d626c15f
commit 93d4e3eb91
8 changed files with 1201 additions and 244 deletions

View file

@ -2,7 +2,8 @@ import { load_texture } from "./assets";
import { btn, Button } from "./input";
import { Vec2, new_v2, vadd, vsub, vnorm, vmul } from "./vector";
import { color, stroke, circle, spr, use_texture, Texture } from "./graphics";
import { has_collision, Level } from "./level";
import { has_collision, Level, World } from "./level";
import { log } from "./log";
export interface ActorProps {
id: string;
@ -50,7 +51,15 @@ export class Actor {
this.props = props;
}
update() {}
pre_update(_world: World) {}
post_update(_world: World) {}
update(world: World) {
this.pre_update(world);
this.update_physics(world.current_level);
this.post_update(world);
}
// IDEAS: Make gameplay logic at 30fps and render updates at 60fps? Does
// this mean we do some "update" in render?
@ -159,7 +168,7 @@ export class Robo extends Actor {
});
}
update() {
pre_update() {
// Acceleration from input
let a = new_v2(0);
if (btn(Button.Up)) {
@ -178,6 +187,50 @@ export class Robo extends Actor {
this.props.velocity = vadd(this.props.velocity, vmul(a, 0.07));
}
post_update(world: World) {
const level = world.current_level;
const props = this.props;
const w = level.cw - 1;
const h = level.ch - 1;
log("robo position", "cx", props.cx, "cy", props.cy, "w", w, "h", h);
let next_level = null;
if (props.cx > w || (props.cx == w && props.xr > 0.8)) {
const iid = level.neighbors.e;
next_level = iid && world.level_map.get(iid);
if (next_level) {
props.cx = 0;
props.xr = 0.2;
}
} else if (props.cy > h || (props.cy == h && props.yr > 0.8)) {
const iid = level.neighbors.s;
next_level = iid && world.level_map.get(iid);
if (next_level) {
props.cy = 0;
props.yr = 0.2;
}
} else if (props.cx < 0 || (props.cx == 0 && props.xr < 0.2)) {
const iid = level.neighbors.w;
next_level = iid && world.level_map.get(iid);
if (next_level) {
props.cx = next_level.cw - 1;
props.xr = 0.8;
}
} else if (props.cy < 0 || (props.cy == 0 && props.yr < 0.2)) {
const iid = level.neighbors.n;
next_level = iid && world.level_map.get(iid);
if (next_level) {
props.cy = next_level.ch - 1;
props.yr = 0.8;
}
}
if (next_level) {
log("vwoop", next_level.iid);
world.current_level = next_level; // Yikes.
}
}
draw(clock: number) {
if (this.bot_sprite != undefined) {
use_texture(this.bot_sprite);

View file

@ -2,8 +2,9 @@
// javascript. Dealing with the level code is really nice in javascript
// but there's a bunch of weird stuff that really feels lower level.
import { load_texture } from "./assets";
import { Texture, print, spr, use_texture } from "./graphics";
import { Texture, spr, use_texture } from "./graphics";
import { load_string } from "./io";
import { log } from "./log";
// TODO: Use io-ts? YIKES.
@ -43,6 +44,7 @@ export interface EntityLayer {
}
export interface Level {
iid: string;
world_x: number;
world_y: number;
width: number;
@ -52,11 +54,19 @@ export interface Level {
tile_layers: TileLayer[];
entities: Entity[];
values: { [key: string]: number[] };
neighbors: {
n: string | null;
s: string | null;
e: string | null;
w: string | null;
};
}
export interface World {
levels: Level[];
level_map: Map<string, Level>;
tilesets: Map<number, TileSet>;
current_level: Level;
}
interface LDTKTilesetDef {
@ -78,7 +88,15 @@ async function load_tileset(def: LDTKTilesetDef): Promise<TileSet> {
tags.set(et.enumValueId, et.tileIds);
}
print("Loaded tileset", def.uid, "from", relPath, "as ID", texture.id());
log(
"map_load",
"Loaded tileset",
def.uid,
"from",
relPath,
"as ID",
texture.id()
);
return { id: def.uid, texture, tags };
}
@ -179,15 +197,18 @@ function is_intgrid_layer_instance(
}
type LDTKLevel = {
iid: string;
worldX: number;
worldY: number;
pxWid: number;
pxHei: number;
layerInstances: LDTKLayerInstance[];
__neighbours: { levelIid: string; dir: "n" | "s" | "e" | "w" }[];
};
function load_level(tile_sets: Map<number, TileSet>, def: LDTKLevel): Level {
const result: Level = {
iid: def.iid,
world_x: def.worldX,
world_y: def.worldY,
width: def.pxWid,
@ -197,6 +218,7 @@ function load_level(tile_sets: Map<number, TileSet>, def: LDTKLevel): Level {
tile_layers: [],
entities: [],
values: {},
neighbors: { n: null, s: null, e: null, w: null },
};
for (const li of def.layerInstances) {
@ -220,6 +242,18 @@ function load_level(tile_sets: Map<number, TileSet>, def: LDTKLevel): Level {
}
result.tile_layers = result.tile_layers.reverse();
const neighbors = result.neighbors;
for (const n of def.__neighbours) {
if (n.dir == "n") {
neighbors.n = n.levelIid;
} else if (n.dir == "s") {
neighbors.s = n.levelIid;
} else if (n.dir == "e") {
neighbors.e = n.levelIid;
} else if (n.dir == "w") {
neighbors.w = n.levelIid;
}
}
return result;
}
@ -255,7 +289,7 @@ function is_ldtk_map(map: unknown): map is LDTKMap {
}
export async function load_world(path: string): Promise<World> {
print("Loading map:", path);
log("map_load", "Loading map:", path);
const blob = await load_string(path);
const map = JSON.parse(blob);
@ -274,7 +308,17 @@ export async function load_world(path: string): Promise<World> {
}
const levels = map.levels.map((l: any) => load_level(tilesets, l));
return { levels, tilesets };
const level_map = new Map();
for (const level of levels) {
level_map.set(level.iid, level);
}
const current_level = levels.find((l) => l.world_x == 0 && l.world_y == 0);
if (!current_level) {
throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
}
return { levels, level_map, tilesets, current_level };
}
export function has_collision(level: Level, cx: number, cy: number): boolean {

View file

@ -1,17 +1,35 @@
import { color, print } from "./graphics";
const lines: string[] = [];
interface LogEntry {
frame_age: number;
line: string;
}
export function log(...args: unknown[]) {
// const line = args.join(" ");
lines.push(args.join(" "));
const lines: Map<string, LogEntry> = new Map();
export function log(key: string, ...args: unknown[]) {
const entry = {
frame_age: 60,
line: key + " " + args.join(" "),
};
lines.set(key, entry);
}
export function draw_log() {
color(1, 1, 1, 1);
let line_y = 3;
for (const line of lines) {
print(3, line_y, line);
line_y += 8;
const keys = [...lines.keys()].sort();
for (const key of keys) {
const entry = lines.get(key);
if (entry) {
// Life is too short for me to convince typescript.
print(3, line_y, entry.line);
line_y += 8;
entry.frame_age -= 1;
if (entry.frame_age <= 0) {
lines.delete(key);
}
}
}
}

View file

@ -1,7 +1,7 @@
import { cls, get_dimensions, scale } from "./graphics";
import { since_start } from "./time";
import { new_v2 } from "./vector";
import { load_world, World, Level, draw_level } from "./level";
import { load_world, World, draw_level } from "./level";
import {
Actor,
ActorProps,
@ -16,7 +16,6 @@ import { log, draw_log } from "./log";
let clock = 0;
let world: World | undefined = undefined;
let level: Level | undefined = undefined;
let actors: Actor[] = [];
// Note zelda overworld is 16x8 screens
@ -26,14 +25,11 @@ let actors: Actor[] = [];
function start_load_assets() {
// Start this load, but then...
load_world("./overworld.ldtk").then((w) => {
log("World loaded at", since_start());
log("world loaded at", since_start());
world = w;
// Assume we start at 0,0
level = world.levels.find((l) => l.world_x == 0 && l.world_y == 0);
if (!level) {
throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
}
const level = world.current_level;
// TODO: SPAWN ACTORS BASED ON LEVEL.
actors.length = 0;
@ -63,7 +59,7 @@ interface Snapshot {
}
export function suspend(): Snapshot {
log("Suspend! ", actors.length, "actors");
log("suspend_status", "Suspend ", actors.length, "actors");
return {
clock,
actors: actors.map((a) => {
@ -76,23 +72,19 @@ export function resume(snapshot: Snapshot | undefined) {
if (snapshot) {
clock = snapshot.clock || 0;
actors = snapshot.actors.map((s) => spawn_actor(s.type, s.props));
log("Resume! ", actors.length, "actors");
log("resume_status", "Resume ", actors.length, "actors");
}
}
export function update() {
if (!level) {
if (!world) {
return;
}
clock = (clock + 1) % 20160;
for (const actor of actors) {
actor.update();
}
for (const actor of actors) {
actor.update_physics(level);
actor.update(world);
}
// TODO: Bonks
@ -109,8 +101,8 @@ export function draw() {
);
scale(s);
if (level != undefined) {
draw_level(level, 0, 0);
if (world != undefined) {
draw_level(world.current_level, 0, 0);
}
for (const actor of actors) {

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@ -1,7 +1,7 @@
use notify::{RecommendedWatcher, RecursiveMode, Watcher};
use oden_js::{
module::loader::{ModuleLoader, ModuleSource},
Context, ContextRef, Result, Runtime, Value,
Context, ContextRef, RejectedPromiseTracker, Result, Runtime, Value,
};
use std::ffi::OsStr;
use std::sync::mpsc::{channel, Receiver, Sender};
@ -53,6 +53,39 @@ impl ModuleLoader for Loader {
}
}
struct RejectedPromiseHandler {
error_lines: Sender<String>,
}
impl RejectedPromiseTracker for RejectedPromiseHandler {
fn on_rejected_promise(
&self,
ctx: &ContextRef,
_promise: &oden_js::ValueRef,
reason: &oden_js::ValueRef,
is_handled: bool,
) {
if !is_handled {
let reason_str = reason.to_string(ctx).expect(
"Unhandled rejected promise: reason unknown: unable to convert reason to string",
);
let reason_str = format!("Unhandled rejected promise:\n{reason_str}");
for line in reason_str.lines().map(|l| l.to_owned()) {
let _ = self.error_lines.send(line);
}
let stack = reason
.get_property(ctx, "stack")
.and_then(|stack| stack.to_string(ctx))
.unwrap_or_else(|_| String::new());
for line in stack.lines().map(|l| l.to_owned()) {
let _ = self.error_lines.send(line);
}
}
}
}
pub struct ScriptContext {
context: Context,
update: Value,
@ -68,12 +101,18 @@ pub struct ScriptContext {
input: input::InputAPI,
error_lines: Vec<String>,
promise_error_reciever: Receiver<String>,
}
impl ScriptContext {
pub fn new(suspend_state: Option<Vec<u8>>, reload_trigger: Sender<()>) -> Result<Self> {
let (promise_error_send, promise_error_recv) = channel();
let mut runtime = Runtime::new();
runtime.set_module_loader(Loader::new(reload_trigger));
runtime.set_rejected_promise_tracker(RejectedPromiseHandler {
error_lines: promise_error_send,
});
let mut context = Context::new(runtime);
context.add_intrinsic_bigfloat();
@ -119,6 +158,7 @@ impl ScriptContext {
input,
error_lines: Vec::new(),
promise_error_reciever: promise_error_recv,
})
}
@ -172,6 +212,11 @@ impl ScriptContext {
{
let _span = span!("process jobs");
self.handle_result(self.context.process_all_jobs());
// Check to make sure we don't have any rejected promises.
while let Ok(line) = self.promise_error_reciever.try_recv() {
self.error_lines.push(line);
}
}
// Now run the update function.
@ -197,9 +242,10 @@ impl ScriptContext {
GraphicsCommand::Clear(ClearCommand {
color: [0.0, 0.0, 1.0, 1.0],
}),
GraphicsCommand::Scale([4.0, 4.0]),
GraphicsCommand::Print(PrintCommand {
text: "FATAL SCRIPT ERROR".to_owned(),
pos: [6.0, 6.0],
pos: [8.0, 8.0],
}),
];