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No files matched your search
@@ -7,4 +7,4 @@ node_modules
|
||||
.DS_Store
|
||||
web/static/css/app.css
|
||||
art
|
||||
client
|
||||
web/static/app
|
||||
@@ -2,6 +2,7 @@
|
||||
/bin/
|
||||
/moonminers
|
||||
/web/static/css/app.css
|
||||
/web/static/app/
|
||||
|
||||
# Local env files (never commit)
|
||||
.env
|
||||
|
||||
@@ -18,6 +18,10 @@ refinery for the whole account. There is also a leaderboard (Leaderboard section
|
||||
- The interface is server-rendered HTML. htmx swaps it in place, morphing the game's regions
|
||||
(idiomorph extension, vendored in `web/static/vendor/idiomorph`) so elements keep their
|
||||
state; Tailwind v4 (standalone CLI) builds the CSS. No bundler, no TypeScript, no Alpine.
|
||||
- Experiment: a second web client at `/app` (`web/app/`), Preact + JSX + `@preact/signals`
|
||||
(vendored in `web/app/vendor`, no other libraries, no preact/compat), bundled by esbuild
|
||||
(standalone binary fetched like Tailwind, `make app`) into `web/static/app/` (built, not
|
||||
committed). See "web/app" below.
|
||||
- three.js is a plain ES module loaded through an import map (vendored in `web/static/vendor`).
|
||||
The viewport in the aside shows the selected moon, generated procedurally from its id
|
||||
(`terrain.js`, run in a worker by `moon-worker.js`; settings tuned on `/utils/moons` and
|
||||
@@ -25,9 +29,8 @@ refinery for the whole account. There is also a leaderboard (Leaderboard section
|
||||
- Postgres 16, stock image. No functions or extensions in the database.
|
||||
|
||||
## Layout
|
||||
- The repo is `game/` in the `MoonMiners/` workspace; agent worktrees go next to it
|
||||
(`git worktree add ../wt-<task> -b <task>`). The Defold desktop client is `client/` (its own
|
||||
AGENTS.md).
|
||||
- The repo is `server/` in the `MoonMiners/` workspace; agent worktrees go next to it
|
||||
(`git worktree add ../wt-<task> -b <task>`), a Defold client later in `../client`.
|
||||
- `main.go`: commands (`serve`, `migrate`, `load-config`, `sim [file]`, `moon-traits`), `.env`
|
||||
loading. `balance.go`: the `sim` command (prints the `sim.go` analysis).
|
||||
- `game.go`: game rules. Each action is one transaction that locks (`for update`) the rows it
|
||||
@@ -145,14 +148,38 @@ refinery for the whole account. There is also a leaderboard (Leaderboard section
|
||||
ops at `/utils/liveops` (dashboard from `event_log`, timed events in `live_event` applied
|
||||
via `eventMultiplier` in game.go, `announcement`; both shown in the game's `#banner`).
|
||||
- `web/css/app.css`: Tailwind input (custom HUD styles); builds to `web/static/css/app.css`.
|
||||
- `web/app/` (the Preact client, `GET /app`, template `spa.html`): the Moons slice (header and
|
||||
wallet, Claim all, moon list with its Active/Past tabs, search and past pages, wells table
|
||||
with multi-well drills and claim-wide, the moon's resale, well panel with the better-well
|
||||
line, a past moon's haul, viewport, toasts) on the JSON API; other sections, buying a moon
|
||||
and the store link to the classic client. `session.js`: like the Defold client's session
|
||||
(`base` server state, `pending` predictions, `shown`/`live` computeds, an outbox sending
|
||||
one request at a time with `clientSeq`, rollback on 422, predicted navigation);
|
||||
`predict.js`: port of the Defold `predict.lua` (claim, stake, redrill; readiness is local,
|
||||
`end <= now`). `clock.js`: server clock, `edge` (bumped at each drill end), the frame loop
|
||||
and eased numbers. `ui.jsx`: `Num`, `Countdown`, `DrillBar` (Web Animation, keyed by tool
|
||||
id; corrections change its playback rate). `fx.js`: effects at the click from the
|
||||
predicted change, using exports of the classic `fx.js`/`sfx.js`. `scene.js` +
|
||||
`scene-worker.js`: the classic `MoonScene` in a worker on an OffscreenCanvas (main thread
|
||||
fallback, `?mainscene`). `dialog.jsx`: the confirm dialog (the classic markup, opened by
|
||||
the classic `ui.js`), for the API's `confirm` texts. Same classes as the classic markup (app.css); `preact.css` only
|
||||
for what differs.
|
||||
Rules: pass signals to JSX as they are; read `.value` only in logic, `computed()` and
|
||||
effects (`scripts/check-signals-jsx.mjs` in `make check` flags `.value` inside JSX).
|
||||
Key list items by stable ids (drills by tool id, not stake id: a predicted stake's id
|
||||
changes when the server answers); never swap an element that animates for another.
|
||||
Animate with transform/opacity (CSS, Web Animations), FLIP (`flip.js`) for rows that move.
|
||||
- `sql/tables.sql`, `sql/data.sql`: schema for fresh databases. `sql/migrations/` (001–016):
|
||||
changes for existing ones, applied on every `migrate`, so each must be idempotent.
|
||||
- `test-endpoints.restclient`: the up-to-date list of endpoints, in Emacs restclient format.
|
||||
|
||||
## Commands
|
||||
- `make dev`: server on :3000 that reloads templates/static from disk, with Tailwind watching.
|
||||
- `make dev`: server on :3000 that reloads templates/static from disk, with Tailwind and
|
||||
esbuild (the Preact client) watching. `MM_API_DELAY_MS=300` (with `MM_DEV=1`) holds every
|
||||
game request that long, to try both clients on a slow connection.
|
||||
- `make build`, `make check` (gofmt, vet, template check, JS syntax of every `web/static/js/*.js`,
|
||||
moon traits check), `make migrate`, `make load-config`. `go run . sim` prints the economy analysis.
|
||||
moon traits check, the Preact client's `.value` check and build), `make migrate`,
|
||||
`make load-config`. `go run . sim` prints the economy analysis.
|
||||
- Template check: `templates_test.go` (`go test -run Templates`, in `make check`) parses the
|
||||
templates like the server and renders every page and region against in-memory game states;
|
||||
when you add a page, section or view model branch, make sure its states/views reach it.
|
||||
|
||||
@@ -5,10 +5,14 @@ ARG TAILWIND_VERSION=v4.1.14
|
||||
RUN curl -fsSL -o /usr/local/bin/tailwindcss \
|
||||
https://github.com/tailwindlabs/tailwindcss/releases/download/${TAILWIND_VERSION}/tailwindcss-linux-x64 \
|
||||
&& chmod +x /usr/local/bin/tailwindcss
|
||||
ARG ESBUILD_VERSION=0.28.2
|
||||
RUN curl -fsSL https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-${ESBUILD_VERSION}.tgz \
|
||||
| tar xz -C /usr/local/bin --strip-components=2 package/bin/esbuild
|
||||
COPY go.mod go.sum ./
|
||||
RUN go mod download
|
||||
COPY . .
|
||||
RUN tailwindcss -i web/css/app.css -o web/static/css/app.css --minify \
|
||||
&& make app ESBUILD=/usr/local/bin/esbuild \
|
||||
&& CGO_ENABLED=0 go build -trimpath -ldflags="-s -w" -o /moonminers .
|
||||
|
||||
FROM scratch
|
||||
|
||||
@@ -0,0 +1,169 @@
|
||||
# Hand-off: Preact web client experiment (branch `s-preact`)
|
||||
|
||||
## Goal
|
||||
Find out whether a web client can feel as smooth and instant as the Defold client (which
|
||||
predicts click results locally and eases corrections). It's built with Preact + JSX +
|
||||
@preact/signals and compiled by esbuild, on the existing JSON API. It's served at `/app`
|
||||
next to the classic htmx client at `/`. The user will compare them by feel: fast
|
||||
claim/redrill/deploy clicks, and animations that never hitch.
|
||||
|
||||
## What's built
|
||||
- `web/app/` (about 2,400 lines without the vendored code):
|
||||
- `session.js`: a port of the Defold `session.lua`. Holds the `base`/`pending` signals,
|
||||
the `shown`/`live` computeds, and an outbox that sends one request at a time with
|
||||
`clientSeq`. A 422 rolls the prediction back. Navigation is predicted. It refetches at
|
||||
`nextEnd` and keeps the URL in sync.
|
||||
- `predict.js`: a port of `predict.lua` (claim, stake, redrill, derive). One deliberate
|
||||
difference: readiness is local (`s.ready || s.end <= now`).
|
||||
- `clock.js`: server clock offset. An `edge` signal is bumped by a timer at each drill
|
||||
end. Also a single rAF ticker loop and eased numbers (`eased`, `hold`/`release`).
|
||||
- `ui.jsx`:
|
||||
- `Num`: eased number, written by the ticker.
|
||||
- `Countdown`.
|
||||
- `DrillBar`: a WAAPI `scaleX` animation keyed by tool id. A server correction changes
|
||||
`playbackRate` so the bar lands on the true end without jumping.
|
||||
- `SupplyBar`: clip-path.
|
||||
- `buttons.jsx`: `ReadyButton`. It dispatches `mm:ready` when the clock (not a new
|
||||
state) enables it, and the classic fx.js then plays the pop, sparks and sound.
|
||||
- `header.jsx`, `moons.jsx`, `side.jsx`: the same markup and classes as the classic
|
||||
templates, so they use `app.css`. `preact.css` covers only the differences. The whole
|
||||
Moons slice: the moon list's Active/Past tabs, search and past pages, a past moon's
|
||||
haul, the multi-well row and claim-wide (not predicted: the server splits it), the
|
||||
moon sale, and the well panel's better-well line ("Deploy there" moves the view, so it
|
||||
waits for the server).
|
||||
- `dialog.jsx`: the classic confirm dialog (its markup, opened by the classic `ui.js`),
|
||||
for the API's `confirm` texts (the moon sale).
|
||||
- `fx.js`: effects at the click, from the predicted diff. Uses exports added to
|
||||
`web/static/js/fx.js` (`floatText`, `stream`, `mark`, `centerOf`, `formatMoney`) and to
|
||||
`sfx.js`.
|
||||
- `flip.js`: FLIP for keyed rows, with positions relative to the container.
|
||||
- `scene.js` + `scene-worker.js`: the classic `MoonScene` runs in a worker on an
|
||||
OffscreenCanvas. It uses stand-ins for the canvas, its container, `ResizeObserver` and
|
||||
`document`. Pointer and wheel events and the size are forwarded from the page. Drag and
|
||||
zoom were verified. If the worker fails it falls back to the page's thread;
|
||||
`?mainscene` forces that.
|
||||
- `vendor/`: preact 11.0.1 and signals 2.11.3 / signals-core 1.14.4. `jsconfig.json`
|
||||
holds the path aliases, including `three`, used by the worker bundle.
|
||||
- Go: `GET /app` renders `web/templates/spa.html`. `MM_API_DELAY_MS` (dev only) delays
|
||||
`/act/`, `/api/act/`, `/api/state` and htmx `GET /` for both clients.
|
||||
- Build:
|
||||
- `make app`: esbuild is fetched into `bin/` from the npm tarball. It outputs `app.js`,
|
||||
`app.css`, `scene-worker.js` and `moon-worker.js` to `web/static/app/`, which is
|
||||
gitignored and in `.dockerignore`.
|
||||
- `make dev` watches the client.
|
||||
- `make build` depends on `app`.
|
||||
- The Dockerfile fetches esbuild and runs `make app`.
|
||||
- `make check` (passes) also runs `scripts/check-signals-jsx.mjs`, which flags `.value`
|
||||
inside JSX, and builds the client.
|
||||
- AGENTS.md documents `web/app` and its rules. `/app` is in `templates_test.go` and
|
||||
`test-endpoints.restclient`.
|
||||
|
||||
## How to try it
|
||||
```
|
||||
cd wt-s-preact && make app && go build -o bin/moonminers .
|
||||
DB_DATABASE=mm_s_preact PORT=3151 MM_DEV=1 ./bin/moonminers serve
|
||||
# second, slow server on the same DB: MM_API_DELAY_MS=300 PORT=3152 ...
|
||||
```
|
||||
Open `http://localhost:3151/app` and `http://localhost:3151/`. They share the same player
|
||||
cookie. The database `mm_s_preact` is kept. `.env` was copied from `../server/.env` and is
|
||||
gitignored. **The servers are stopped now**; restart them with the commands above.
|
||||
|
||||
## Measurements
|
||||
|
||||
### Second run (Oct 20, after the Moons slice was finished)
|
||||
Headless Chrome 155 on macOS over the DevTools protocol (no puppeteer), Metal GPU
|
||||
(`--use-angle=metal --enable-gpu --ignore-gpu-blocklist`), 1440×900. Same method as below:
|
||||
the median of 3 alternating runs; latency from pointerdown to the first frame where the
|
||||
side panel's drill line count changes. Each test starts from a known state set through the
|
||||
API and admin endpoints (the wells topped up, one drone finished on the well). No other
|
||||
engine was running; the machine's load average was 6 to 9 from other work.
|
||||
|
||||
| | classic, 0 ms | app, 0 ms | classic, +300 ms | app, +300 ms |
|
||||
|---|---|---|---|---|
|
||||
| claim to visible result | 30 ms | 13 ms | 347 ms | 14 ms |
|
||||
| redrill to visible result | 31 ms | 15 ms | 331 ms | 14 ms |
|
||||
| 6 deploy clicks 120 ms apart that took effect | 6, 6, 6 | 6, 6, 6 | **2, 2, 2** | 6, 6, 6 |
|
||||
| Redrill clickable 150 ms after Claim | yes | yes | **no** | yes |
|
||||
| dropped frames (>25 ms) per run | 0, 0, 0 | 0, 0, 0 | 0, 0, 1 | 0, 0, 0 |
|
||||
|
||||
Main-thread time for one claim (Chrome's Performance.getMetrics counters, from the click to
|
||||
1.5 s after, 0 ms delay, median of 3):
|
||||
|
||||
| | script | layout | style | all tasks |
|
||||
|---|---|---|---|---|
|
||||
| classic | 25 ms | 5 ms | 9 ms | 69 ms |
|
||||
| app | 11 ms | 8 ms | 10 ms | 62 ms |
|
||||
|
||||
- The classic client's first claim of a page load had 109 ms of script (the AudioContext on
|
||||
the first gesture, as below); the others 24–25 ms.
|
||||
- Most of "all tasks" is the viewport and other frames in the window, the same in both.
|
||||
- With an idle GPU the frame drops are gone for both clients: the earlier noise was the
|
||||
other engine.
|
||||
- Side-by-side screenshots (moon, well panel, multi-well moon, past moons) are identical but
|
||||
for the header's Classic/Admin link.
|
||||
|
||||
### First run
|
||||
Headless Chromium 156 (Playwright's cache) with puppeteer-core, GPU via
|
||||
`--enable-gpu --use-angle=gl-egl`. Swiftshader is far too slow to use. Each figure is the
|
||||
median of 3 alternating runs. The latency is the time from pointerdown to the first frame
|
||||
where the side panel's drill lines change.
|
||||
|
||||
| | classic, 0 ms | app, 0 ms | classic, +300 ms | app, +300 ms |
|
||||
|---|---|---|---|---|
|
||||
| claim to visible result | 52 ms | 14 ms | 342 ms | 12 ms |
|
||||
| redrill to visible result | 41 ms | 11 ms | 329 ms | 8 ms |
|
||||
| 6 deploy clicks 120 ms apart that took effect | 6, 6, 5 | 6, 6, 6 | **2, 2, 2** | 6, 6, 6 |
|
||||
| Redrill clickable 150 ms after Claim | yes | yes | **no** | yes |
|
||||
| dropped frames (>25 ms) per run | 9, 7, 2 | 7, 12, 1 | 9, 5, 1 | 4, 4, 2 |
|
||||
|
||||
- The classic client drops clicks while a request runs: `body.is-busy` sets
|
||||
`pointer-events: none`.
|
||||
- Frame drops were noisy and about the same for both clients. Another agent's Defold engine
|
||||
was using about 460% CPU and the GPU.
|
||||
- Long-animation-frame entries show the frames waiting on the GPU or presentation rather
|
||||
than on scripts.
|
||||
- The worker viewport and the main-thread viewport (`app-main`) showed no clear difference
|
||||
under this load.
|
||||
- The first click in each run has a long task of about 120 ms in both clients. It comes
|
||||
from `sfx.js` creating the AudioContext on the first gesture.
|
||||
- The harness lives in the session scratchpad, which is not kept. If it's needed again,
|
||||
recreate it from this description: `measure.mjs` (in-page rAF sampling, longtask/LoAF
|
||||
observers, a `watch` predicate on the drill-line count, `page.mouse.click`), `setup.mjs`
|
||||
(a player via the admin endpoints: unlock all, 5 drones, credits, a moon) and
|
||||
`runall.sh`.
|
||||
|
||||
## Unfinished / next steps
|
||||
Done since the first hand-off: the well panel and Moons section gaps (better well, multi-well
|
||||
rows and claim-wide, moon sale, past moons tab, search and pages), navigation and sale and
|
||||
mined-out effects, the measurements on a quiet GPU with main-thread time per claim, and the
|
||||
side-by-side screenshots. What's left:
|
||||
1. Other sections (Equipment, Store, Market, Refinery, Advisors, Leaderboard, Help), buying
|
||||
a moon (the new-moon teaser and reveal) and the store link still open the classic client.
|
||||
The API has every section's state and the prediction rules for sells and refinery
|
||||
batches (api.md "Prediction").
|
||||
2. Moon sale, claim-wide and "Deploy there" wait for the server (a spinner); predicting them
|
||||
would need the server's split of multi-well claims and the sale's payout rules.
|
||||
3. The measurement harness lived in a session scratchpad again (CDP: an in-page rAF watch on
|
||||
the drill-line count, clicks through Input.dispatchMouseEvent, Performance.getMetrics
|
||||
around a claim). Worth keeping in `scripts/` if the comparison continues.
|
||||
4. Report: rough line counts are above. Hard parts:
|
||||
- predicted stake ids differ from the server's, so drill rows are keyed by tool id;
|
||||
- easing bar corrections (playbackRate);
|
||||
- OffscreenCanvas shims for OrbitControls (`getRootNode`, pointer capture, readonly
|
||||
`Event.type`);
|
||||
- avoiding ticker writes conflicting with Preact's children (the ticker writes into
|
||||
empty spans).
|
||||
|
||||
## Gotchas
|
||||
- `live` re-derives counts on every `edge`. Components read `live.value` in their body,
|
||||
which is allowed. Never read `.value` inside JSX.
|
||||
- Readiness from the clock: `clockCaused()` compares the time of the last edge with the
|
||||
last `shown` change, because Preact re-renders asynchronously.
|
||||
- The worker bundle includes three.js (about 600 KB). The page itself uses the import map
|
||||
only for the main-thread fallback.
|
||||
- esbuild needs `--tsconfig=web/app/jsconfig.json` so that `three` resolves for
|
||||
`web/static/js/scene.js` too.
|
||||
- Never `pkill -f` a pattern contained in your own command line; it kills your own shell.
|
||||
- `scripts/check-signals-jsx.mjs` flags any `.value` in JSX, including plain objects' fields
|
||||
(the sale lines' `value`): destructure them under another name.
|
||||
- Headless Chrome plays the game's sounds through the speakers; start it with `--mute-audio`.
|
||||
@@ -1,20 +1,31 @@
|
||||
TAILWIND_VERSION := v4.1.14
|
||||
TAILWIND := bin/tailwindcss
|
||||
CSS := web/static/css/app.css
|
||||
ESBUILD_VERSION := 0.28.2
|
||||
ESBUILD := bin/esbuild
|
||||
# The Preact client (web/app) bundled into web/static/app: app.js, app.css and the viewport's
|
||||
# worker with three.js (scene-worker.js, which starts moon-worker.js for meshes). The page loads the classic client's modules
|
||||
# (/static/js/...) by URL.
|
||||
APP := $(ESBUILD) app=web/app/main.jsx scene-worker=web/app/scene-worker.js moon-worker=web/static/js/moon-worker.js --bundle --format=esm --target=es2022 '--external:/static/*' --tsconfig=web/app/jsconfig.json --outdir=web/static/app
|
||||
|
||||
.PHONY: build dev css migrate load-config check
|
||||
.PHONY: build dev css app migrate load-config check
|
||||
|
||||
build: css
|
||||
build: css app
|
||||
go build -o bin/moonminers .
|
||||
|
||||
# Server on :3000 that reloads templates and static files from disk; CSS rebuilds on change.
|
||||
dev: $(TAILWIND)
|
||||
# Server on :3000 that reloads templates and static files from disk; CSS and the Preact
|
||||
# client rebuild on change.
|
||||
dev: $(TAILWIND) $(ESBUILD)
|
||||
$(TAILWIND) -i web/css/app.css -o $(CSS) --watch=always & \
|
||||
trap 'kill $$!' EXIT; MM_DEV=1 go run . serve
|
||||
$(APP) --sourcemap --watch=forever & \
|
||||
trap 'kill $$(jobs -p)' EXIT; MM_DEV=1 go run . serve
|
||||
|
||||
css: $(TAILWIND)
|
||||
$(TAILWIND) -i web/css/app.css -o $(CSS) --minify
|
||||
|
||||
app: $(ESBUILD)
|
||||
$(APP) --minify
|
||||
|
||||
migrate:
|
||||
go run . migrate
|
||||
|
||||
@@ -26,6 +37,12 @@ check:
|
||||
go test -run '^(TestTemplates|TestAPI)$$' -count=1 .
|
||||
for f in web/static/js/*.js; do node --check $$f || exit 1; done
|
||||
node --no-warnings scripts/check-moon-traits.mjs
|
||||
node scripts/check-signals-jsx.mjs web/app
|
||||
$(APP) --minify --log-level=warning
|
||||
|
||||
$(ESBUILD):
|
||||
mkdir -p bin
|
||||
curl -fsSL https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-$(ESBUILD_VERSION).tgz | tar xz -C bin --strip-components=2 package/bin/esbuild
|
||||
|
||||
$(TAILWIND):
|
||||
mkdir -p bin
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
build/
|
||||
tools/
|
||||
.internal/
|
||||
*.der
|
||||
.DS_Store
|
||||
dist/
|
||||
__pycache__/
|
||||
@@ -1,506 +0,0 @@
|
||||
# AGENTS.md — Moon Miners client (Defold)
|
||||
|
||||
## What this is
|
||||
A native client for Moon Miners, the idle mining game whose rules and state live in the Go
|
||||
server (the repo root `..`, see `../AGENTS.md`). Same layout and HUD look as the web build
|
||||
(header with sections, resources and credits; moon list on the left; the current section
|
||||
in the middle; aside with the moon viewport and the selected well), made game-native.
|
||||
Target: 16:10 at 1280x800 (Steam Deck); bigger windows show the UI at native pixel size
|
||||
with more room, smaller ones rearrange (see Scaling); mouse now, gamepad focus later.
|
||||
|
||||
The server is the authority. The client shows the state the server sends and sends
|
||||
actions. It may show an action's result before the answer (prediction, see Conventions),
|
||||
computed only from numbers the server sent (`take`, the tool's `cycleSecs`/`yield`, quotes,
|
||||
`rules`; `../api.md` "Prediction"); the next response replaces it. No other game
|
||||
rules in Lua. Countdowns may tick locally as display only.
|
||||
|
||||
## Stack
|
||||
- Defold 1.14.0 beta (editor in `/opt/Defold`, engine sha1
|
||||
`6823d775883a04f4210bf04cd54cbffc468ac0ad`; `bob.jar` of the same sha in `tools/`).
|
||||
- Dependencies in `game.project`, pinned release zips: Druid 1.4.1 (UI components),
|
||||
Monarch 6.0.3 (the screen), Defold Event 21 (required by Druid). Defold Event has a
|
||||
native extension, so a build sends the engine to Defold's build server once (needs
|
||||
network; later builds reuse it until the dependencies change). Dependencies are fetched
|
||||
only when `game.project` changes (`make resolve` forces it).
|
||||
- Input: `/builtins/input/all.input_binding` (what Druid expects: `touch`, `key_esc`, ...).
|
||||
The game screen takes its input focus once in `init`; Druid never touches it (`[druid]
|
||||
no_auto_input = 1`): a Druid instance's `final()` would post `release_input_focus` for
|
||||
the whole gui script, so closing a dialog (its own instance) left the game deaf to mouse
|
||||
and keys until the next rebuild. Don't post acquire/release_input_focus anywhere else.
|
||||
- Druid and Defold GUI findings (Layout, Data List, hover, limits, markup):
|
||||
`../druid-notes.md`. Druid source: `~/Development/Refold/druid`, Defold source:
|
||||
`~/Development/Refold/Defold` (read-only).
|
||||
|
||||
## Game screen: core, regions, sections
|
||||
|
||||
`screens/game/game.gui_script` only forwards the lifecycle to `screens/game/core/main.lua`
|
||||
(and on a hot reload re-requires it, see Fast iteration). The screen is rebuilt from the
|
||||
state: every new state (a response, a prediction) or a window/UI-scale change sets
|
||||
`g.dirty`, and the next update drops the Druid instance and every layout node and builds
|
||||
them again. `g` is the gui script's `self`.
|
||||
|
||||
Core (`screens/game/core/`):
|
||||
- `main.lua`: init (layers, session, helpers, autoplay), update (rebuild when dirty,
|
||||
tickers, effects, dialog, Druid, module `update`s, the test hook), input (a dialog takes
|
||||
all input while open; mouse moves are replayed after a rebuild so hover shows at once),
|
||||
the build orchestration (banner, header, moon list, main panel, aside; widths from
|
||||
`theme.size`), entrances (below) and `on_reload`. Section modules: `M.SECTIONS`.
|
||||
The aside shows only when the view selects something for it (`M.aside_shown`, the
|
||||
web's `Scene.Select`: a moon, the teaser, the drill panel, an advisor's panel);
|
||||
otherwise the main panel takes its width. The start screen (`g.boot` from session.lua:
|
||||
the web's boot and suspended pages) shows until the first state.
|
||||
- `ready.lua`: ready counts on our clock (the web's data-pending): badges, Claim all,
|
||||
moon rows, "Claim N drills" and "Claim <amount>" count up as drills and batches finish
|
||||
before the refetch; `header.lua`'s `update` rebuilds when the next end passes.
|
||||
- `session.lua`: the state and the server: `g.base`, `g.pending`, `g.state`, `g.view`,
|
||||
the one-at-a-time request queue `g.outbox`, prediction hookup, `fetch`, `navigate`,
|
||||
`act`, the refetch when `nextEnd` is due, the server clock `now`. Errors in the web's
|
||||
words ("Something went wrong", "Can't reach the server") with the error sound; a
|
||||
failing fetch retries (3 s doubling to 30 s; at start as `g.boot` says); a 403 is the
|
||||
suspended screen.
|
||||
- `ticks.lua`: display-only values that change between responses: `tick_text` (countdown,
|
||||
optional `on_done` at zero), `tick_bar` (timer bar, optional `on_full`), `tick_num`
|
||||
(eased number); keyed so values carry over a rebuild.
|
||||
- `keys.lua`: Tab / Shift+Tab focus (modules/focus), Enter / Space press the focused
|
||||
element, Enter in a field with a submit (`g.inputs`, made by `modules/field` with
|
||||
`on_submit` and the refinery's quantity; reset every build), back / forward
|
||||
(`session.go`: mouse buttons 4/5, Alt+Left/Right, Backspace outside fields; silent);
|
||||
arrows, Page Up/Down, Home/End, and Space / Shift+Space with no focus ring, scroll the
|
||||
scroll area under the mouse (else the focused one's, else the biggest;
|
||||
`g.scroll_areas[].scroll`); in a number field (digits only) Up/Down step it like
|
||||
type=number (`step = { min, max }` on its `g.inputs` entry; `field.new` opts `min`,
|
||||
`max`), Esc empties a field made with `esc_clears` (the moon search); F11 fullscreen;
|
||||
Ctrl +/-/0 the UI scale.
|
||||
`session.lua` keeps the view history (`g.history`, like the web's pushState).
|
||||
- `hooks.lua`: the helpers modules get as `H` (= `g.h`): `action`, `link`, `claim_wait`,
|
||||
`navigate`, `act`, `now`, `text_link` (cyan text that links to a view), `para`, `heading`, `fact`, `tick_text`, `tick_bar`, `tick_num`,
|
||||
`badge` (a gold count badge inside a button, the web's Claim all `.badge`).
|
||||
Every enabled Claim button (`H.action` "claim") breathes (gold ring and glow, 1.8 s,
|
||||
clock-driven so rebuilds don't restart it). `claim_wait(..., {params, moon, done})`
|
||||
turns into the enabled Claim at its countdown's zero (our clock, before the refetch):
|
||||
pop .6→1.12, gold burst, ready sound (`fx:ready`); the refetch's button continues the
|
||||
pop (`g.ready_at`). It is clickable from its first frame: an unscaled box takes the
|
||||
clicks while it pops, and the claim predictor counts a drill whose end has passed on
|
||||
our clock as ready. `opts.also = {label, params}`: a second claim beside it (the well
|
||||
panel's Claim and redeploy). The waiting button has test id `wait:<action key>`.
|
||||
|
||||
Regions (one module each, so agents can work on them separately): `banner.lua`,
|
||||
`header.lua` (tabs with the ink, badges, Claim all, display settings, reduced motion,
|
||||
theme and mute toggles, wallet counted by fx), `banner.lua` (wraps; an event's time left
|
||||
in the server's words, counted from its `end`),
|
||||
`moonlist.lua` (Active/Past tabs, Find a moon, the virtualized rows, the Past list a page
|
||||
at a time with Newer / Older (`pastPage`, `page=` in the view), "+ New moon"),
|
||||
`aside.lua` (viewport; the well panel, scrolling; or the section's aside; `row`: the
|
||||
narrow layout's row, viewport left), `settings.lua` (the display dialog: UI scale,
|
||||
fullscreen),
|
||||
`modules/toasts.lua` (toasts, on their own layer). Sections: `moons.lua` (the moon, wells
|
||||
table, past moon, first-moon pitch; well helpers `supply_bar`/`supply_max`/`tool_name`),
|
||||
`market.lua`, `refinery.lua`, `leaderboard.lua`, `help.lua`, `equipment.lua`, `store.lua`,
|
||||
`advisors.lua`, the new-moon teaser in `reveal.lua`.
|
||||
|
||||
**Module contract** (regions and sections):
|
||||
- `M.build(g, root, x, y, w, h, H)`: build everything under `root`, top-left based
|
||||
(`ui.*` helpers: x right, y down). Sections get the main panel's body as `root`, its
|
||||
padding as `(x, y)` (= `main_pad_x`, `main_pad_y`) and the panel size `w x h`; they
|
||||
center their own capped content. Regions get their box; the header and banner return
|
||||
their height. `H` = `g.h`.
|
||||
- optional `M.aside(g, root, w, h, H)` (section): fills the aside instead of the moon
|
||||
viewport, return true when it did; or `M.aside_below(g, root, pad, cy, inner, limit, H)`
|
||||
for content under the viewport.
|
||||
- optional `M.update(g, dt)`: every frame. optional `M.teardown(g)`: before every rebuild
|
||||
and when the screen goes away (cancel timers, drop references to nodes).
|
||||
- What a module gets on `g`: `state`, `view`, `size` ({W, H, ui scale}), `druid` (made
|
||||
again every build), `fx`, `toasts`, `reveal`, `dialog`, `tween`, `fields` (text field
|
||||
state), `scroll_pos` (scroll offsets by key), `pointers` (mouse-move handlers, reset
|
||||
every build), `frames` (cards for the main panel's staggered entrance), `moon_nodes`,
|
||||
`well_nodes`, `tab_nodes` (for effects), `busy`, `inflight`.
|
||||
- What must survive a rebuild lives on `g` (offsets, fields, eased values) or on a layer
|
||||
outside `g.layout` (toasts, reveal, dialog, effects). Never keep a layout node across
|
||||
builds.
|
||||
- A new section: a module in `screens/game/`, an entry in `M.SECTIONS`
|
||||
(`core/main.lua`), and a tab name in `header.lua` `SECTIONS` if it has one.
|
||||
|
||||
Entrances (enter.js): the main panel enters when the section or moon changes, the aside
|
||||
when the well or drill changes, both on the first state and after the reveal closes
|
||||
(`g.enter_all`); cards registered in `g.frames` (components/card) follow,
|
||||
staggered. Not on other rebuilds.
|
||||
|
||||
## Components (`components/`)
|
||||
Build new UI from these instead of coordinate math. Each file's header documents its API.
|
||||
- `button.lua`: variants `primary`, `secondary` (default), `redrill`, `danger`, `ghost`
|
||||
(dashed "+ New moon" look, `on` lights it), color overrides (`fill`, `edge`, `text`);
|
||||
eased hover and press, disabled, busy (dimmed + spinner). `ui.button(...)` draws it
|
||||
(variants in `theme.button`), `button.bind(g, root, nodes, {on_click, id})` gives it
|
||||
behavior, `button.new` does both. `H.action`/`H.link` bind through it, so every action
|
||||
or link button has hover and a test id. After a rebuild the button under the mouse
|
||||
shows its hover at once, and a press the rebuild interrupted carries over (any Druid
|
||||
button with a test id: `button.carry`, the one with the same id under the pointer is
|
||||
pressed in the new build), so the release still clicks it.
|
||||
- `dialog.lua`: the modal (`g.dialog:open({title, message, ok = {label, price, danger,
|
||||
act, params | on_ok}, cancel, w, h, build})`), in the game gui with its own Druid
|
||||
instance: survives rebuilds, runs actions in the game script, drops page hovers
|
||||
(`reset_hovers`) and restores them. Open/close animation, scan line, staggered content,
|
||||
sounds, Esc/backdrop cancel. `cards.confirm`/`cards.confirm_button` use it. This is the
|
||||
only way to show a dialog (the Monarch popup screen is gone). Input invariant
|
||||
(`dialog:check`, every frame from core/main.lua `check_input`): the backdrop and the
|
||||
dialog's Druid exist only while it is open or closing, and a close ends within 1 s; a
|
||||
break is repaired and logged as `ERROR:MM: input invariant broken: ...` (check.py fails
|
||||
a log with `ERROR:MM`).
|
||||
- `panel.lua`: the `.frame` panel with a body group and the entrance (`p:enter`).
|
||||
- `card.lua`: image column + text column on Druid Layout (measured text, `title`,
|
||||
`text`, `para`, `block` (fixed height, or measured: `block(fn)` with fn returning its
|
||||
height), `gap`, `footer` pinned to the bottom, `after_bind` for links inside a card), `card.grid` (columns,
|
||||
equal row heights, hover edge, entrance stagger; `selected`, `edge_color` for a hired
|
||||
advisor). Store, Equipment and Advisors.
|
||||
- `tabs.lua`: tab strips with the sliding ink (`tabs.revealed`/`tabs.reveal`: a tab
|
||||
revealed after load enters once) (`tabs.ink(g, parent, key)` before the
|
||||
tabs, `ink:to(x, y, w, h)` on the active one) and `tabs.tab` (hover, click, test id).
|
||||
Header and moon list.
|
||||
- `list.lua`: long lists on Druid Data List (only rows in view exist; fixed row height;
|
||||
offset kept per key). The moon list. Use it for any list that can grow (leaderboard,
|
||||
history).
|
||||
- `scroll.lua`: a scrolling area for variable content (`scroll.area(g, parent, x, y, w,
|
||||
h, key)`, build into `.content`, `:finish(height)`); thin bar, thumb lights on hover.
|
||||
Card sections, drill panel, well panel. An eased key scroll (Page, Home, End) that a
|
||||
rebuild cuts short lands at its goal (`g.scroll_goal`). Keys and tooltips find what's
|
||||
under the mouse with `ui.shown_at` (pick_node that respects the parents' stencils).
|
||||
- `bar.lua`: timer bar (`bar.timer`: fills to its end, then the ready glow), static bar,
|
||||
`bar.ready_label` (gold "Ready" with a pulsing glow).
|
||||
- `chip.lua` (badges, tier chips, tags), `stat.lua` (`stat.inline` "YIELD 3", `stat.row`
|
||||
label/value across a width = `H.fact`), `row.lua` (list rows: hover wash, selection
|
||||
bar, click; wells table; `row.fresh`/`mark`/`enter`: a new row's entrance, kept by id
|
||||
and time on g so it picks up on the rebuilt row).
|
||||
- `modules/tooltip.lua`: the web's `title`: `tooltip.add(node, text)` while building
|
||||
(any node, widgets too; `\n` for lines); shows after a 0.5 s rest, kept inside the
|
||||
window, hidden by a click or a dialog; on its own layer. Give information-only text a
|
||||
tooltip like the web does.
|
||||
- `modules/focus.lua`: keyboard focus over everything registered with the test hook
|
||||
(`test.register` forwards), in build order; the ring shows after a key; Enter/Space
|
||||
press through Druid at the element's center. Scopes: page, dialog, reveal (the new-moon
|
||||
card once complete). A long list (components/list with `focus_id`) is walked item by
|
||||
item, scrolling, since its rows out of view don't exist. So anything interactive must register
|
||||
(button.bind, tabs.tab, row, field do); a raw `druid:new_button` is mouse-only.
|
||||
- Lower level, still the base of all of these: `modules/ui.lua` (`ui.clone`, `ui.text`,
|
||||
`ui.rect`, `ui.outline`, `ui.panel`, `ui.button`, `ui.credits`, `ui.label`/`ui.rich`/
|
||||
`ui.wrap` for text with `₥`, `★`, Greek, `ui.fit_text`, `ui.runs`, formats).
|
||||
|
||||
Druid Layout patterns (druid-notes.md §2): the layout node is an invisible box (no
|
||||
slice9: its slice9 would become padding), pivot NW; Layout never sizes children (set
|
||||
widths yourself); refresh innermost layouts first, synchronously, after building
|
||||
(`refresh_layout(true)`); text nodes are measured by their text; a hugging layout reports
|
||||
its size with `get_size()`. Data List for long lists, Druid hover (`button.hover.
|
||||
on_mouse_hover`) for hover looks; Druid gives the last created component input first,
|
||||
so make a clickable container before the buttons on it.
|
||||
|
||||
## Animation (`modules/anim.lua`)
|
||||
Easing curves matching the web (`anim.ease.out` = enter.js `cubic-bezier(.2,.8,.2,1)`,
|
||||
`overshoot` = dialog-in `(.2,.9,.3,1.2)`, `ink` = tabs `(.3,1.25,.5,1)`, `toast`, `pop`,
|
||||
`ease_in`, `ease_out`, `back`, `sine`, `linear`, `toast_in`, `ready_pop`, `gain`;
|
||||
`anim.fn.*` the same as Lua functions), `keys` (CSS keyframe tracks, eased per segment),
|
||||
`scale_about` (scale a pivot-NW node about its middle, like CSS),
|
||||
`anim.to`, `anim.set` (any property incl. `color.w`), frame-driven `anim.tween` (stepped
|
||||
by `anim.update`, called from core), `enter_frame`/`enter` (brackets spread, unclip,
|
||||
content fades in from under a veil and rises, stagger), `group` (invisible container),
|
||||
`veil`, `rise`, `breathe` (pingpong forever), `pulse`, `pop`, `shake`, `noise_shake`
|
||||
(decaying value noise: the reveal burst shakes the aside and header), `flash`, `sweep`
|
||||
(scan line), `count`.
|
||||
- GUI nodes don't pass alpha to children (inherit_alpha is off and most containers are
|
||||
translucent fills), so content fades in from under a veil (a box in the background
|
||||
color, `theme.color.veil` for panels) instead of fading a subtree.
|
||||
- Reduced motion: `anim.reduced` (the header toggle, or `--config=mm.reduced_motion=1|0`,
|
||||
which forces it and keeps the toggle from saving; `anim.set_reduced_motion(on, save)`,
|
||||
saved in the settings file unless save is false): every helper skips movement and keeps
|
||||
short fades; fx has no sparks, flashes, motes or coins (numbers land at once, no counter
|
||||
ticks); the reveal skips the charge and shows the card complete; the ticker stands
|
||||
still. New animations must honor it.
|
||||
- Effects for action results stay in `modules/fx.lua` (particles, floating numbers:
|
||||
quick repeats of the same gain merge into one number; others stack past it; wallet
|
||||
numbers pop as their count starts: gain 1.35 white + cyan glow, loss 2 px down red; an
|
||||
error shakes the button it came from, found after the rebuild by its test id
|
||||
(`fx:button`, registered by `H.action`)).
|
||||
- Toasts (`modules/toasts.lua`): slide in from -60 px with squash, overshoot and a flash,
|
||||
scan line, fade + slide out; their nodes inherit alpha (`ui.collect` gathers what a
|
||||
build cloned); a claim's toast takes the resource color (`fx:take_claim_color`).
|
||||
|
||||
## Text and markup
|
||||
GUI text nodes parse the engine's markup (`<color=#rrggbb>`, `<outline>`, `<shadow>`,
|
||||
`<shake>`, `<wave>`, `<link>`, `<size>`, entities `<` `&`). `ui.style_text` (so
|
||||
every `ui.text`) escapes the text (`ui.esc`) unless the style has `markup = true`; server
|
||||
text is always safe to pass. For colored runs in one node use `ui.runs({ {text, color},
|
||||
... })` with a style `{ ..., color = "white", markup = true }` (the node color multiplies
|
||||
the markup colors). Fields refuse `<` and `&`. Measuring (`ui.text_width`,
|
||||
`resource.get_text_metrics`) understands markup.
|
||||
|
||||
## Layout
|
||||
- `game.project`: settings; `[mm]` holds the client's own config (see below).
|
||||
- `main/main.collection`: bootstrap object (`main.script`) plus the Monarch screen proxy
|
||||
of `game`; `main.script` shows it, applies the saved fullscreen and listens to the
|
||||
window (focus lost or minimized: `sfx.set_hidden`). The `sfx` object holds the sound
|
||||
components.
|
||||
- `mmwindow/`: our native extension, `mmwindow.set_fullscreen(on)` / `is_fullscreen()`
|
||||
(the engine's GLFW window to its monitor and back; Defold has no runtime fullscreen).
|
||||
Changing it rebuilds the engine on the build server.
|
||||
- `screens/game/`: the game screen (above). Also `market.lua` (`ticker.lua` (pauses on hover; items not in the Tab order: `test.register(..., no_focus)`), `sale.lua` (the sell power-down, kept
|
||||
by time on g and rebound every build; fx.lua asks `g.on_sale` for the coins' origin),
|
||||
`chart.lua`
|
||||
with crosshair and event spans), `moon_sale.lua` (the sell-moon offer and its confirm),
|
||||
`refinery.lua` (refined stock chips, slots, recipes, quantity field; `next_end`
|
||||
makes the state refetch), `leaderboard.lua`, `help.lua` (Start a new game asks through
|
||||
the dialog), `equipment.lua` (tool cards, the drill panel in the aside for `drill=`),
|
||||
`store.lua` (cards, the buy modal), `advisors.lua` (numbered seats, the hired-not-seated
|
||||
list, cards; a hired advisor's panel in the aside for `adv=`: move, swap, give the seat,
|
||||
unseat, dismiss; an unhired one's details on a card click),
|
||||
`cards.lua` (what the card sections share: text formats, stat_up, pips, parts, confirm),
|
||||
`reveal.lua` (the new-moon teaser and the reveal after `buy-moon`: charge, burst, card,
|
||||
flight into the list; `g.reveal:hiding()` while it plays; "Buy another" from
|
||||
`reveal.next`; the card's buttons take focus in scope "reveal"), `autoplay.lua`,
|
||||
`autoplay_refinery.lua`, `predict_demo.lua` (scripted runs, below).
|
||||
- `modules/fx.lua`: effects per action result (a port of the web's fx.js; `fx:on_response`
|
||||
whenever the shown state changes: at the click for a predicted action, in the request
|
||||
callback for an answer (`quiet` when it was predicted)), sparks, rings, motes into the
|
||||
wallet, coins, floating numbers, sweeps, pulses; wallet counters (`fx:text`, `fx:bind`;
|
||||
hold until particles land); the onboarding reticle on shining tabs. Sweeps cover the
|
||||
clicked button's box (fx.js `closest(".card, .line, tr, ...")`): cards, rows and the
|
||||
moon sale register with `fx:box(node)` while built; give a new card-like container one.
|
||||
- `modules/sfx.lua`: sounds (the web's sfx.js): `sfx.play(name, {rate, gain, delay})`,
|
||||
mute (saved), `mute()/unmute()` for ads, `set_hidden` (window unfocused). Files in `assets/sfx/` (`CREDITS.txt`); ZzFX
|
||||
sounds pre-rendered by `node scripts/zzfx-render.mjs`.
|
||||
- The last moon shown is saved per server with its player (`moon-<server>`, session.lua)
|
||||
and asked for on start (the web keeps it in the URL; a fresh web start opens the first
|
||||
moon). View links carry the current moon like the web's (`View.ToSection`): without
|
||||
one the server picks the first moon.
|
||||
- `modules/settings.lua`: the one settings file (`moonminers/settings`: mute, volume,
|
||||
theme, reduced motion; reduced motion moves over once from the old `MoonMiners` folder).
|
||||
- `modules/`: `theme.lua` (colors from app.css, resource colors, fonts, text styles,
|
||||
sizes, button variants), `ui.lua` (above), `api.lua` (server API), `field.lua` (text
|
||||
fields whose text and focus survive rebuilds), `screen.lua` (layout size, UI scale, display scale, fullscreen; saved in the settings
|
||||
file),
|
||||
`toasts.lua`, `predict.lua`, `tween_numbers.lua`, `images.lua` (server images on box
|
||||
nodes, one texture per URL per scene), `anim.lua`, `test.lua` (test hook), `hot.lua`
|
||||
(hot reload).
|
||||
- `gui/templates/*.gui`: the building blocks (panel, rect, label, button, tab, chip,
|
||||
moon_row, well_row), instanced once under the screen's disabled `protos` node; code
|
||||
clones them (`ui.clone`).
|
||||
- `widgets/moon_row.lua`: the moon list row (Druid widget).
|
||||
- `assets/fonts/`: Rajdhani (sans), Oxanium (numbers), Inter SemiBold (`sym`: symbols the
|
||||
other two lack: `₥`, `★`, `◆`, `▲`, `▼`, `●`, `›`, `≈`, Greek); distance field, built
|
||||
at 40px and scaled. OFL 1.1. `assets/ui.atlas`: white, frame, outline, sphere, glow,
|
||||
fade, ring, spark, speaker, sun and moon icons; tinted per node.
|
||||
- The moon viewport: `modules/moon/terrain.lua` ports the server's `terrain.js`
|
||||
(`scripts/moon-check.mjs` compares them), `modules/moon/moon.lua` is the API
|
||||
(`moon.show(id, node)`, `hide`, `mystery`, `reveal`, `skip_reveal`, `revealing`),
|
||||
`moon/moon.collection` (`moon.script`: meshes, spin, drag, zoom, shroud, reveal),
|
||||
`moon/materials` (port of scene.js). `render/mm.render_script` draws the moon into an
|
||||
HDR target with bloom; the viewport node shows it through the `moon` gui material.
|
||||
View-vector lighting: `moon_glow` (atmosphere rim) and the halo compute it in view space
|
||||
(`-mv.xyz`); `moon_surface` uses the `cam_pos` constant, verified to match the view
|
||||
matrix (a debug render of |V(cam_pos) − V(view matrix)| was 0 over the whole moon).
|
||||
- `scripts/`: `shot.sh` (headless screenshot), `views.sh` (every section, any build),
|
||||
`fixture.py` (a test player), `drive.py` + `scenarios/` (test driver), `dev.py` (hot
|
||||
reload), `check.py` (make check), `refinery-play.sh`, `moon-check.mjs`,
|
||||
`zzfx-render.mjs`.
|
||||
|
||||
## Commands
|
||||
- `make build`: `bob build bundle` (debug) into `dist/x86_64-linux/MoonMiners/` (`build/` is
|
||||
bob's output; `build/x86_64-linux/dmengine` is the engine with our extension).
|
||||
- `make run ARGS="--config=mm.api_base=http://localhost:3001"`: build and start.
|
||||
- `make shot`: run under `xvfb-run` at 1280x800, save `dist/shot.png`, quit. `SHOT=`,
|
||||
`POPUP=1` (a dialog open), `SETTLE=5`, `SCREEN=1920x1080 make shot
|
||||
ARGS="--config=mm.window=1920x1080"`. Log in `dist/shot.log`. Give 2560x1600
|
||||
`SETTLE=15` (software GL). Silent unless `SOUND=1`.
|
||||
- `make play`: the scripted play-through as a new player (`mm.autoplay`), a shot per
|
||||
stage in `dist/play/`. `make play ARGS="--config=mm.api_base=http://localhost:3102"`.
|
||||
- `make drive SCENARIO=<name> MM_API=<server> DRIVE="--fixture"`: a test-driver scenario
|
||||
(below). `make dev`, `make reload`, `make dev-stop`: hot reload (below).
|
||||
- `make check`: checks (below).
|
||||
- Before/after screenshots of every section (works on any build, also one from before a
|
||||
change): `scripts/fixture.py <api> > fx.json`, then
|
||||
`MM_API=<api> scripts/views.sh <binary> <out dir> fx.json [WxH]` for each binary (keep
|
||||
the old bundle: `cp -a dist/x86_64-linux/MoonMiners dist/baseline/`). Run both soon
|
||||
after each other (the fixture's drills and market move on).
|
||||
- Prediction check: see `predict_demo.lua` (`mm.predict_demo=1`, `mm.fake_latency_ms`,
|
||||
`mm.fake_reject`, shots via `SHOTS_DIR`).
|
||||
- Never kill processes by name (scripts stop the game by its pid).
|
||||
|
||||
## Test driver (`modules/test.lua`, `scripts/drive.py`)
|
||||
The engine's debug HTTP service (debug builds; port from the log line `Engine service
|
||||
started on port N`, `DM_SERVICE_PORT=dynamic`) runs Lua sent as `@system run_script`
|
||||
(POST `/post/@system/run_script`, body: the `RunScript` protobuf, at most 1 KB). That Lua
|
||||
runs in the same Lua state as the gui script but outside it, so it only pushes commands
|
||||
onto the global `mm_test_queue`; the game screen runs them in its update (gui context)
|
||||
and prints `mm-test <id> <json>` (long replies in `mm-test-part` lines first). drive.py
|
||||
passes `mm.test_dir=<out>`: replies go to `<out>/mm-test-<id>.json` and the line says `@`.
|
||||
The game it starts saves its files under `<out>/data` (XDG_DATA_HOME, or
|
||||
`$MM_DRIVE_DATA`), never the player's own settings.
|
||||
- Elements: every interactive component registers a stable id while it's built:
|
||||
`act:<action>?<sorted params>` (H.action), `nav:<section>[/<moon>][/<well>]...`
|
||||
(H.link), `tab:<section>`, `list:active|past`, `moon:<id>`, `well:<id>`,
|
||||
`field:<key>`, `drill:<tool id>` (equipment cards), `confirm:<action>` (buttons that
|
||||
ask first), `dialog:ok`, `dialog:cancel`, `dialog:<...>` (custom dialog buttons),
|
||||
`mute`, `theme`, `motion`, `idle-copy`, `better-well`. A component given `id` uses it; give new interactive things an id.
|
||||
- Commands (`drive.py` methods): `click(id | prefix | "label=<text>")` (press and release
|
||||
over three frames through Druid: real input, hover included), `hover(id)`,
|
||||
`scroll_to(id)`, `key("key_esc")`, `type(text)` (into the focused field),
|
||||
`navigate("{section='market', pick='Sollux'}")`, `wait_for(lua expr, timeout)` (env:
|
||||
`g`, `st`, `view`, `busy`, `el(id)`), `idle()` (no request in flight, built),
|
||||
`eval(expr)`, `elements()`, `state()`, `set("reduced_motion", "1")`,
|
||||
`set("scroll:<key>", px)`, `shot(name)`, `log_has(regex)`, `expect(cond, msg)`,
|
||||
`restart()` (quit and start the game again, same options and saved files).
|
||||
Those go through the test hook, which calls the screen's input function directly, so
|
||||
they work even when the engine sends the game no input. Real input through the X server
|
||||
(xdotool on the driver's Xvfb; key and button held 80 ms, since the engine polls once a
|
||||
frame): `os_click(id | prefix)`, `os_move(x, y)`, `os_key("Escape")`, `os_point(id)`.
|
||||
`g.engine_inputs` counts the engine's own `on_input` calls, `g.builds` the rebuilds.
|
||||
- Run: `scripts/drive.py --api <server> [--fixture | --fixture-file fx.json] [--size
|
||||
2560x1600] [--config mm.x=y] <scenario> [args]`. It starts the engine from
|
||||
`build/default` (`--bundle`: the bundle) under its own Xvfb (silent), drives it, and
|
||||
writes screenshots and `game.log` to `dist/drive/<scenario>/`. `--attach $(cat
|
||||
dist/dev/port)` drives the `make dev` game instead (screenshots from its display).
|
||||
- Scenarios (`scripts/scenarios/*.py`, `run(game, args)`): `smoke` (clicks: tab, moon
|
||||
rows, well, a predicted claim, Esc), `sections` (a shot of every section and panel),
|
||||
`dialog` (confirm: open, Esc, OK), `shot` (one screenshot), `feedback` (with
|
||||
`--config mm.fake_reject=claim:1`: error shake and toast, claim toast and wallet pop,
|
||||
a spend, Claim ready at zero, reduced motion), `keys` (Tab focus and Enter, history
|
||||
keys, Enter in the sell and refine fields, tooltips, the drill panel under the
|
||||
viewport), `cards` (tool card opens the drill panel, advisor card the aside, hover),
|
||||
`texts` (the server's confirms: sell attachment, buy seat, buy slot, new game; the theme
|
||||
toggle), `lists` (depleted and past rows, mined-out collapse, new rows, deploy cards;
|
||||
changes its own dev database through podman: `MM_DB`), `sell` (power-down;
|
||||
`reduced`), `tabreveal` (a `--plain` fixture file), `wellpanel`, `polish` (wells table bars and "+N",
|
||||
well panel order, local ready counts with `--config mm.fake_latency_ms=4000` and arg
|
||||
`ready`, the reduced-motion toggle and reveal, links, market hover, recipes), `aside`
|
||||
(where the aside shows; keys scroll the Store), `small` (`--size 1024x640`: the aside's
|
||||
row, the page scroll, banner wrap), `display` (the display dialog, Ctrl zoom keys, F11,
|
||||
saved settings, silent while hidden), `errors` (through `scripts/errproxy.py`, a proxy
|
||||
that fails on demand: boot 500/429, a 500 and a timeout in play, a ban), `boot` (the
|
||||
start screen: suspended, rate limited, no server), `advisors` (seats, panel, swap,
|
||||
unseat, seat, dismiss), `buyanother` (the reveal card's Buy another, by keyboard;
|
||||
disabled when short), `pastpage` (Tab through a long Active list, past pages; `MM_DB`),
|
||||
`servertexts` (well note, reach, market texts), `shell` (Claim all badge, rating chips,
|
||||
search kept and Esc, wrapping toast, warning banner, Up/Down in the sell amount, ticker
|
||||
out of the Tab order, Space scroll, silent back), `moonview` (wells table bars and Manage,
|
||||
drills that get nothing, a tapped-out well, the moon sale opened; `MM_DB`), `finalcheck`
|
||||
(market chart labels, stats, Max, the selling note; refinery ready slot; leaderboard;
|
||||
buy modal; confirm OK focus; new game without effects), `inputlock` (every way a dialog,
|
||||
the buy modal, the reveal card or a tooltip goes away, then a real click must reach the
|
||||
page at once; the invariant's repair; args `reduced`, and run it with `--config
|
||||
mm.fake_latency_ms=1500`), `navmemory` (a market pick lights one card, no entrance, same
|
||||
moon; the Moons tab returns to the last moon after other sections, back / forward, a
|
||||
refetch and a restart), `clickfast` (real clicks at 0–500 ms after Claim, Claim all,
|
||||
Claim N drills, Claim and redeploy, Redrill and Collect turn on: sent and predicted at
|
||||
once; a rebuild between press and release; args: cases, `reduced`, `edge`; run it also
|
||||
with `--config mm.fake_latency_ms=1500`). drive.py runs save under their output
|
||||
folder (`<out>/data`), never the real settings file. Run with `--config
|
||||
mm.theme=light` for the light theme (forced: not saved). Add one per feature.
|
||||
- `scripts/fixture.py <api>` makes a player with every section filled (MM_DEV=1 server:
|
||||
grants through `/utils/players`); prints its ids as JSON.
|
||||
|
||||
## Fast iteration (hot reload)
|
||||
`make dev` builds once and starts the game from the build folder (engine
|
||||
`build/x86_64-linux/dmengine`, `--config=resource.uri=build/default`: loose files, not the
|
||||
bundle's archive) in the background (`HEADLESS=1` under its own Xvfb, silent;
|
||||
`ARGS="--config=mm.api_base=... --config=mm.player=..."`). State in `dist/dev/` (pid,
|
||||
port, display, game.log). Then edit and `make reload`: `bob build` (no bundle, ~5 s) and
|
||||
`scripts/dev.py reload` posts every changed file to the engine's resource reload (what
|
||||
the editor does: `/post/@resource/reload`, one path per message): new Lua modules are
|
||||
registered first (a `run_script` listing them), then `.luac` files, then the game's
|
||||
`.gui_scriptc`, whose chunk runs again: `modules/hot.lua` drops our modules from
|
||||
`package.loaded`, so its requires load the new code, and `on_reload` rebinds `g.fx`,
|
||||
`g.toasts`, `g.tween`, `g.reveal`, `g.dialog` to the new module tables, makes missing
|
||||
layers (`ensure`) and rebuilds. The screen keeps its state (player, view, scroll offsets).
|
||||
- Stays loaded across a reload (module state shared with other scripts): `modules.moon.*`,
|
||||
`modules.api`, `modules.sfx`, `modules.images`, `modules.screen`, `modules.hot`. Changes
|
||||
to those, to collections, game objects, `main.script`, materials, shaders or the render
|
||||
script need a restart: `make dev-stop dev` (reload says so).
|
||||
- New fields that `init` sets on `g` don't exist after a reload; make them in `ensure`
|
||||
(core/main.lua) or lazily.
|
||||
- `make reload` fails loudly on a compile error (and keeps the old code running).
|
||||
- Look with `scripts/drive.py --attach $(cat dist/dev/port) --out dist/dev shot <name>`.
|
||||
|
||||
## Checks (`make check`, scripts/check.py)
|
||||
Fails on: Lua syntax errors (every `.lua`, `.script`, `.gui_script`, `.render_script`,
|
||||
luajit); stale debug flags (`[mm]` keys or values in `game.project` other than the shipped
|
||||
defaults, `DEBUG`/`XXX`/`HACK` markers in sources and shaders); characters the fonts lack
|
||||
(non-ASCII in Lua string literals: in the sym font or in the text fonts; server texts of
|
||||
a fixture player in every section: symbols in sym, the rest in the text fonts); and
|
||||
engine warnings in a `sections` scenario log (font batches, characters, text entries,
|
||||
nodes, animations, stencil, invalid markup tags, script errors). The scenario runs
|
||||
against `MM_API` (default http://localhost:3000) when it answers; otherwise the newest
|
||||
`dist/drive/*/game.log` is checked. `scripts/check.py --static` skips it.
|
||||
|
||||
## Config (`[mm]` in game.project, or `--config=mm.<key>=<value>` at launch)
|
||||
- `api_base`: server URL (default `http://localhost:3000`). The player id is saved per
|
||||
server.
|
||||
- `new_player`: `1` forgets the saved player on start. `player`: play as this id.
|
||||
- `autoplay`: `1` runs the scripted play-through (`make play`); `autoplay_script=refinery`.
|
||||
- `quit_after`: exit after N seconds. `popup`: `1` opens a dialog on start (screenshots).
|
||||
- `moon_id`: show this moon in the viewport; `moon_spin`: `0` stops the spin.
|
||||
- `window`: `WxH` resizes the window on start. Don't change `display.width/height`.
|
||||
- `view`: the view to open, `key=value&...` of `state.view` keys
|
||||
(`section=equipment&drill=<id>`).
|
||||
- `reduced_motion`: `1` on, `0` off (default: the saved setting).
|
||||
- `theme`: `light` or `dark` (default: the saved setting, else dark).
|
||||
- `test`: `0` turns the test hook off in a debug build (it's never in release).
|
||||
- Debug, prediction: `fake_latency_ms`, `fake_reject=<action>[:n]`, `predict_skew`,
|
||||
`tween_ms`, `predict_demo`. `reveal_freeze`, `sfx_debug`.
|
||||
- `ui_scale`: force the UI scale (window pixels per layout unit, times the display's
|
||||
scale; not saved). Default: the saved setting (the display dialog), else 1.
|
||||
- `display_scale`: pretend the display has this scale (HiDPI checks: `--size 2560x1600
|
||||
--config mm.display_scale=2` looks like 1280x800).
|
||||
Only the keys listed in `scripts/check.py` `MM_DEFAULTS` belong in `game.project`; pass
|
||||
the others on the command line.
|
||||
|
||||
## Conventions
|
||||
- The game is one Monarch screen (`game`). Dialogs are `g.dialog` (components/dialog),
|
||||
not screens.
|
||||
- Every gui_script uses one Druid instance (`druid.new(self)` and the
|
||||
final/update/on_message/on_input forwarding); the dialog has its own. Use Druid for
|
||||
interaction (buttons, hover, scroll, input, layout, data list) through the components.
|
||||
- Build from templates cloned at runtime (`ui.clone`), not hand-placed nodes. A new kind
|
||||
of element: a template in `gui/templates/`, instanced under `protos` in `game.gui`.
|
||||
- Template roots are pivot NW; layout code is top-left based (x right, y down). Sizes and
|
||||
colors come from `theme.lua`.
|
||||
- Scaling (`modules/screen.lua`): the layout size is the window size / (UI scale x the
|
||||
display's scale) (a 2560x1600 window gets a 2560x1600 layout: same-size text, more
|
||||
room; on a 2x display, 1280x800); below 960x600 it scales down. Below 1250 wide
|
||||
(app.css's breakpoint) the aside, when shown, gets its own row under the moon list and
|
||||
main panel (viewport left, side panel right) and the page scrolls (`page` scroll area;
|
||||
picking a well or drill scrolls to it). Card grids: 250 px columns like the web; cards
|
||||
narrower than `card_min_w` put the image on top. Moon list 15% within `moonlist_w`..`moonlist_w_max` (`moonlist_w_min` when narrow), aside 33%
|
||||
within `aside_w_min`..`aside_w_max`, main panel the rest; content capped
|
||||
(`content_max`, `market_max`, `market_panel_max`, `text_max`, `cards_max`,
|
||||
`refinery_max`, `leaderboard_max`) and centered; lists show more rows when taller. At
|
||||
1280x800 every cap is above what fits; keep it that way (compare shots).
|
||||
- Theme: dark and light palettes (`theme.palettes`, from app.css); `theme.set` changes the
|
||||
`theme.color` vectors in place and the header toggle saves it (settings file). Every color
|
||||
is a token: no hex or vector colors in code (template node colors via `theme.template`,
|
||||
config colors via `theme.item`, glows via `theme.glow_blend()`: additive on dark, paint
|
||||
on light). The moon viewport stays dark (`viewport`, `space_*` tokens).
|
||||
- Text: styles from `theme.text`; `₥`, `★` and the other symbols through the `sym` font
|
||||
(`ui.credits`, `ui.label`). Add characters to a `.font`'s `characters` (make check
|
||||
tells you which).
|
||||
- Node budget: `max_nodes: 4096` in `game.gui`, `graphics.max_font_batches` and
|
||||
`max_characters` raised in `game.project`. Text past the font batch limit silently
|
||||
doesn't render (make check catches the warning); stencils (scroll areas, lists, the
|
||||
dialog) and images split font batches.
|
||||
- Outline textures use slice9 2 (not 1).
|
||||
- `api.lua`: `api.get_state(params, cb)`, `api.act(name, params, cb)`; `cb(err, data,
|
||||
status)`. The player id travels in `X-MM-User`. API: `../api.md`.
|
||||
- The server is the only source of truth: every response's `state` replaces ours and
|
||||
`state.view` becomes our view; actions send the current view plus their params and
|
||||
`clientSeq`. Action buttons go through `H.action(g, b, nodes, name, params, on_done,
|
||||
predictor, id)`. Countdowns tick locally (display only); the state is fetched again
|
||||
when `nextEnd` is due.
|
||||
- Prediction: `g.base` + `g.pending` re-applied in order (`predict.apply`); requests go
|
||||
out one at a time in click order. Predicted: claim (incl. redeploy; a drill counts as
|
||||
ready once its end passed on our clock; claim-well leaves multi-well drills alone, like
|
||||
the server; a plain claim raises the well's Redrill count), stake, redrill, sell,
|
||||
refine, collect. Others (and predictors that return false) show a busy button.
|
||||
A predictor: `predict.register("<action>", function(st, params, ctx) ... end)`, using
|
||||
`ctx.now`, the helpers in `predict.lua`, only numbers the server sent.
|
||||
- Numbers that change ease (`H.tick_num`, keyed `tick_bar`/`tick_text`); the wallet
|
||||
counts through fx.
|
||||
- After a visual change, look at it: `make drive SCENARIO=sections MM_API=...` (or
|
||||
`views.sh` against a baseline) at 1280x800 and 2560x1600, and the dialog when you touch
|
||||
it. Run `make check` before calling it done.
|
||||
- Keep changes small; don't touch the server (`..`) from here.
|
||||
@@ -1,77 +0,0 @@
|
||||
# Moon Miners Defold client. Needs Java 21+ (bob.jar); xvfb-run, Xvfb, ImageMagick, xdotool,
|
||||
# python3 and luajit for shot, play, drive, dev and check.
|
||||
BOB_SHA := 6823d775883a04f4210bf04cd54cbffc468ac0ad
|
||||
BOB_URL := https://d.defold.com/archive/beta/$(BOB_SHA)/bob/bob.jar
|
||||
BOB := tools/bob.jar
|
||||
PLATFORM := x86_64-linux
|
||||
VARIANT ?= debug
|
||||
BUNDLE := dist/$(PLATFORM)/MoonMiners
|
||||
BIN := $(BUNDLE)/MoonMiners.x86_64
|
||||
SHOT ?= dist/shot.png
|
||||
# Extra engine args, e.g. ARGS="--config=mm.api_base=http://localhost:3001"
|
||||
ARGS ?=
|
||||
|
||||
.PHONY: build run shot play clean resolve dev reload dev-stop drive check
|
||||
|
||||
$(BOB):
|
||||
mkdir -p tools
|
||||
curl -fL -o $@.tmp $(BOB_URL) && mv $@.tmp $@
|
||||
|
||||
resolve: $(BOB)
|
||||
java -jar $(BOB) --platform $(PLATFORM) resolve
|
||||
|
||||
# Dependencies are fetched again only when game.project changes (`make resolve` forces it).
|
||||
.internal/lib/dependencies.json: game.project | $(BOB)
|
||||
java -jar $(BOB) --platform $(PLATFORM) resolve
|
||||
touch $@
|
||||
|
||||
build: $(BOB) .internal/lib/dependencies.json
|
||||
java -jar $(BOB) --platform $(PLATFORM) --architectures $(PLATFORM) --variant $(VARIANT) \
|
||||
--archive --bundle-output dist/$(PLATFORM) build bundle
|
||||
|
||||
# Hot reload loop: `make dev` starts the game from build/default (once), `make reload`
|
||||
# rebuilds (no bundle) and posts what changed to the running engine. HEADLESS=1 make dev
|
||||
# runs it under Xvfb. See AGENTS.md "Fast iteration".
|
||||
dev: build
|
||||
scripts/dev.py start $(ARGS)
|
||||
|
||||
reload: $(BOB)
|
||||
@mkdir -p dist/dev
|
||||
@java -jar $(BOB) --platform $(PLATFORM) --variant $(VARIANT) build >dist/dev/bob.log 2>&1 \
|
||||
|| { grep -E "ERROR|error" dist/dev/bob.log || tail -30 dist/dev/bob.log; exit 1; }
|
||||
scripts/dev.py reload
|
||||
|
||||
dev-stop:
|
||||
scripts/dev.py stop
|
||||
|
||||
# A scenario through the test hook (scripts/drive.py, AGENTS.md "Test driver") on a fresh
|
||||
# build/default, e.g. make drive SCENARIO=smoke MM_API=http://localhost:3118 DRIVE=--fixture
|
||||
SCENARIO ?= smoke
|
||||
DRIVE ?= --fixture
|
||||
drive: $(BOB) .internal/lib/dependencies.json
|
||||
@mkdir -p dist
|
||||
@java -jar $(BOB) --platform $(PLATFORM) --variant $(VARIANT) build >dist/bob-drive.log 2>&1 \
|
||||
|| { grep -E "ERROR|error" dist/bob-drive.log || tail -30 dist/bob-drive.log; exit 1; }
|
||||
scripts/drive.py $(DRIVE) $(SCENARIO)
|
||||
|
||||
# Checks (scripts/check.py): Lua syntax, debug flags, font coverage, and the log of a
|
||||
# scenario run (sections) against MM_API (default http://localhost:3000) if it answers.
|
||||
check: $(BOB) .internal/lib/dependencies.json
|
||||
@mkdir -p dist
|
||||
@java -jar $(BOB) --platform $(PLATFORM) --variant $(VARIANT) build >dist/bob-check.log 2>&1 \
|
||||
|| { grep -E "ERROR|error" dist/bob-check.log || tail -30 dist/bob-check.log; exit 1; }
|
||||
scripts/check.py
|
||||
|
||||
run: build
|
||||
$(BIN) $(ARGS)
|
||||
|
||||
# Screenshot of the running game at 1280x800 under Xvfb (POPUP=1 opens the modal too).
|
||||
shot: build
|
||||
scripts/shot.sh $(BIN) $(SHOT) $(ARGS) $(if $(POPUP),--config=mm.popup=1)
|
||||
|
||||
# Scripted play-through as a new player (mm.autoplay), a screenshot per stage in dist/play/.
|
||||
play: build
|
||||
SHOTS_DIR=$(abspath dist/play) scripts/shot.sh $(BIN) dist/play/last.png --config=mm.autoplay=1 --config=mm.new_player=1 $(ARGS)
|
||||
|
||||
clean:
|
||||
rm -rf build dist .internal/cache
|
||||
@@ -1,92 +0,0 @@
|
||||
Copyright (c) 2016 The Inter Project Authors (https://github.com/rsms/inter)
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION AND CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -1,93 +0,0 @@
|
||||
Copyright 2019 The Oxanium Project Authors (https://github.com/sevmeyer/oxanium)
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
https://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -1,93 +0,0 @@
|
||||
Copyright (c) 2014, Indian Type Foundry (info@indiantypefoundry.com).
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -1,9 +0,0 @@
|
||||
font: "/assets/fonts/Oxanium-Medium.ttf"
|
||||
material: "/builtins/fonts/font-df.material"
|
||||
size: 40
|
||||
outline_alpha: 0.0
|
||||
outline_width: 0.0
|
||||
shadow_alpha: 0.0
|
||||
output_format: TYPE_DISTANCE_FIELD
|
||||
render_mode: MODE_SINGLE_LAYER
|
||||
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
|
||||
@@ -1,9 +0,0 @@
|
||||
font: "/assets/fonts/Oxanium-SemiBold.ttf"
|
||||
material: "/builtins/fonts/font-df.material"
|
||||
size: 40
|
||||
outline_alpha: 0.0
|
||||
outline_width: 0.0
|
||||
shadow_alpha: 0.0
|
||||
output_format: TYPE_DISTANCE_FIELD
|
||||
render_mode: MODE_SINGLE_LAYER
|
||||
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
|
||||
@@ -1,9 +0,0 @@
|
||||
font: "/assets/fonts/Rajdhani-Medium.ttf"
|
||||
material: "/builtins/fonts/font-df.material"
|
||||
size: 40
|
||||
outline_alpha: 0.0
|
||||
outline_width: 0.0
|
||||
shadow_alpha: 0.0
|
||||
output_format: TYPE_DISTANCE_FIELD
|
||||
render_mode: MODE_SINGLE_LAYER
|
||||
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
|
||||
@@ -1,9 +0,0 @@
|
||||
font: "/assets/fonts/Rajdhani-Bold.ttf"
|
||||
material: "/builtins/fonts/font-df.material"
|
||||
size: 40
|
||||
outline_alpha: 0.0
|
||||
outline_width: 0.0
|
||||
shadow_alpha: 0.0
|
||||
output_format: TYPE_DISTANCE_FIELD
|
||||
render_mode: MODE_SINGLE_LAYER
|
||||
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
|
||||
@@ -1,9 +0,0 @@
|
||||
font: "/assets/fonts/Rajdhani-SemiBold.ttf"
|
||||
material: "/builtins/fonts/font-df.material"
|
||||
size: 40
|
||||
outline_alpha: 0.0
|
||||
outline_width: 0.0
|
||||
shadow_alpha: 0.0
|
||||
output_format: TYPE_DISTANCE_FIELD
|
||||
render_mode: MODE_SINGLE_LAYER
|
||||
characters: " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\210\222\342\200\271\342\200\272"
|
||||
@@ -1,9 +0,0 @@
|
||||
font: "/assets/fonts/Inter-SemiBold.ttf"
|
||||
material: "/builtins/fonts/font-df.material"
|
||||
size: 40
|
||||
outline_alpha: 0.0
|
||||
outline_width: 0.0
|
||||
shadow_alpha: 0.0
|
||||
output_format: TYPE_DISTANCE_FIELD
|
||||
render_mode: MODE_SINGLE_LAYER
|
||||
characters: "\342\211\210 !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\302\267\303\227\342\200\224\342\200\223\342\200\246\342\200\242\342\200\231\342\200\234\342\200\235\342\202\245\342\230\205\342\230\206\342\227\206\342\226\262\342\226\274\342\200\272\342\227\217\342\227\257\316\221\316\222\316\223\316\224\316\225\316\226\316\227\316\230\316\231\316\232\316\233\316\234\316\235\316\236\316\237\316\240\316\241\316\243\316\244\316\245\316\246\316\247\316\250\316\251\316\261\316\262\316\263\316\264\316\265\316\266\316\267\316\270\316\271\316\272\316\273\316\274\316\275\316\276\316\277\317\200\317\201\317\202\317\203\317\204\317\205\317\206\317\207\317\210\317\211"
|
||||
|
Before Width: | Height: | Size: 111 B |
|
Before Width: | Height: | Size: 394 B |
|
Before Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 1013 B |
|
Before Width: | Height: | Size: 330 B |
|
Before Width: | Height: | Size: 2.9 KiB |
|
Before Width: | Height: | Size: 234 B |
|
Before Width: | Height: | Size: 712 B |
|
Before Width: | Height: | Size: 703 B |
|
Before Width: | Height: | Size: 5.5 KiB |
|
Before Width: | Height: | Size: 988 B |
|
Before Width: | Height: | Size: 310 B |
@@ -1,33 +0,0 @@
|
||||
Moon Miners sound effects (Defold client)
|
||||
|
||||
Clips in this folder are built (trimmed, pitched down, filtered, layered with synth tones
|
||||
made in SoX, loudness-matched, re-encoded) from Kenney's audio packs, www.kenney.nl.
|
||||
License: Creative Commons Zero (CC0), http://creativecommons.org/publicdomain/zero/1.0/
|
||||
(credit not required, given anyway).
|
||||
|
||||
nav.wav Interface Sounds switch_007
|
||||
toggle.wav Interface Sounds switch_005
|
||||
open.wav Sci-Fi Sounds doorOpen_001 + synth servo tone
|
||||
close.wav Sci-Fi Sounds doorClose_001 + synth servo tone
|
||||
buy.ogg Sci-Fi Sounds impactMetal_000 + Impact Sounds impactMetal_medium_001
|
||||
+ synth beep
|
||||
upgrade.ogg Sci-Fi Sounds forceField_000 + Impact Sounds impactMetal_heavy_002
|
||||
+ synth sweep
|
||||
moon.ogg Sci-Fi Sounds lowFrequency_explosion_001 + forceField_003 + synth ping
|
||||
deploy.ogg Impact Sounds impactMining_004 + Sci-Fi Sounds engineCircular_002
|
||||
refine.ogg Sci-Fi Sounds forceField_001 + computerNoise_000
|
||||
collect.ogg Sci-Fi Sounds doorOpen_002 + impactMetal_004 + synth beeps
|
||||
|
||||
modal.wav, confirm.ogg, error.wav and ready.wav are synthesized with SoX (no samples).
|
||||
|
||||
Packs: https://kenney.nl/assets/interface-sounds, https://kenney.nl/assets/sci-fi-sounds,
|
||||
https://kenney.nl/assets/impact-sounds
|
||||
|
||||
The claim whir, counter ticks, claim blips, credit blips and the moon reveal sounds
|
||||
(harvest.wav, tick.wav, arrive.wav, coin.wav, charge.wav, burst.wav, powerdown.wav,
|
||||
shimmer.wav) are synthesized with ZzFX by Frank Force (MIT, LICENSE-ZzFX.txt),
|
||||
https://github.com/KilledByAPixel/ZzFX, pre-rendered by scripts/zzfx-render.mjs with the
|
||||
web build's parameters (server/web/static/js/sfx.js).
|
||||
|
||||
Copied from the web build (server/web/static/assets/sfx); the .mp3 clips were re-encoded
|
||||
to Ogg Vorbis (Defold plays .wav and .ogg) with ffmpeg -c:a libvorbis -q:a 6.
|
||||
@@ -1,39 +0,0 @@
|
||||
images {
|
||||
image: "/assets/images/white.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/frame.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/outline.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/sphere.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/glow.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/fade.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/ring.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/speaker.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/speaker_off.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/spark.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/sun.png"
|
||||
}
|
||||
images {
|
||||
image: "/assets/images/moon.png"
|
||||
}
|
||||
margin: 2
|
||||
extrude_borders: 2
|
||||
inner_padding: 0
|
||||
@@ -1,85 +0,0 @@
|
||||
-- Progress and timer bars (the web's .drill-bar / .bar): a track and a fill. A timer bar
|
||||
-- fills from start to end (ms, server clock) as display only, easing corrections (core
|
||||
-- ticks, keyed); once full it takes the ready look: a soft glow in its color that breathes
|
||||
-- (app.css .drill-bar.is-ready). A static bar shows a fraction.
|
||||
--
|
||||
-- bar.timer(g, parent, x, y, w, h, { start, ends, ready, color, none, key })
|
||||
-- bar.value(parent, x, y, w, h, fraction, { color, track })
|
||||
-- bar.ready_label(parent, text, x, y, pivot) -- "READY" in gold, its glow pulsing
|
||||
-- -- (app.css .ready, 1.8 s)
|
||||
|
||||
local ui = require("modules.ui")
|
||||
local anim = require("modules.anim")
|
||||
local ticks = require("screens.game.core.ticks")
|
||||
|
||||
local M = {}
|
||||
|
||||
local function vec(x, y)
|
||||
return vmath.vector3(x, y, 0)
|
||||
end
|
||||
|
||||
-- The ready look on a fill: full, in its own color (cyan, amber when short), with a glow
|
||||
-- under it that breathes (app.css .drill-bar.is-ready). A drill that gets nothing has no
|
||||
-- glow (.is-none.is-ready).
|
||||
local function ready_look(parent, fill, x, y, w, h, color, none)
|
||||
if none then
|
||||
return
|
||||
end
|
||||
local glow = ui.rect(parent, x - 4, y - 4, w + 8, h + 8, color, 0.25)
|
||||
gui.play_flipbook(glow, "glow")
|
||||
gui.move_below(glow, fill)
|
||||
anim.breathe(glow, "color.w", 0.35, 0.12, 1.8)
|
||||
end
|
||||
|
||||
-- A timer bar. opts: start, ends (ms), ready (already done: full, glowing), color (default
|
||||
-- "cyan"), track (default "line"), none (the drill gets nothing: an amber dashed track, a
|
||||
-- muted fill, no glow; app.css .drill-bar.is-none), key (eases corrections; core ticks).
|
||||
-- Returns the fill node.
|
||||
function M.timer(g, parent, x, y, w, h, opts)
|
||||
local color = opts.color or "cyan"
|
||||
if opts.none then
|
||||
color = "muted"
|
||||
for dx = 0, w - 1, 4 do
|
||||
ui.rect(parent, x + dx, y, math.min(2, w - dx), h, "ready", 0.45)
|
||||
end
|
||||
else
|
||||
ui.rect(parent, x, y, w, h, opts.track or color, opts.track and 1 or 0.16)
|
||||
end
|
||||
local fill = ui.rect(parent, x, y, w, h, color, opts.none and 0.7 or 1)
|
||||
if opts.ready then
|
||||
ticks.tick_bar(g, fill, 0, 0, w, opts.key)
|
||||
ready_look(parent, fill, x, y, w, h, color, opts.none)
|
||||
else
|
||||
ticks.tick_bar(g, fill, opts.start, opts.ends, w, opts.key, function()
|
||||
-- Full at the local zero (display only; the server says when it's claimable).
|
||||
ready_look(parent, fill, x, y, w, h, color, opts.none)
|
||||
end)
|
||||
end
|
||||
return fill
|
||||
end
|
||||
|
||||
-- A static bar showing `fraction` (0..1). opts: color, track, min (smallest fill width).
|
||||
function M.value(parent, x, y, w, h, fraction, opts)
|
||||
opts = opts or {}
|
||||
ui.rect(parent, x, y, w, h, opts.track or "line")
|
||||
local fw = math.floor(w * math.max(0, math.min(1, fraction)))
|
||||
if fw > 0 then
|
||||
return ui.rect(parent, x, y, math.max(opts.min or 0, fw), h, opts.color or "cyan")
|
||||
end
|
||||
end
|
||||
|
||||
-- "Ready" in gold whose glow pulses (a soft glow sprite behind it, breathing like the
|
||||
-- web's text-shadow). x, y, pivot like ui.text.
|
||||
function M.ready_label(parent, text, x, y, pivot, px)
|
||||
local style = { font = "sans_semi", px = px or 13, color = "ready", tracking = 0.1, upper = true }
|
||||
local t = ui.text(parent, text or "Ready", style, x, y, pivot)
|
||||
local w = ui.text_width(t)
|
||||
local left = (pivot == gui.PIVOT_E and x - w) or (pivot == gui.PIVOT_CENTER and x - w / 2) or x
|
||||
local glow = ui.rect(parent, left - 12, y - 11, w + 24, 22, "ready", 0)
|
||||
gui.play_flipbook(glow, "glow")
|
||||
gui.move_below(glow, t)
|
||||
anim.breathe(glow, "color.w", 0, 0.3, 1.8)
|
||||
return t
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,209 +0,0 @@
|
||||
-- Button (the web's .btn): a filled box with an edge and an uppercase label, optional
|
||||
-- price ("· ₥1,234"). Variants: "secondary" (default, .btn), "primary" (.btn-primary),
|
||||
-- "redrill" (.btn-redrill, violet), "danger" (.btn-danger), "ghost" (.btn-dashed: faint,
|
||||
-- for "+ New moon"; opts.on lights it). States, eased like a CSS transition (120 ms):
|
||||
-- hover (mouse over), press (held down), disabled (dimmed, no clicks), busy (the web's
|
||||
-- aria-busy: dimmed, label hidden, a spinner; set by core/hooks while an unpredicted
|
||||
-- action waits for the server).
|
||||
--
|
||||
-- local b = button.new(g, parent, "Sell", x, y, { variant = "danger", small = true,
|
||||
-- on_click = fn, id = "sell-moon" }) -- draw + behavior; b.root, b.w, b.h
|
||||
-- button.draw(parent, label, x, y, opts) -- just the nodes (root, nodes, w)
|
||||
-- button.bind(g, root, nodes, opts) -- behavior on drawn nodes (what
|
||||
-- -- H.action and H.link use)
|
||||
--
|
||||
-- opts (draw): variant, small, w, h, price, accent (the price's color), disabled, on;
|
||||
-- fill / edge / text ({ color, alpha } or a color name) override the variant's colors
|
||||
-- (hover then brightens the given fill).
|
||||
-- opts (bind): on_click, id (test id, modules/test), label (for the test hook; default
|
||||
-- the label text), zone (stencil node clipping it, when not under a scroll's view), druid
|
||||
-- (another Druid instance than g.druid: the dialog's).
|
||||
-- After a rebuild the button under the mouse shows its hover at once (core/main replays
|
||||
-- the last pointer position; M.instant makes that skip the easing). A press that a rebuild
|
||||
-- interrupts carries over, for every Druid button with a test id: the one with the same
|
||||
-- id under the pointer is pressed in the new build, so the release still clicks it
|
||||
-- (M.carry). opts.hit: a node to take the clicks instead of root (a Claim button popping
|
||||
-- in is scaled down: core/hooks).
|
||||
|
||||
local theme = require("modules.theme")
|
||||
local ui = require("modules.ui")
|
||||
local anim = require("modules.anim")
|
||||
local test = require("modules.test")
|
||||
local helper = require("druid.helper")
|
||||
local druid_button = require("druid.base.button")
|
||||
|
||||
local S = theme.size
|
||||
|
||||
local M = {}
|
||||
|
||||
local FADE = 0.12
|
||||
|
||||
-- What ui.button drew, by root node (variant, disabled, parts).
|
||||
local looks = ui.button_looks
|
||||
|
||||
local function vec(x, y)
|
||||
return vmath.vector3(x, y, 0)
|
||||
end
|
||||
|
||||
local col = ui.color_spec
|
||||
|
||||
-- Ease (or set, when M.instant or reduced motion) a node's color.
|
||||
local function tint(node, c, instant)
|
||||
gui.cancel_animations(node, "color")
|
||||
if instant or M.instant or anim.reduced then
|
||||
gui.set_color(node, c)
|
||||
else
|
||||
gui.animate(node, "color", c, gui.EASING_OUTQUAD, FADE)
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw a button (ui.button). Returns root, nodes, width.
|
||||
M.draw = ui.button
|
||||
|
||||
-- The state look: "normal", "hover", "press".
|
||||
local function show(root, state, instant)
|
||||
local look = looks[root]
|
||||
if not look or look.disabled or look.busy then
|
||||
return
|
||||
end
|
||||
local function c_of(x)
|
||||
return type(x) == "userdata" and x or col(x)
|
||||
end
|
||||
local c = state == "press" and c_of(look.v.press) or (state == "hover" and c_of(look.v.hover) or look.fill)
|
||||
tint(root, c, instant)
|
||||
end
|
||||
|
||||
-- Behavior on a drawn button (or any node: then only clicks, no looks). Returns the Druid
|
||||
-- button.
|
||||
function M.bind(g, root, nodes, opts)
|
||||
opts = opts or {}
|
||||
local look = looks[root]
|
||||
local b = (opts.druid or g.druid):new_button(opts.hit or root, function()
|
||||
if opts.on_click and not (look and look.busy) then
|
||||
opts.on_click()
|
||||
end
|
||||
end):set_animations_disabled()
|
||||
if opts.hit then
|
||||
test.name(opts.hit, opts.id)
|
||||
end
|
||||
if opts.zone then
|
||||
b:set_click_zone(opts.zone)
|
||||
end
|
||||
if look and not look.disabled then
|
||||
b.hover.on_mouse_hover:subscribe(function(_, on)
|
||||
look.hovered = on
|
||||
show(root, on and "hover" or "normal")
|
||||
end)
|
||||
b.hover.on_hover:subscribe(function(_, down)
|
||||
show(root, down and "press" or (look.hovered and "hover" or "normal"), down)
|
||||
end)
|
||||
end
|
||||
local label = opts.label
|
||||
if not label and look then
|
||||
label = gui.get_text(look.text)
|
||||
end
|
||||
test.register(opts.id, root, opts.kind or (look and "button" or "link"), label, opts.zone)
|
||||
return b
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- a press across a rebuild
|
||||
|
||||
-- Every Druid button (these, tabs, rows, the moon list's widgets, raw ones), wherever it
|
||||
-- is made: the ones made since the build began, and the one the mouse went down on, by
|
||||
-- its test id (modules/test id_of). A rebuild drops the pressed Druid button, so the
|
||||
-- release would click nothing (the web's element survives an htmx morph); M.carry
|
||||
-- presses its successor instead.
|
||||
local carry = { made = {}, pressed = nil }
|
||||
|
||||
druid_button.mm_hook = function(b)
|
||||
carry.made[#carry.made + 1] = b
|
||||
b.on_pressed:subscribe(function()
|
||||
carry.pressed = { node = b.node, t = socket.gettime() }
|
||||
end)
|
||||
end
|
||||
if not druid_button.mm_init then -- (once: the class outlives a hot reload of this file)
|
||||
druid_button.mm_init = druid_button.init
|
||||
druid_button.init = function(self, ...)
|
||||
druid_button.mm_init(self, ...)
|
||||
if druid_button.mm_hook then
|
||||
druid_button.mm_hook(self)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- A build begins (core/main): buttons made from now on are its.
|
||||
function M.begin_build()
|
||||
if carry.pressed and not carry.pressed.id then
|
||||
carry.pressed.id = test.id_of(carry.pressed.node) -- (before the old nodes go)
|
||||
end
|
||||
carry.made = {}
|
||||
end
|
||||
|
||||
-- The mouse went down (before Druid sees it) or up: no press to carry.
|
||||
function M.release()
|
||||
carry.pressed = nil
|
||||
end
|
||||
|
||||
-- After a rebuild, with the mouse still down at (x, y) (screen) on a button of the build
|
||||
-- before: press the new button with its id under the pointer, so the release clicks it.
|
||||
function M.carry(x, y)
|
||||
local p = carry.pressed
|
||||
if not p or not p.id then
|
||||
return
|
||||
end
|
||||
for _, b in ipairs(carry.made) do
|
||||
if test.id_of(b.node) == p.id and gui.is_enabled(b.node, true)
|
||||
and helper.pick_node(b.node, x, y, b.click_zone) then
|
||||
b.can_action = true
|
||||
b.last_pressed_time = p.t
|
||||
b.hover:set_hover(true)
|
||||
carry.pressed = { node = b.node, id = p.id, t = p.t }
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw and bind. Returns { root, nodes, w, h, button }.
|
||||
function M.new(g, parent, label, x, y, opts)
|
||||
opts = opts or {}
|
||||
local root, nodes, w = M.draw(parent, label, x, y, opts)
|
||||
local b = { root = root, nodes = nodes, w = w, h = gui.get_size(root).y }
|
||||
if not opts.disabled then
|
||||
b.button = M.bind(g, root, nodes, opts)
|
||||
end
|
||||
return b
|
||||
end
|
||||
|
||||
-- Busy (the web's aria-busy + spinner): dimmed, label hidden, a rotating square.
|
||||
function M.set_busy(root)
|
||||
local look = looks[root]
|
||||
local size = gui.get_size(root)
|
||||
if look then
|
||||
look.busy = true
|
||||
for _, p in ipairs(look.parts) do
|
||||
local c = gui.get_color(p[1])
|
||||
gui.set_color(p[1], vmath.vector4(c.x, c.y, c.z, 0.2))
|
||||
end
|
||||
local f = gui.get_color(root)
|
||||
gui.set_color(root, vmath.vector4(f.x, f.y, f.z, f.w * 0.6))
|
||||
local e = gui.get_color(look.edge)
|
||||
gui.set_color(look.edge, vmath.vector4(e.x, e.y, e.z, e.w * 0.6))
|
||||
end
|
||||
local spin = look and look.variant == "primary" and "on_cyan" or "cyan_hi"
|
||||
local sp = ui.outline(root, size.x / 2 - 7, size.y / 2 - 7, 14, 14, spin)
|
||||
gui.set_pivot(sp, gui.PIVOT_CENTER)
|
||||
gui.set_position(sp, vec(size.x / 2, -size.y / 2))
|
||||
gui.animate(sp, "euler.z", -360, gui.EASING_LINEAR, 0.9, 0, nil, gui.PLAYBACK_LOOP_FORWARD)
|
||||
end
|
||||
|
||||
-- Whether draw() made this node (a button with looks).
|
||||
function M.is_button(root)
|
||||
return looks[root] ~= nil
|
||||
end
|
||||
|
||||
-- Error feedback on a button (the web's fx-shake: 0.4 s).
|
||||
function M.shake(root)
|
||||
anim.shake(root, 6, 0.4)
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,246 +0,0 @@
|
||||
-- Card (the web's .card / .store-card): an image column on the left and a text column
|
||||
-- that hugs its content, built on Druid Layout (vertical, measured text: a paragraph's
|
||||
-- height comes from its wrapped lines), with an optional footer block pinned to the
|
||||
-- bottom so buttons line up across a row; a card narrower than card_min_w puts the image
|
||||
-- on top instead (the web's card). card.grid lays cards out in columns (as many as
|
||||
-- card_col_min allows, like the web's grid; centered and capped by the caller), equal
|
||||
-- heights per row, and
|
||||
-- registers them for the panel entrance (g.frames, staggered). Store, Equipment and
|
||||
-- Advisors use it.
|
||||
--
|
||||
-- y = card.grid(g, parent, x, y, inner, items, function(c, item)
|
||||
-- c:image(item.image)
|
||||
-- c:title(item.name)
|
||||
-- c:para(item.description)
|
||||
-- c:text("+3 per cycle", "small")
|
||||
-- c:footer(52, function(f, w) ... build into f (0..w wide, 52 tall) ... end)
|
||||
-- c.click = fn -- (optional) a click anywhere on the card; c.id its test id
|
||||
-- c.selected = true -- (optional) cyan edge and inner line
|
||||
-- c.edge_color = { "ready", 0.45 } -- (optional) another edge (a hired advisor), and
|
||||
-- c.edge_hover = { "ready", 0.7 } -- its hover
|
||||
-- end)
|
||||
--
|
||||
-- Rules from druid-notes.md: the layout node is an invisible box (no slice9), pivot NW;
|
||||
-- it's refreshed synchronously once the card is built (Layout never resizes children:
|
||||
-- widths are set here); text nodes are measured by their text (pivot W lines, wrapped
|
||||
-- NW paragraphs).
|
||||
|
||||
local theme = require("modules.theme")
|
||||
local ui = require("modules.ui")
|
||||
local images = require("modules.images")
|
||||
local anim = require("modules.anim")
|
||||
local button = require("components.button")
|
||||
local panel = require("components.panel")
|
||||
|
||||
local S = theme.size
|
||||
|
||||
local M = {}
|
||||
M.__index = M
|
||||
|
||||
local PAD = 14
|
||||
|
||||
local function vec(x, y)
|
||||
return vmath.vector3(x, y, 0)
|
||||
end
|
||||
|
||||
-- Columns for a width, like the web's grid (minmax(250px, 1fr)): count and card width.
|
||||
-- Cards at least card_min_w wide keep the image column on the left; narrower ones put the
|
||||
-- image on top (the web's .card: a 200 px media strip, then the body).
|
||||
function M.columns(inner)
|
||||
local cols = math.max(1, math.floor((inner + S.gap) / (S.card_col_min + S.gap)))
|
||||
return cols, math.floor((inner - (cols - 1) * S.gap) / cols)
|
||||
end
|
||||
|
||||
local STACK_MEDIA = 200 -- the image strip's height on a stacked card (app.css .card-media)
|
||||
|
||||
-- Image column width for a card width.
|
||||
function M.media_size(cw)
|
||||
return math.max(120, math.min(156, math.floor(cw * 0.3)))
|
||||
end
|
||||
|
||||
-- A card at (x, y) of parent, w wide. opts: media (image column width, 0 for none).
|
||||
function M.new(g, parent, x, y, w, opts)
|
||||
opts = opts or {}
|
||||
local stacked = opts.media == nil and w < S.card_min_w
|
||||
local m = stacked and STACK_MEDIA or (opts.media or M.media_size(w))
|
||||
local c = setmetatable({ g = g, w = w, m = m, footer_h = 0, stacked = stacked }, M)
|
||||
c.root = ui.rect(parent, x, y, w, 1, "panel")
|
||||
c.media = ui.rect(c.root, 0, 0, stacked and w or m, stacked and m or 1, "bg")
|
||||
c.edge = ui.outline(c.root, 0, 0, w, 1, "edge")
|
||||
if stacked then
|
||||
c.bw = w - PAD * 2
|
||||
c.body = anim.group(c.root, PAD, m + 14, c.bw, 1)
|
||||
else
|
||||
c.bw = w - m - PAD * 2
|
||||
c.body = anim.group(c.root, m + PAD, 12, c.bw, 1)
|
||||
end
|
||||
c.layout = g.druid:new_layout(c.body, "vertical"):set_padding(0, 0, 0, 0):set_margin(0, 0):set_hug_content(false, true)
|
||||
return c
|
||||
end
|
||||
|
||||
-- The image (a catalog URL) in the image column, square at the top (stacked: square in
|
||||
-- the middle of the strip).
|
||||
function M:image(url)
|
||||
local node = ui.rect(self.media, self.stacked and math.floor((self.w - self.m) / 2) or 0, 0, self.m, self.m, "none")
|
||||
images.set(node, url)
|
||||
self.image_node = node
|
||||
end
|
||||
|
||||
local function add(self, node, gap)
|
||||
if gap and gap > 0 then
|
||||
self:gap(gap)
|
||||
end
|
||||
self.layout:add(node)
|
||||
return node
|
||||
end
|
||||
|
||||
-- Vertical space.
|
||||
function M:gap(px)
|
||||
local n = anim.group(self.body, 0, 0, 1, px)
|
||||
self.layout:add(n)
|
||||
end
|
||||
|
||||
-- One line of text in a slot h tall (default 18; its middle 8 px down, like the web's
|
||||
-- line boxes), cut with … to the column. style: theme.text name or table.
|
||||
function M:text(str, style, h)
|
||||
local slot = anim.group(self.body, 0, 0, self.bw, h or 18)
|
||||
local t = ui.label(slot, str, style or "body", 0, 8)
|
||||
if not ui.needs_rich(str) then
|
||||
ui.fit_text(t, self.bw)
|
||||
end
|
||||
self.layout:add(slot)
|
||||
return t
|
||||
end
|
||||
|
||||
-- The card's title (uppercase, semibold; a 22 px slot).
|
||||
function M:title(str)
|
||||
return self:text(str, { font = "sans_semi", px = 15, color = "text", tracking = 0.1, upper = true }, 22)
|
||||
end
|
||||
|
||||
-- A paragraph that wraps at the column width (its height measured by the layout).
|
||||
function M:para(str, style, gap)
|
||||
style = type(style) == "string" and theme.text[style] or style or { font = "sans", px = 13, color = "text_2" }
|
||||
local n = ui.text(self.body, str, style, 0, 0, gui.PIVOT_NW)
|
||||
gui.set_line_break(n, true)
|
||||
local s = gui.get_scale(n).x
|
||||
gui.set_size(n, vec(self.bw / s, 10))
|
||||
return add(self, n, gap)
|
||||
end
|
||||
|
||||
-- Any node (its size is what the layout counts; pivot NW or W).
|
||||
function M:node(n, gap)
|
||||
gui.set_parent(n, self.body, false)
|
||||
return add(self, n, gap)
|
||||
end
|
||||
|
||||
-- A block built by fn(parent, w) (stat rows, chips), top-left based: of fixed height h,
|
||||
-- or c:block(fn, gap) where fn returns the height it used.
|
||||
function M:block(h, fn, gap)
|
||||
if type(h) == "function" then
|
||||
h, fn, gap = nil, h, fn
|
||||
end
|
||||
local n = anim.group(self.body, 0, 0, self.bw, h or 1)
|
||||
local used = fn(n, self.bw)
|
||||
if not h then
|
||||
gui.set_size(n, vec(self.bw, used or 0))
|
||||
end
|
||||
return add(self, n, gap)
|
||||
end
|
||||
|
||||
-- Something clickable inside the card's text (a link): fn runs once the card's own click
|
||||
-- is bound, so it gets its clicks first.
|
||||
function M:after_bind(fn)
|
||||
self.late = self.late or {}
|
||||
self.late[#self.late + 1] = fn
|
||||
end
|
||||
|
||||
-- The bottom block (buttons): h tall, built by fn(parent, w) once the row's height is
|
||||
-- known; it sits at the bottom of the card.
|
||||
function M:footer(h, fn)
|
||||
self.footer_h, self.footer_fn = h, fn
|
||||
end
|
||||
|
||||
-- Lay out the text column; returns the card's natural height.
|
||||
function M:refresh()
|
||||
self.layout:refresh_layout(true)
|
||||
local body_h = self.layout:get_size().y
|
||||
if self.stacked then
|
||||
self.natural = self.m + 14 + body_h + self.footer_h + 14
|
||||
else
|
||||
self.natural = math.max(self.m, 12 + body_h + self.footer_h + 14)
|
||||
end
|
||||
return self.natural
|
||||
end
|
||||
|
||||
-- The card's final height (the tallest in its row): sizes the box and places the footer.
|
||||
function M:set_height(h)
|
||||
self.h = h
|
||||
gui.set_size(self.root, vec(self.w, h))
|
||||
gui.set_size(self.edge, vec(self.w, h))
|
||||
if self.stacked then
|
||||
ui.rect(self.root, 0, self.m, self.w, 1, "line")
|
||||
else
|
||||
gui.set_size(self.media, vec(self.m, h))
|
||||
ui.rect(self.root, self.m, 0, 1, h, "line")
|
||||
end
|
||||
if self.selected then
|
||||
gui.set_color(self.edge, ui.color("cyan"))
|
||||
ui.outline(self.root, 1, 1, self.w - 2, h - 2, "cyan", 0.6)
|
||||
elseif self.edge_color then
|
||||
gui.set_color(self.edge, ui.color_spec(self.edge_color))
|
||||
end
|
||||
-- Hover: the edge brightens (app.css .card:hover, 0.15 s). Bound before the footer's
|
||||
-- buttons: Druid gives the last made input first, so they get their clicks.
|
||||
local edge = self.edge
|
||||
local base = gui.get_color(edge)
|
||||
local b = button.bind(self.g, self.root, nil, { id = self.id, on_click = self.click })
|
||||
b.hover.on_mouse_hover:subscribe(function(_, on)
|
||||
gui.cancel_animations(edge, "color")
|
||||
local lit = self.selected and ui.color("cyan") or (self.edge_color and ui.color_spec(self.edge_hover or self.edge_color)) or ui.color("line_hi")
|
||||
gui.animate(edge, "color", on and lit or base, gui.EASING_OUTQUAD, 0.15)
|
||||
end)
|
||||
for _, fn in ipairs(self.late or {}) do
|
||||
fn()
|
||||
end
|
||||
if self.footer_fn then
|
||||
local f = anim.group(self.root, self.stacked and PAD or (self.m + PAD), h - 14 - self.footer_h, self.bw, self.footer_h)
|
||||
self.footer_fn(f, self.bw)
|
||||
end
|
||||
end
|
||||
|
||||
-- A grid of cards from y; returns the y under it. make(c, item) fills one card.
|
||||
function M.grid(g, parent, x, y, inner, items, make)
|
||||
local cols, cw = M.columns(inner)
|
||||
local i = 1
|
||||
while i <= #items do
|
||||
local row = {}
|
||||
for col = 1, cols do
|
||||
local item = items[i]
|
||||
if not item then
|
||||
break
|
||||
end
|
||||
local c = M.new(g, parent, x + (col - 1) * (cw + S.gap), y, cw)
|
||||
make(c, item)
|
||||
c:refresh()
|
||||
row[#row + 1] = c
|
||||
i = i + 1
|
||||
end
|
||||
local rh = 0
|
||||
for _, c in ipairs(row) do
|
||||
rh = math.max(rh, c.natural)
|
||||
end
|
||||
for _, c in ipairs(row) do
|
||||
c:set_height(rh)
|
||||
if g.frames then
|
||||
g.frames[#g.frames + 1] = panel.frame(c.root, c.edge, cw, rh) -- staggered entrance
|
||||
end
|
||||
if g.fx then
|
||||
g.fx:box(c.root) -- (an action's sweep covers the card)
|
||||
end
|
||||
end
|
||||
y = y + rh + S.gap
|
||||
end
|
||||
return y
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,36 +0,0 @@
|
||||
-- Chip / badge (the web's .badge, tier chips, attachment tags): a 1 px outlined box with
|
||||
-- a short label, optionally filled. Returns the box node and its width.
|
||||
--
|
||||
-- chip.new(parent, "T2/5", x, y, { color = "line_hi", text = "text_2", font = "mono" })
|
||||
-- chip.new(parent, 3, x, y, { color = "ready", font = "mono", px = 12, min_w = 22 })
|
||||
-- chip.new(parent, "Turbo core", x, y, { color = "violet", text = "violet_hi", upper = true })
|
||||
--
|
||||
-- y is the chip's middle; opts: color (edge; the text too unless opts.text), alpha (edge
|
||||
-- alpha), text, fill (fill alpha, in the edge color), font, px, tracking, upper, h (18),
|
||||
-- pad (6 each side), min_w, right (x is the right edge).
|
||||
|
||||
local ui = require("modules.ui")
|
||||
|
||||
local M = {}
|
||||
|
||||
function M.new(parent, label, x, y, opts)
|
||||
opts = opts or {}
|
||||
local color = opts.color or "line_hi"
|
||||
local style = { font = opts.font or "sans_semi", px = opts.px or 11, color = opts.text or color,
|
||||
tracking = opts.tracking or (opts.font == "mono" and 0 or 0.12), upper = opts.upper }
|
||||
local h = opts.h or 18
|
||||
local pad = opts.pad or 6
|
||||
local probe = ui.text(parent, label, style, 0, 0)
|
||||
local w = math.max(opts.min_w or 0, math.floor(ui.text_width(probe) + pad * 2))
|
||||
gui.delete_node(probe)
|
||||
local left = opts.right and (x - w) or x
|
||||
local box = ui.outline(parent, left, y - h / 2, w, h, color, opts.alpha)
|
||||
if opts.fill then
|
||||
local f = ui.rect(box, 0, 0, w, h, color, opts.fill)
|
||||
gui.move_below(f, box)
|
||||
end
|
||||
ui.text(box, label, style, w / 2, h / 2, gui.PIVOT_CENTER)
|
||||
return box, w
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,325 +0,0 @@
|
||||
-- Dialog (the web's .dialog): a modal panel over the game screen, in the same gui (on its
|
||||
-- own layer, with its own Druid instance), so a confirmed action runs in the game
|
||||
-- script and a page rebuild doesn't touch it. One at a time: g.dialog (core/main.lua).
|
||||
--
|
||||
-- g.dialog:open({ title, message, w, h,
|
||||
-- ok = { label, price, danger, act = "<action>", params = {...} } or { label, on_ok = fn },
|
||||
-- cancel = "Cancel" (the other button; "Close" without ok),
|
||||
-- build = function(d, box, w, h) ... end, -- custom content instead of the message
|
||||
-- title_x = 24 }) -- the title's x (room for an image left of it)
|
||||
-- g.dialog:close("ok" | "cancel")
|
||||
-- g.dialog:is_open()
|
||||
--
|
||||
-- In build, d.reply(action, params) closes and runs an action (effects start from the
|
||||
-- clicked button); d:button(parent, label, x, y, opts) makes a button (components/button
|
||||
-- opts plus on_click / id). The message wraps (ui.wrap, may hold ₥); the panel grows to
|
||||
-- fit it. Test ids: "dialog:ok", "dialog:cancel".
|
||||
--
|
||||
-- Motion (app.css dialog-in/-out, ui.js): the backdrop fades in (0.28 s); the panel
|
||||
-- scales up from .94, rises 8 px and unclips from its middle (0.28 s overshoot); a cyan
|
||||
-- scan line sweeps down it; title, message and buttons rise in, 60 ms apart. Closing:
|
||||
-- fade, scale .97, clip to the middle (0.18 s). Sounds: open (a confirm) or modal (custom
|
||||
-- content, after the action's own), confirm on OK, close otherwise. While open the page
|
||||
-- gets no input and its hovers are dropped (druid:reset_hovers); they come back on close.
|
||||
|
||||
local druid = require("druid.druid")
|
||||
local theme = require("modules.theme")
|
||||
local ui = require("modules.ui")
|
||||
local anim = require("modules.anim")
|
||||
local sfx = require("modules.sfx")
|
||||
local button = require("components.button")
|
||||
local test = require("modules.test")
|
||||
|
||||
local S = theme.size
|
||||
|
||||
local M = {}
|
||||
M.__index = M
|
||||
|
||||
local W0, H0 = 460, 230
|
||||
local SCRIM = theme.color.scrim
|
||||
|
||||
local function vec(x, y)
|
||||
return vmath.vector3(x, y, 0)
|
||||
end
|
||||
|
||||
-- g: the game screen; layer: a node over the page (top-left = page top-left).
|
||||
function M.new(g, layer)
|
||||
return setmetatable({ g = g, layer = layer }, M)
|
||||
end
|
||||
|
||||
function M:is_open()
|
||||
return self.root ~= nil and not self.closing
|
||||
end
|
||||
|
||||
-- A button inside the dialog (its own Druid instance). opts: components/button draw
|
||||
-- options plus on_click, id.
|
||||
function M:button(parent, label, x, y, opts)
|
||||
opts = opts or {}
|
||||
local root, nodes, w = ui.button(parent, label, x, y, opts)
|
||||
local d = self
|
||||
if not opts.disabled then
|
||||
button.bind(self.g, root, nodes, { id = opts.id, druid = self.druid, on_click = function()
|
||||
d.last_button = root
|
||||
if opts.on_click then
|
||||
opts.on_click()
|
||||
end
|
||||
end })
|
||||
end
|
||||
return root, nodes, w
|
||||
end
|
||||
|
||||
-- Close and run an action on the game screen (its effects start at `from`, a node, or
|
||||
-- at the page button that opened the dialog: ok.from, a rect from fx:rect_of with its
|
||||
-- test id). quiet: close without the confirm sound (the buy modal's buttons, main.js).
|
||||
function M:act(name, params, from, quiet)
|
||||
local g = self.g
|
||||
local opener = self.opts and self.opts.ok and self.opts.ok.from
|
||||
if opener then
|
||||
g.fx.last_origin = { x = opener.x, y = opener.y, w = opener.w, h = opener.h, id = opener.id }
|
||||
else
|
||||
g.fx:origin(from)
|
||||
end
|
||||
self:close(quiet and "quiet" or "ok")
|
||||
require("screens.game.core.session").act(g, name, params or {})
|
||||
end
|
||||
|
||||
function M:open(opts)
|
||||
if self.root then
|
||||
self:remove()
|
||||
end
|
||||
local g = self.g
|
||||
opts = opts or {}
|
||||
self.opts = opts
|
||||
self.closing = false
|
||||
self.druid = druid.new(g)
|
||||
test.begin_build("dialog")
|
||||
test.set_scope("dialog")
|
||||
g.druid:reset_hovers()
|
||||
local W, H = g.size[1], g.size[2]
|
||||
local w = opts.w or W0
|
||||
local d = self
|
||||
self.reply = function(name, params)
|
||||
d:act(name, params, d.last_button, true)
|
||||
end
|
||||
|
||||
-- Backdrop (a click on it cancels), then the panel in a clip that unclips from its middle.
|
||||
local root = ui.rect(self.layer, 0, 0, W, H, "none")
|
||||
self.root = root
|
||||
local scrim = ui.rect(root, 0, 0, W, H, SCRIM)
|
||||
self.scrim = scrim
|
||||
local probe, msg_h = ui.wrap(root, opts.message or "", { font = "sans", px = 15, color = "text_2" }, 0, 0, w - 48)
|
||||
gui.delete_node(probe)
|
||||
local h = math.max(opts.h or H0, 64 + msg_h + 24 + 44 + 24)
|
||||
local holder = anim.group(root, W / 2, H / 2, 1, 1)
|
||||
gui.set_pivot(holder, gui.PIVOT_CENTER)
|
||||
self.holder = holder
|
||||
local clip = ui.rect(holder, -w / 2, -h / 2, w, h, "text")
|
||||
gui.set_position(clip, vec(0, 0))
|
||||
gui.set_pivot(clip, gui.PIVOT_CENTER)
|
||||
gui.set_clipping_mode(clip, gui.CLIPPING_MODE_STENCIL)
|
||||
gui.set_clipping_visible(clip, false)
|
||||
self.clip, self.w, self.h = clip, w, h
|
||||
local box = ui.panel(clip, -w / 2, -h / 2, w, h)
|
||||
gui.set_color(box, ui.color("field", 0.96))
|
||||
self.box = box
|
||||
|
||||
-- Input: Druid gives the last created component input first, so: the backdrop (a
|
||||
-- click on it cancels), then a blocker over the panel, then the panel's buttons.
|
||||
self.druid:new_button(scrim, function()
|
||||
d:close("cancel")
|
||||
end):set_animations_disabled()
|
||||
self.druid:new_blocker(clip)
|
||||
-- (Druid's back handler takes key_back only: Esc is a hotkey.)
|
||||
self.druid:new_back_handler(function()
|
||||
d:close("cancel")
|
||||
end)
|
||||
self.druid:new_hotkey("key_esc", function()
|
||||
d:close("cancel")
|
||||
end)
|
||||
|
||||
-- Title, message (or custom content), buttons: three groups that rise in turn.
|
||||
local g_title = anim.group(box, 0, 0)
|
||||
local g_body = anim.group(box, 0, 0)
|
||||
local g_actions = anim.group(box, 0, 0)
|
||||
ui.label(g_title, opts.title or "Notice", "h2", opts.title_x or 24, 34)
|
||||
if opts.build then
|
||||
opts.build(self, g_body, w, h)
|
||||
else
|
||||
ui.wrap(g_body, opts.message or "", { font = "sans", px = 15, color = "text_2" }, 24, 58, w - 48)
|
||||
end
|
||||
local by = h - 24 - S.button_h
|
||||
local cancel_label = opts.cancel or (opts.ok and "Cancel" or "Close")
|
||||
local cb, _, cw = self:button(g_actions, cancel_label, 0, 0, {
|
||||
id = "dialog:cancel", on_click = function() d:close("cancel") end,
|
||||
})
|
||||
gui.set_position(cb, vec(w - 24 - cw, -by))
|
||||
if opts.ok then
|
||||
local ok = opts.ok
|
||||
local danger = ok.danger
|
||||
local ob, _, ow
|
||||
ob, _, ow = self:button(g_actions, ok.label or "OK", 0, 0, {
|
||||
id = "dialog:ok", price = ok.price,
|
||||
variant = danger and "danger" or "primary",
|
||||
fill = danger and { "danger", 0.16 } or nil, edge = danger and { "danger", 1 } or nil,
|
||||
accent = danger and "danger" or nil,
|
||||
on_click = function()
|
||||
if ok.on_ok then
|
||||
d:close("ok")
|
||||
ok.on_ok()
|
||||
elseif ok.act then
|
||||
d:act(ok.act, ok.params, ob)
|
||||
else
|
||||
d:close("ok")
|
||||
end
|
||||
end,
|
||||
})
|
||||
gui.set_position(ob, vec(w - 24 - cw - 10 - ow, -by))
|
||||
end
|
||||
|
||||
self.by = by
|
||||
test.set_scope("page")
|
||||
self:animate_in(g_title, g_body, g_actions)
|
||||
if opts.build then
|
||||
sfx.play("modal", { delay = 150 })
|
||||
else
|
||||
sfx.play("open")
|
||||
end
|
||||
end
|
||||
|
||||
function M:animate_in(...)
|
||||
local groups = { ... }
|
||||
local holder, clip, scrim = self.holder, self.clip, self.scrim
|
||||
gui.set_color(scrim, vmath.vector4(SCRIM.x, SCRIM.y, SCRIM.z, 0))
|
||||
gui.animate(scrim, "color.w", SCRIM.w, anim.ease.ease_out, 0.28)
|
||||
-- Content fades in from under veils in the panel's color (anim.veil): title, message,
|
||||
-- buttons in turn.
|
||||
local field = ui.color("field")
|
||||
local w, h, by = self.w, self.h, self.by
|
||||
local regions = { { 2, 48 }, { 50, by - 60 }, { by - 10, h - by + 8 } } -- (the edge stays)
|
||||
for i, r in ipairs(regions) do
|
||||
anim.veil(self.box, 2, r[1], w - 4, r[2], field, (i - 1) * 0.06, anim.reduced and 0.12 or 0.35)
|
||||
end
|
||||
if anim.reduced then
|
||||
return
|
||||
end
|
||||
local p = gui.get_position(holder)
|
||||
gui.set_scale(holder, vmath.vector3(0.94, 0.94, 1))
|
||||
gui.animate(holder, "scale", vmath.vector3(1, 1, 1), anim.ease.overshoot, 0.28)
|
||||
gui.set_position(holder, vec(p.x, p.y - 8))
|
||||
gui.animate(holder, "position.y", p.y, anim.ease.overshoot, 0.28)
|
||||
local size = gui.get_size(clip)
|
||||
gui.set_size(clip, vec(size.x, size.y * 0.04))
|
||||
gui.animate(clip, "size", size, anim.ease.overshoot, 0.28)
|
||||
anim.sweep(self.box, self.w, self.h, ui.color("cyan"), 0.7, 0.05)
|
||||
for i, grp in ipairs(groups) do
|
||||
anim.rise(grp, (i - 1) * 0.06, 6, 0.35) -- rise-in: 0.35 s, 60 ms apart
|
||||
end
|
||||
end
|
||||
|
||||
-- value: "ok" (the confirm sound), "quiet" (none: the action makes its own) or "cancel".
|
||||
function M:close(value)
|
||||
if not self.root or self.closing then
|
||||
return
|
||||
end
|
||||
self.closing = true
|
||||
self.closing_at = socket.gettime()
|
||||
if value ~= "quiet" then
|
||||
sfx.play(value == "ok" and "confirm" or "close")
|
||||
end
|
||||
local d = self
|
||||
local function done()
|
||||
d:remove()
|
||||
end
|
||||
local dur = anim.reduced and 0.12 or 0.18
|
||||
gui.animate(self.scrim, "color.w", 0, anim.ease.ease_in, dur, 0, done)
|
||||
anim.veil(self.box, 2, 2, self.w - 4, self.h - 4, ui.color("field"), 0, dur, true)
|
||||
if not anim.reduced then
|
||||
gui.animate(self.holder, "scale", vmath.vector3(0.97, 0.97, 1), anim.ease.ease_in, 0.18)
|
||||
local size = gui.get_size(self.clip)
|
||||
gui.animate(self.clip, "size", vec(size.x, size.y * 0.04), anim.ease.ease_in, 0.18)
|
||||
end
|
||||
self.g.rehover = true -- the page's hover comes back under the pointer
|
||||
end
|
||||
|
||||
-- Gone at once (a new dialog, the screen going away).
|
||||
function M:remove()
|
||||
if self.druid then
|
||||
-- A dialog gone in the frame it opened (another one replacing it): Druid's late
|
||||
-- init (a timer.delay(0)) would still run on its deleted nodes.
|
||||
if self.druid._late_init_timer_id then
|
||||
timer.cancel(self.druid._late_init_timer_id)
|
||||
self.druid._late_init_timer_id = nil
|
||||
end
|
||||
self.druid:final()
|
||||
self.druid = nil
|
||||
end
|
||||
if self.root then
|
||||
gui.delete_node(self.root)
|
||||
end
|
||||
test.begin_build("dialog")
|
||||
self.root, self.closing, self.opts, self.closing_at = nil, false, nil, nil
|
||||
end
|
||||
|
||||
-- How long a close may take before its end is forced (the close animation is 0.18 s; its
|
||||
-- callback is what removes the backdrop, and while the backdrop exists the page gets no
|
||||
-- input).
|
||||
local CLOSE_LIMIT = 1
|
||||
|
||||
-- The input invariants (checked every frame by core/main.lua): what blocks the page's
|
||||
-- input exists only while a dialog is open or closing, and a close finishes. Returns a
|
||||
-- description of what was wrong (and is now repaired), or nil.
|
||||
function M:check()
|
||||
if not self.root then
|
||||
if self.druid then
|
||||
self.druid:final()
|
||||
self.druid = nil
|
||||
return "a dialog's Druid instance outlived it"
|
||||
end
|
||||
return nil
|
||||
end
|
||||
if not self.druid then
|
||||
self:remove()
|
||||
return "a dialog backdrop without its input"
|
||||
end
|
||||
if self.closing and socket.gettime() - (self.closing_at or 0) > CLOSE_LIMIT then
|
||||
self:remove()
|
||||
return "a dialog close never finished"
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- The page was resized: keep the backdrop full and the panel centered.
|
||||
function M:layout(W, H)
|
||||
if not self.root then
|
||||
return
|
||||
end
|
||||
gui.set_size(self.root, vec(W, H))
|
||||
gui.set_size(self.scrim, vec(W, H))
|
||||
gui.cancel_animations(self.holder, "position.y")
|
||||
gui.set_position(self.holder, vec(W / 2, -H / 2))
|
||||
end
|
||||
|
||||
function M:update(dt)
|
||||
if self.druid then
|
||||
self.druid:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
-- Returns true while open (the page gets no input then).
|
||||
function M:on_input(action_id, action)
|
||||
if not self.root then
|
||||
return false
|
||||
end
|
||||
if self.druid and not self.closing then
|
||||
self.druid:on_input(action_id, action)
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function M:on_message(message_id, message, sender)
|
||||
if self.druid then
|
||||
self.druid:on_message(message_id, message, sender)
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,96 +0,0 @@
|
||||
-- A long list (Druid Data List over Scroll + Static Grid, druid-notes.md 2.3): only the
|
||||
-- rows in view exist, made by create() as they scroll in and deleted as they leave, so
|
||||
-- hundreds of moons cost a screenful of nodes. Fixed row height; the scroll offset is kept
|
||||
-- per key on g (g.scroll_pos) so it survives rebuilds; wheel and drag scroll.
|
||||
--
|
||||
-- local l = list.new(g, parent, x, y, w, h, {
|
||||
-- key = "moons", row_h = 64, -- the row's slot (gap included)
|
||||
-- create = function(item, index) ... return root[, druid component] end,
|
||||
-- focus_id = function(item) return "moon:" .. item.id end }) -- (optional) the test
|
||||
-- -- id its row registers: Tab walks
|
||||
-- -- every row, scrolling (modules/focus)
|
||||
-- l:set_data(items) -- (again with a filtered list: the rows are made again)
|
||||
--
|
||||
-- create() builds a row (pivot NW, w wide) under l.content and returns its root; the grid
|
||||
-- places it. A Druid component returned with it (a widget) is removed with the row.
|
||||
|
||||
local ui = require("modules.ui")
|
||||
|
||||
local M = {}
|
||||
M.__index = M
|
||||
|
||||
local function vec(x, y)
|
||||
return vmath.vector3(x, y, 0)
|
||||
end
|
||||
|
||||
function M.new(g, parent, x, y, w, h, opts)
|
||||
local l = setmetatable({ g = g, parent = parent, x = x, y = y, w = w, h = h, key = opts.key, create = opts.create,
|
||||
focus_id = opts.focus_id, row_h = opts.row_h, items = {} }, M)
|
||||
g.scroll_pos = g.scroll_pos or {}
|
||||
l.view = ui.rect(parent, x, y, w, h, "text")
|
||||
gui.set_clipping_mode(l.view, gui.CLIPPING_MODE_STENCIL)
|
||||
gui.set_clipping_visible(l.view, false)
|
||||
l.content = ui.rect(l.view, 0, 0, w, h, "none")
|
||||
-- The grid's prefab: a node of the row's slot size (never shown).
|
||||
l.prefab = ui.rect(l.view, 0, 0, w, opts.row_h, "none")
|
||||
gui.set_enabled(l.prefab, false)
|
||||
l.scroll = g.druid:new_scroll(l.view, l.content)
|
||||
l.scroll:set_horizontal_scroll(false)
|
||||
l.scroll:set_extra_stretch_size(0)
|
||||
l.scroll.style.WHEEL_SCROLL_SPEED = 48
|
||||
l.grid = g.druid:new_grid(l.content, l.prefab, 1)
|
||||
l.data = g.druid:new_data_list(l.scroll, l.grid, function(_, item, index)
|
||||
return l.create(item, index)
|
||||
end)
|
||||
l.scroll.on_scroll:subscribe(function(_, pos)
|
||||
if g.tearing_down then
|
||||
return -- (the old list emptying itself during a rebuild: keep the offset)
|
||||
end
|
||||
g.scroll_pos[l.key] = pos.y
|
||||
l:place_thumb(pos.y)
|
||||
end)
|
||||
g.scroll_areas = g.scroll_areas or {}
|
||||
g.scroll_areas[#g.scroll_areas + 1] = { view = l.view, content = l.content, key = l.key, max = 0, h = h, list = l, scroll = l.scroll }
|
||||
return l
|
||||
end
|
||||
|
||||
function M:set_data(items)
|
||||
local saved = self.g.scroll_pos[self.key] or 0 -- (setting the data scrolls to the top)
|
||||
self.items = items
|
||||
self.data:set_data(items)
|
||||
-- Back to the saved offset (Druid clamps it to the rows; the data list follows the
|
||||
-- scroll event).
|
||||
local s = self.scroll
|
||||
s.target_position.y = saved
|
||||
s:_set_scroll_position(s.position.x, saved)
|
||||
s.target_position.y = s.position.y
|
||||
local max = math.max(0, #items * gui.get_size(self.prefab).y - self.h)
|
||||
for _, a in ipairs(self.g.scroll_areas) do
|
||||
if a.list == self then
|
||||
a.max = max
|
||||
end
|
||||
end
|
||||
-- A thin bar at the right edge (like components/scroll) when it overflows.
|
||||
if self.track then
|
||||
gui.delete_node(self.track)
|
||||
gui.delete_node(self.thumb)
|
||||
self.track, self.thumb = nil, nil
|
||||
end
|
||||
self.max = max
|
||||
if max > 0 then
|
||||
local track_h = self.h - 8
|
||||
self.thumb_h = math.max(28, math.floor(track_h * self.h / (self.h + max)))
|
||||
self.track = ui.rect(self.parent, self.x + self.w + 4, self.y + 4, 1, track_h, "line")
|
||||
self.thumb = ui.rect(self.parent, self.x + self.w + 3, self.y + 4, 3, self.thumb_h, "cyan", 0.55)
|
||||
end
|
||||
self:place_thumb(self.scroll.position.y)
|
||||
end
|
||||
|
||||
function M:place_thumb(pos_y)
|
||||
if self.thumb then
|
||||
local f = math.max(0, math.min(1, pos_y / self.max))
|
||||
gui.set_position(self.thumb, vec(self.x + self.w + 3, -(self.y + 4 + (self.h - 8 - self.thumb_h) * f)))
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,47 +0,0 @@
|
||||
-- Panel (the web's .frame): a translucent box with a thin edge and cyan corner brackets
|
||||
-- (gui/templates/panel.gui), and a body group the content goes in. enter() plays the
|
||||
-- web's entrance (enter.js): the brackets spread from the middle, the content fades in
|
||||
-- from under a veil and rises 6 px; frames nested in it (cards) follow, staggered.
|
||||
--
|
||||
-- local p = panel.new(parent, x, y, w, h) -- p.root (the fill), p.frame, p.body
|
||||
-- ... build into p.body (top-left based, like any parent) ...
|
||||
-- p:enter({ delay = 0, nested = { frames } }) -- once it's built (core/main.lua calls
|
||||
-- -- it when the view changes)
|
||||
-- panel.frame(node, edge, w, h) -- a nested frame (a card) for `nested`
|
||||
|
||||
local theme = require("modules.theme")
|
||||
local ui = require("modules.ui")
|
||||
local anim = require("modules.anim")
|
||||
|
||||
local M = {}
|
||||
M.__index = M
|
||||
|
||||
function M.new(parent, x, y, w, h)
|
||||
local root, nodes = ui.panel(parent, x, y, w, h)
|
||||
local p = setmetatable({ root = root, frame = ui.part(nodes, "panel", "frame"), w = w, h = h }, M)
|
||||
p.body = anim.group(root, 0, 0, w, h)
|
||||
return p
|
||||
end
|
||||
|
||||
-- A nested frame: a card (fill node holding its content, pivot NW) and its edge (an
|
||||
-- outline over it). For enter's `nested` list.
|
||||
function M.frame(node, edge, w, h)
|
||||
return { node = node, edge = edge, w = w, h = h }
|
||||
end
|
||||
|
||||
-- The entrance. opts: delay, clip (false: the box doesn't unclip; the aside, which holds
|
||||
-- the 3D viewport), nested (frames inside, staggered after this one).
|
||||
function M:enter(opts)
|
||||
opts = opts or {}
|
||||
local delay = opts.delay or 0
|
||||
local veil = theme.color.veil
|
||||
anim.enter_frame({ frame = self.frame, body = self.body, veil = { parent = self.root, color = veil },
|
||||
x = 1, y = 1, w = self.w - 2, h = self.h - 2 }, { delay = delay, clip = false })
|
||||
local frames = {}
|
||||
for _, f in ipairs(opts.nested or {}) do
|
||||
frames[#frames + 1] = { frame = f.edge, veil = { parent = f.node, color = veil }, x = 0, y = 0, w = f.w, h = f.h }
|
||||
end
|
||||
anim.enter(frames, { nested = true, delay = delay })
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,151 +0,0 @@
|
||||
-- List row (wells table rows, the moon list's rows): a full-width row that lights up
|
||||
-- under the mouse (cyan wash, eased), shows its selection (wash and a 2 px cyan bar on
|
||||
-- the left) and runs on_click. Buttons on the row made after it take their clicks first.
|
||||
--
|
||||
-- row.bind(g, node, w, h, { selected = true, on_click = fn, id = "well:<id>", label })
|
||||
--
|
||||
-- A new row's entrance (app.css fx-new: a moon just bought, a drill just deployed): it
|
||||
-- slides in from 28 px right and fades in over a cyan wash (.35, .2 at 40%, then the
|
||||
-- row's own fill), with a 3 px cyan bar on its left until halfway (0.9 s). Rows are
|
||||
-- rebuilt with every state, so the entrance is kept by id and time on g and picks up
|
||||
-- where it was on the rebuilt row.
|
||||
--
|
||||
-- local new = row.fresh(g, "moons", scope, ids) -- ids not there last build (same scope)
|
||||
-- row.mark(g, id) -- start an entrance for id now
|
||||
-- row.enter(g, id, node, w, h, { base = fill, slide = node, fade = fn, veil = color })
|
||||
|
||||
local ui = require("modules.ui")
|
||||
local anim = require("modules.anim")
|
||||
local button = require("components.button")
|
||||
|
||||
local M = {}
|
||||
|
||||
M.HOVER, M.SELECTED = 0.05, 0.08
|
||||
|
||||
function M.bind(g, node, w, h, opts)
|
||||
opts = opts or {}
|
||||
local base = ui.color("cyan", opts.selected and M.SELECTED or 0)
|
||||
gui.set_color(node, base)
|
||||
if g.fx then
|
||||
g.fx:box(node) -- (an action's sweep covers the row its button is on)
|
||||
end
|
||||
if opts.selected then
|
||||
ui.rect(node, 0, 0, 2, h - 1, "cyan")
|
||||
end
|
||||
local b = button.bind(g, node, nil, { id = opts.id, label = opts.label, on_click = opts.on_click })
|
||||
b.hover.on_mouse_hover:subscribe(function(_, on)
|
||||
gui.cancel_animations(node, "color")
|
||||
local c = on and ui.color("cyan", opts.selected and M.SELECTED or M.HOVER) or base
|
||||
if button.instant then
|
||||
gui.set_color(node, c)
|
||||
else
|
||||
gui.animate(node, "color", c, gui.EASING_OUTQUAD, 0.12)
|
||||
end
|
||||
end)
|
||||
return b
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- new rows
|
||||
|
||||
M.ENTER = 0.9
|
||||
|
||||
local function clock()
|
||||
return socket.gettime()
|
||||
end
|
||||
|
||||
-- Which of ids weren't there the last time fresh() ran for key (as a set), when scope
|
||||
-- (e.g. the moon shown) is the same; nothing the first time or after scope changes.
|
||||
function M.fresh(g, key, scope, ids)
|
||||
g.row_known = g.row_known or {}
|
||||
local was = g.row_known[key]
|
||||
local now_set = {}
|
||||
for _, id in ipairs(ids) do
|
||||
now_set[id] = true
|
||||
end
|
||||
g.row_known[key] = { scope = scope, ids = now_set }
|
||||
local new = {}
|
||||
if was and was.scope == scope then
|
||||
for _, id in ipairs(ids) do
|
||||
if not was.ids[id] then
|
||||
new[id] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
return new, was and was.scope == scope and was.ids or nil
|
||||
end
|
||||
|
||||
-- Start an entrance for id (at = when; default now).
|
||||
function M.mark(g, id, at)
|
||||
g.row_new = g.row_new or {}
|
||||
g.row_new[id] = at or clock()
|
||||
end
|
||||
|
||||
-- Play (or pick up) id's entrance on node (a row, w x h, pivot NW). opts: base (the
|
||||
-- row's resting fill color, vector4; default transparent), slide (the node that slides;
|
||||
-- default node), fade (fade(e): shows the content at e, 0..1, e.g. through the row's own veil), veil (without
|
||||
-- fade: the background color a veil over the row fades from; default the panel's), bar
|
||||
-- (false: no left bar).
|
||||
function M.enter(g, id, node, w, h, opts)
|
||||
local t0 = g.row_new and g.row_new[id]
|
||||
if not t0 then
|
||||
return
|
||||
end
|
||||
local age = clock() - t0
|
||||
if age >= M.ENTER then
|
||||
g.row_new[id] = nil
|
||||
return
|
||||
end
|
||||
opts = opts or {}
|
||||
local base = opts.base or ui.color("cyan", 0)
|
||||
local cyan = ui.color("cyan")
|
||||
local slide = opts.slide or node
|
||||
local p0 = gui.get_position(slide)
|
||||
local veil
|
||||
if not opts.fade then
|
||||
veil = ui.rect(node, 0, 0, w, h, opts.veil or "veil")
|
||||
end
|
||||
local bar = opts.bar ~= false and ui.rect(node, 0, 0, 3, h, "cyan") or nil
|
||||
local ease = anim.fn.out
|
||||
local function step(k)
|
||||
local t = k * M.ENTER
|
||||
local a = math.min(1, t / (M.ENTER * 0.4)) -- 0..40%: in
|
||||
local e = ease(a)
|
||||
-- The wash: .35 -> .2 (40%) -> the row's fill.
|
||||
local wash
|
||||
if a < 1 then
|
||||
wash = vmath.lerp(e, ui.color("cyan", 0.35), ui.color("cyan", 0.2))
|
||||
else
|
||||
wash = vmath.lerp(ease((t - M.ENTER * 0.4) / (M.ENTER * 0.6)), ui.color("cyan", 0.2), base)
|
||||
end
|
||||
gui.set_color(node, wash)
|
||||
if not anim.reduced then
|
||||
gui.set_position(slide, vmath.vector3(p0.x + 28 * (1 - e), p0.y, p0.z))
|
||||
end
|
||||
if opts.fade then
|
||||
opts.fade(e)
|
||||
elseif veil then
|
||||
anim.set(veil, "color.w", 1 - e)
|
||||
end
|
||||
if bar then
|
||||
local b = k < 0.5 and 1 or 1 - ease((k - 0.5) / 0.5)
|
||||
gui.set_color(bar, vmath.vector4(cyan.x, cyan.y, cyan.z, b))
|
||||
gui.set_size(bar, vmath.vector3(3 * b, h, 0))
|
||||
end
|
||||
end
|
||||
step(age / M.ENTER)
|
||||
anim.tween(node, M.ENTER, step, -age, function()
|
||||
pcall(gui.set_color, node, base)
|
||||
pcall(gui.set_position, slide, p0)
|
||||
if veil then
|
||||
pcall(gui.delete_node, veil)
|
||||
end
|
||||
if bar then
|
||||
pcall(gui.delete_node, bar)
|
||||
end
|
||||
if opts.fade then
|
||||
pcall(opts.fade, 1)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,94 +0,0 @@
|
||||
-- A vertically scrolling area (Druid scroll in a stencil-clipped view) for content taller
|
||||
-- than its panel: cards in the Store, Equipment and Advisors, the drill panel.
|
||||
--
|
||||
-- local area = scroll.area(self, parent, x, y, w, h, "store")
|
||||
-- ... build into area.content (top-left based, like any parent) ...
|
||||
-- area:finish(content_height)
|
||||
--
|
||||
-- Screens rebuild their layout on every new state, so the offset is kept per key in
|
||||
-- self.scroll_pos and restored on the next build. Buttons inside take the view as their
|
||||
-- click zone (Druid does that for nodes under a stencil), so hidden parts can't be
|
||||
-- clicked. Mouse wheel and drag scroll; a thin bar on the right shows where you are; its
|
||||
-- thumb lights up under the mouse (the web's scrollbar hover). Areas register on
|
||||
-- g.scroll_areas (the test hook's scroll_to brings an element into view).
|
||||
|
||||
local ui = require("modules.ui")
|
||||
|
||||
local M = {}
|
||||
|
||||
local WHEEL = 48 -- pixels per wheel step
|
||||
local BAR_W = 3
|
||||
|
||||
local function vec(x, y)
|
||||
return vmath.vector3(x, y, 0)
|
||||
end
|
||||
|
||||
local Area = {}
|
||||
Area.__index = Area
|
||||
|
||||
function M.area(self, parent, x, y, w, h, key)
|
||||
local view = ui.rect(parent, x, y, w, h, "text")
|
||||
gui.set_clipping_mode(view, gui.CLIPPING_MODE_STENCIL)
|
||||
gui.set_clipping_visible(view, false)
|
||||
local content = ui.rect(view, 0, 0, w, h, "none")
|
||||
self.scroll_pos = self.scroll_pos or {}
|
||||
return setmetatable({ self = self, parent = parent, view = view, content = content,
|
||||
x = x, y = y, w = w, h = h, key = key }, Area)
|
||||
end
|
||||
|
||||
-- Call once the content is built: content_h is its height. Returns the Druid scroll (nil
|
||||
-- when everything fits).
|
||||
function Area:finish(content_h)
|
||||
local self_, w, h = self.self, self.w, self.h
|
||||
content_h = math.max(h, math.ceil(content_h))
|
||||
gui.set_size(self.content, vec(w, content_h))
|
||||
local max = content_h - h
|
||||
if max <= 0 then
|
||||
self_.scroll_pos[self.key] = 0
|
||||
return nil
|
||||
end
|
||||
-- An eased key scroll that a rebuild cut short (core/keys) lands where it was going.
|
||||
local goal = self_.scroll_goal
|
||||
if goal and goal.key == self.key and socket.gettime() - goal.t < 1 then
|
||||
self_.scroll_pos[self.key] = goal.y
|
||||
self_.scroll_goal = nil
|
||||
end
|
||||
local y0 = math.max(0, math.min(self_.scroll_pos[self.key] or 0, max))
|
||||
gui.set_position(self.content, vec(0, y0))
|
||||
|
||||
-- The bar sits outside the clipped view (on the parent), at the view's right edge.
|
||||
local track_h = h - 8
|
||||
local thumb_h = math.max(28, math.floor(track_h * h / content_h))
|
||||
ui.rect(self.parent, self.x + w - BAR_W, self.y + 4, 1, track_h, "line")
|
||||
local thumb = ui.rect(self.parent, self.x + w - BAR_W - 1, self.y + 4, BAR_W, thumb_h, "cyan", 0.55)
|
||||
local function place(pos_y)
|
||||
local f = math.max(0, math.min(1, pos_y / max))
|
||||
gui.set_position(thumb, vec(self.x + w - BAR_W - 1, -(self.y + 4 + (track_h - thumb_h) * f)))
|
||||
end
|
||||
place(y0)
|
||||
-- Hover: a wider invisible strip over the bar lights the thumb.
|
||||
local hot = ui.rect(self.parent, self.x + w - 10, self.y + 4, 10, track_h, "none")
|
||||
local hover = self_.druid:new_hover(hot)
|
||||
hover.on_mouse_hover:subscribe(function(_, on)
|
||||
gui.cancel_animations(thumb, "color")
|
||||
gui.animate(thumb, "color", ui.color("cyan", on and 1 or 0.55), gui.EASING_OUTQUAD, 0.12)
|
||||
gui.animate(thumb, "size.x", on and BAR_W + 2 or BAR_W, gui.EASING_OUTQUAD, 0.12)
|
||||
end)
|
||||
local s = self_.druid:new_scroll(self.view, self.content)
|
||||
self_.scroll_areas = self_.scroll_areas or {}
|
||||
self_.scroll_areas[#self_.scroll_areas + 1] = { view = self.view, content = self.content, key = self.key, max = max, h = h, scroll = s }
|
||||
|
||||
s:set_horizontal_scroll(false)
|
||||
s:set_extra_stretch_size(0)
|
||||
s.style.WHEEL_SCROLL_SPEED = WHEEL
|
||||
s.on_scroll:subscribe(function(_, pos)
|
||||
if self_.tearing_down then
|
||||
return -- (a rebuild dropping the old scroll: keep the offset)
|
||||
end
|
||||
self_.scroll_pos[self.key] = pos.y
|
||||
place(pos.y)
|
||||
end)
|
||||
return s
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,31 +0,0 @@
|
||||
-- Stat lines: a cap label with its value.
|
||||
--
|
||||
-- stat.inline(parent, "Yield", "+3", x, y, color) "YIELD +3" (y the middle); returns
|
||||
-- its width (cards.stat)
|
||||
-- stat.row(parent, "Supply left", "75", x, y, w, opts) label left, value right across
|
||||
-- w (y the top); returns the y under
|
||||
-- it (H.fact). opts: credits (₥ before
|
||||
-- the value), suffix, color
|
||||
|
||||
local ui = require("modules.ui")
|
||||
|
||||
local M = {}
|
||||
|
||||
function M.inline(parent, label, value, x, y, color)
|
||||
local l = ui.text(parent, label, "cap", x, y)
|
||||
local lw = ui.text_width(l)
|
||||
local v = ui.text(parent, value, { font = "mono", px = 14, color = color or "text" }, x + lw + 6, y)
|
||||
return lw + 6 + ui.text_width(v)
|
||||
end
|
||||
|
||||
function M.row(parent, label, value, x, y, w, opts)
|
||||
ui.text(parent, label, "cap", x, y + 8)
|
||||
if opts and opts.credits then
|
||||
ui.credits(parent, value, x + w, y + 8, { pivot = gui.PIVOT_E, suffix = opts.suffix })
|
||||
else
|
||||
ui.text(parent, value, { font = "mono", px = 13, color = opts and opts.color or "text" }, x + w, y + 8, gui.PIVOT_E)
|
||||
end
|
||||
return y + 20
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,193 +0,0 @@
|
||||
-- Tabs: the web's nav tabs and their sliding ink (tabs.js, app.css "tab ink"). A strip's
|
||||
-- ink is a highlight (transparent to cyan .1, top to bottom) with a glowing 2 px
|
||||
-- underline under the active tab; when the active tab changes it slides from the old
|
||||
-- one (220 ms, a slight overshoot). Its spot is kept per strip key on g (g.inks), so it
|
||||
-- slides across the rebuild a navigation causes; a layout resize makes it jump.
|
||||
--
|
||||
-- local ink = tabs.ink(g, parent, "nav") -- before the tabs (it draws under them)
|
||||
-- ... place the tabs ...
|
||||
-- tabs.tab(g, root, text_node, { active = true, on_click = fn, id = "tab:market" })
|
||||
-- ink:to(x, y, w, h) -- the active tab's box in parent
|
||||
-- ink:none() -- no active tab (the ink goes)
|
||||
--
|
||||
-- tabs.tab: hover lights the label (nav -> text, eased), a click runs on_click; the label
|
||||
-- keeps opts.color (default "nav", active "cyan").
|
||||
--
|
||||
-- A tab revealed after the page loaded (onboarding) enters once (app.css tab-reveal, 0.7 s
|
||||
-- overshoot): it fades in, drops 8 px into place and grows from .9 about its middle, out
|
||||
-- of a soft glow (the web's blur); kept by name and time on g across rebuilds.
|
||||
-- tabs.revealed(g, "nav", names) -- once per build: which names are new
|
||||
-- tabs.reveal(g, name, root, text, w, h) -- play / pick up its entrance
|
||||
|
||||
local ui = require("modules.ui")
|
||||
local anim = require("modules.anim")
|
||||
local test = require("modules.test")
|
||||
|
||||
local M = {}
|
||||
|
||||
local SLIDE = 0.22
|
||||
local REVEAL = 0.7
|
||||
|
||||
local function vec(x, y)
|
||||
return vmath.vector3(x, y, 0)
|
||||
end
|
||||
|
||||
local Ink = {}
|
||||
Ink.__index = Ink
|
||||
|
||||
function M.ink(g, parent, key)
|
||||
g.inks = g.inks or {}
|
||||
local root = anim.group(parent, 0, 0)
|
||||
-- Highlight: the fade texture flipped (transparent at the top).
|
||||
local hl = gui.new_box_node(vec(0, 0), vec(1, 1))
|
||||
gui.set_parent(hl, root, false)
|
||||
gui.set_texture(hl, "ui")
|
||||
gui.play_flipbook(hl, "fade")
|
||||
gui.set_pivot(hl, gui.PIVOT_CENTER)
|
||||
gui.set_rotation(hl, vmath.vector3(0, 0, 180))
|
||||
gui.set_color(hl, ui.color("cyan", 0.1))
|
||||
local glow = gui.new_box_node(vec(0, 0), vec(1, 1))
|
||||
gui.set_parent(glow, root, false)
|
||||
gui.set_texture(glow, "ui")
|
||||
gui.play_flipbook(glow, "glow")
|
||||
gui.set_pivot(glow, gui.PIVOT_CENTER)
|
||||
gui.set_color(glow, ui.color("cyan", 0.45))
|
||||
local line = ui.rect(root, 0, 0, 1, 2, "cyan")
|
||||
gui.set_enabled(root, false)
|
||||
return setmetatable({ g = g, key = key, root = root, hl = hl, glow = glow, line = line }, Ink)
|
||||
end
|
||||
|
||||
local function place(self, r)
|
||||
gui.set_position(self.root, vec(r.x, -r.y))
|
||||
gui.set_size(self.hl, vec(r.w, r.h))
|
||||
gui.set_position(self.hl, vec(r.w / 2, -r.h / 2))
|
||||
gui.set_size(self.glow, vec(r.w + 16, 18))
|
||||
gui.set_position(self.glow, vec(r.w / 2, -(r.h - 1)))
|
||||
gui.set_size(self.line, vec(r.w, 2))
|
||||
gui.set_position(self.line, vec(0, -(r.h - 2)))
|
||||
end
|
||||
|
||||
-- Show the ink on the active tab's box (x, y, w, h in the strip's parent).
|
||||
function Ink:to(x, y, w, h)
|
||||
local g = self.g
|
||||
local to = { x = x, y = y, w = w, h = h, layout = g.size and (g.size[1] .. "x" .. g.size[2]) }
|
||||
local from = g.inks[self.key]
|
||||
g.inks[self.key] = to
|
||||
gui.set_enabled(self.root, true)
|
||||
if not from or from.layout ~= to.layout or anim.reduced
|
||||
or (from.x == x and from.y == y and from.w == w and from.h == h) then
|
||||
place(self, to)
|
||||
return
|
||||
end
|
||||
-- Slide: from the old spot to the new one, a frame-driven tween (box sizes and
|
||||
-- positions together).
|
||||
place(self, from)
|
||||
local ease = anim.fn.ink
|
||||
anim.tween(self.root, SLIDE, function(k)
|
||||
local e = ease(k)
|
||||
place(self, { x = from.x + (x - from.x) * e, y = from.y + (y - from.y) * e,
|
||||
w = from.w + (w - from.w) * e, h = from.h + (h - from.h) * e })
|
||||
end)
|
||||
end
|
||||
|
||||
-- No active tab: the ink goes (and comes back without a slide).
|
||||
function Ink:none()
|
||||
self.g.inks[self.key] = nil
|
||||
gui.set_enabled(self.root, false)
|
||||
end
|
||||
|
||||
-- Names not shown in the last build of this strip start their entrance now (none the
|
||||
-- first time: what's there on load doesn't enter).
|
||||
function M.revealed(g, key, names)
|
||||
g.tabs_known = g.tabs_known or {}
|
||||
g.tab_reveal = g.tab_reveal or {}
|
||||
local known = g.tabs_known[key]
|
||||
local now = socket.gettime()
|
||||
local set = {}
|
||||
for _, n in ipairs(names) do
|
||||
set[n] = true
|
||||
if known and not known[n] then
|
||||
g.tab_reveal[key .. ":" .. n] = now
|
||||
end
|
||||
end
|
||||
g.tabs_known[key] = set
|
||||
end
|
||||
|
||||
-- The entrance of a revealed tab (root: pivot NW, w x h; text: its label), if it is
|
||||
-- still playing. extra: more nodes that fade in with the label (a button's edge, price).
|
||||
function M.reveal(g, key, name, root, text, w, h, extra)
|
||||
local t0 = g.tab_reveal and g.tab_reveal[key .. ":" .. name]
|
||||
if not t0 then
|
||||
return
|
||||
end
|
||||
local age = socket.gettime() - t0
|
||||
if age >= REVEAL then
|
||||
g.tab_reveal[key .. ":" .. name] = nil
|
||||
return
|
||||
end
|
||||
local p, s = gui.get_position(root), gui.get_scale(root)
|
||||
local fill, tc = gui.get_color(root), gui.get_color(text)
|
||||
local glow = gui.new_box_node(vec(w / 2, -h / 2), vec(w + 20, h))
|
||||
local more = {}
|
||||
for _, n in ipairs(extra or {}) do
|
||||
more[#more + 1] = { n, gui.get_color(n) }
|
||||
end
|
||||
gui.set_parent(glow, root, false)
|
||||
gui.set_texture(glow, "ui")
|
||||
gui.play_flipbook(glow, "glow")
|
||||
gui.move_below(glow, text)
|
||||
local function step(k)
|
||||
local a = anim.fn.out(math.min(1, k / 0.5)) -- (opacity: most of it early)
|
||||
for _, m in ipairs(more) do
|
||||
local c = m[2]
|
||||
gui.set_color(m[1], vmath.vector4(c.x, c.y, c.z, c.w * a))
|
||||
end
|
||||
if anim.reduced then
|
||||
gui.set_color(text, vmath.vector4(tc.x, tc.y, tc.z, tc.w * a))
|
||||
gui.set_color(root, vmath.vector4(fill.x, fill.y, fill.z, fill.w * a))
|
||||
return
|
||||
end
|
||||
local e = anim.fn.overshoot(k)
|
||||
anim.scale_about(root, vmath.vector3(p.x, p.y + 8 * (1 - e), p.z), s, w / 2, -h / 2, 0.9 + 0.1 * e)
|
||||
gui.set_color(text, vmath.vector4(tc.x, tc.y, tc.z, tc.w * a))
|
||||
gui.set_color(root, vmath.vector4(fill.x, fill.y, fill.z, fill.w * a))
|
||||
gui.set_color(glow, ui.color("cyan_hi", 0.35 * a * (1 - k)))
|
||||
end
|
||||
step(age / REVEAL)
|
||||
anim.tween(root, REVEAL, step, -age, function()
|
||||
pcall(gui.set_position, root, p)
|
||||
pcall(gui.set_scale, root, s)
|
||||
pcall(gui.set_color, root, fill)
|
||||
pcall(anim.set, text, "color.w", tc.w)
|
||||
for _, m in ipairs(more) do
|
||||
pcall(gui.set_color, m[1], m[2])
|
||||
end
|
||||
pcall(gui.delete_node, glow)
|
||||
end)
|
||||
end
|
||||
|
||||
-- A tab's behavior: hover lights its label, a click runs opts.on_click. opts: active,
|
||||
-- color (the label's color when not hovered), on_click, id (test id), label.
|
||||
function M.tab(g, root, text, opts)
|
||||
opts = opts or {}
|
||||
local base = ui.color(opts.color or (opts.active and "cyan" or "nav"))
|
||||
local lit = ui.color(opts.active and "cyan" or "text")
|
||||
local b = g.druid:new_button(root, function()
|
||||
if opts.on_click then
|
||||
opts.on_click()
|
||||
end
|
||||
end):set_animations_disabled()
|
||||
b.hover.on_mouse_hover:subscribe(function(_, on)
|
||||
gui.cancel_animations(text, "color")
|
||||
local c = on and lit or base
|
||||
if anim.reduced or require("components.button").instant then
|
||||
gui.set_color(text, c)
|
||||
else
|
||||
gui.animate(text, "color", c, gui.EASING_OUTQUAD, 0.12)
|
||||
end
|
||||
end)
|
||||
test.register(opts.id, root, "tab", opts.label or gui.get_text(text))
|
||||
return b
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,58 +0,0 @@
|
||||
[project]
|
||||
title = MoonMiners
|
||||
version = 0.1.0
|
||||
dependencies#0 = https://github.com/Insality/defold-event/archive/refs/tags/21.zip
|
||||
dependencies#1 = https://github.com/Insality/druid/archive/refs/tags/1.4.1.zip
|
||||
dependencies#2 = https://github.com/britzl/monarch/archive/refs/tags/6.0.3.zip
|
||||
|
||||
[bootstrap]
|
||||
main_collection = /main/main.collectionc
|
||||
render = /render/mm.renderc
|
||||
|
||||
[display]
|
||||
width = 1280
|
||||
height = 800
|
||||
high_dpi = 1
|
||||
update_frequency = 60
|
||||
vsync = 1
|
||||
|
||||
[render]
|
||||
clear_color_red = 0.0157
|
||||
clear_color_green = 0.0392
|
||||
clear_color_blue = 0.0863
|
||||
clear_color_alpha = 1
|
||||
|
||||
[input]
|
||||
game_binding = /builtins/input/all.input_bindingc
|
||||
|
||||
[script]
|
||||
shared_state = 1
|
||||
|
||||
[graphics]
|
||||
max_font_batches = 1024
|
||||
default_texture_min_filter = linear
|
||||
default_texture_mag_filter = linear
|
||||
max_characters = 32768
|
||||
|
||||
[gui]
|
||||
max_count = 2048
|
||||
|
||||
[event]
|
||||
use_xpcall = 1
|
||||
|
||||
[druid]
|
||||
no_auto_input = 1
|
||||
|
||||
[mm]
|
||||
api_base = http://localhost:3000
|
||||
quit_after = 0
|
||||
popup = 0
|
||||
window =
|
||||
ui_scale =
|
||||
moon_id =
|
||||
moon_spin = 1
|
||||
player =
|
||||
view =
|
||||
|
||||
[sound]
|
||||
max_component_count = 64
|
||||
@@ -1,79 +0,0 @@
|
||||
fonts {
|
||||
name: "sans_semi"
|
||||
font: "/assets/fonts/sans_semi.font"
|
||||
}
|
||||
textures {
|
||||
name: "ui"
|
||||
texture: "/assets/ui.atlas"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 160.0000
|
||||
y: 44.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "root"
|
||||
pivot: PIVOT_NW
|
||||
alpha: 0.1
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 160.0000
|
||||
y: 44.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/outline"
|
||||
id: "edge"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
slice9 {
|
||||
x: 2.0000
|
||||
y: 2.0000
|
||||
z: 2.0000
|
||||
w: 2.0000
|
||||
}
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 80.0000
|
||||
y: -22.0000
|
||||
}
|
||||
size {
|
||||
x: 150.0000
|
||||
y: 24.0000
|
||||
}
|
||||
color {
|
||||
x: 0.8745
|
||||
y: 0.9647
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "Button"
|
||||
font: "sans_semi"
|
||||
id: "text"
|
||||
pivot: PIVOT_CENTER
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
material: "/builtins/materials/gui.material"
|
||||
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||
@@ -1,73 +0,0 @@
|
||||
fonts {
|
||||
name: "mono"
|
||||
font: "/assets/fonts/mono.font"
|
||||
}
|
||||
textures {
|
||||
name: "ui"
|
||||
texture: "/assets/ui.atlas"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 80.0000
|
||||
y: 20.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "root"
|
||||
pivot: PIVOT_NW
|
||||
alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: -6.0000
|
||||
}
|
||||
size {
|
||||
x: 8.0000
|
||||
y: 8.0000
|
||||
}
|
||||
color {
|
||||
x: 1.0000
|
||||
y: 1.0000
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "dot"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 14.0000
|
||||
y: -10.0000
|
||||
}
|
||||
size {
|
||||
x: 70.0000
|
||||
y: 20.0000
|
||||
}
|
||||
color {
|
||||
x: 0.8745
|
||||
y: 0.9647
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "0"
|
||||
font: "mono"
|
||||
id: "text"
|
||||
pivot: PIVOT_W
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
material: "/builtins/materials/gui.material"
|
||||
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||
@@ -1,32 +0,0 @@
|
||||
fonts {
|
||||
name: "sans"
|
||||
font: "/assets/fonts/sans.font"
|
||||
}
|
||||
textures {
|
||||
name: "ui"
|
||||
texture: "/assets/ui.atlas"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 200.0000
|
||||
y: 24.0000
|
||||
}
|
||||
color {
|
||||
x: 0.8745
|
||||
y: 0.9647
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "Label"
|
||||
font: "sans"
|
||||
id: "root"
|
||||
pivot: PIVOT_W
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
material: "/builtins/materials/gui.material"
|
||||
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||
@@ -1,180 +0,0 @@
|
||||
fonts {
|
||||
name: "mono"
|
||||
font: "/assets/fonts/mono.font"
|
||||
}
|
||||
fonts {
|
||||
name: "sans"
|
||||
font: "/assets/fonts/sans.font"
|
||||
}
|
||||
fonts {
|
||||
name: "sans_semi"
|
||||
font: "/assets/fonts/sans_semi.font"
|
||||
}
|
||||
textures {
|
||||
name: "ui"
|
||||
texture: "/assets/ui.atlas"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 242.0000
|
||||
y: 58.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "root"
|
||||
pivot: PIVOT_NW
|
||||
alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 242.0000
|
||||
y: 58.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/outline"
|
||||
id: "edge"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
alpha: 0.0
|
||||
slice9 {
|
||||
x: 2.0000
|
||||
y: 2.0000
|
||||
z: 2.0000
|
||||
w: 2.0000
|
||||
}
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 10.0000
|
||||
y: -11.0000
|
||||
}
|
||||
size {
|
||||
x: 36.0000
|
||||
y: 36.0000
|
||||
}
|
||||
color {
|
||||
x: 1.0000
|
||||
y: 1.0000
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/sphere"
|
||||
id: "planet"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 58.0000
|
||||
y: -20.0000
|
||||
}
|
||||
size {
|
||||
x: 150.0000
|
||||
y: 20.0000
|
||||
}
|
||||
color {
|
||||
x: 0.8745
|
||||
y: 0.9647
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "Moon"
|
||||
font: "sans_semi"
|
||||
id: "name"
|
||||
pivot: PIVOT_W
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 58.0000
|
||||
y: -39.0000
|
||||
}
|
||||
size {
|
||||
x: 150.0000
|
||||
y: 18.0000
|
||||
}
|
||||
color {
|
||||
x: 0.4980
|
||||
y: 0.6078
|
||||
z: 0.7216
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "Idle"
|
||||
font: "sans"
|
||||
id: "sub"
|
||||
pivot: PIVOT_W
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 232.0000
|
||||
y: -29.0000
|
||||
}
|
||||
size {
|
||||
x: 22.0000
|
||||
y: 18.0000
|
||||
}
|
||||
color {
|
||||
x: 1.0000
|
||||
y: 0.8196
|
||||
z: 0.4000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/outline"
|
||||
id: "badge"
|
||||
pivot: PIVOT_E
|
||||
parent: "root"
|
||||
slice9 {
|
||||
x: 2.0000
|
||||
y: 2.0000
|
||||
z: 2.0000
|
||||
w: 2.0000
|
||||
}
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: -11.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 22.0000
|
||||
y: 18.0000
|
||||
}
|
||||
color {
|
||||
x: 1.0000
|
||||
y: 0.8196
|
||||
z: 0.4000
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "1"
|
||||
font: "mono"
|
||||
id: "badge_text"
|
||||
pivot: PIVOT_CENTER
|
||||
parent: "badge"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
material: "/builtins/materials/gui.material"
|
||||
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||
@@ -1,52 +0,0 @@
|
||||
textures {
|
||||
name: "ui"
|
||||
texture: "/assets/ui.atlas"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 200.0000
|
||||
y: 200.0000
|
||||
}
|
||||
color {
|
||||
x: 0.0549
|
||||
y: 0.1255
|
||||
z: 0.2275
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "root"
|
||||
pivot: PIVOT_NW
|
||||
alpha: 0.55
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 200.0000
|
||||
y: 200.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/frame"
|
||||
id: "frame"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
slice9 {
|
||||
x: 14.0000
|
||||
y: 14.0000
|
||||
z: 14.0000
|
||||
w: 14.0000
|
||||
}
|
||||
}
|
||||
material: "/builtins/materials/gui.material"
|
||||
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||
@@ -1,25 +0,0 @@
|
||||
textures {
|
||||
name: "ui"
|
||||
texture: "/assets/ui.atlas"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 100.0000
|
||||
y: 100.0000
|
||||
}
|
||||
color {
|
||||
x: 1.0000
|
||||
y: 1.0000
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "root"
|
||||
pivot: PIVOT_NW
|
||||
}
|
||||
material: "/builtins/materials/gui.material"
|
||||
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||
@@ -1,73 +0,0 @@
|
||||
fonts {
|
||||
name: "sans_semi"
|
||||
font: "/assets/fonts/sans_semi.font"
|
||||
}
|
||||
textures {
|
||||
name: "ui"
|
||||
texture: "/assets/ui.atlas"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 110.0000
|
||||
y: 44.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "root"
|
||||
pivot: PIVOT_NW
|
||||
alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 55.0000
|
||||
y: -22.0000
|
||||
}
|
||||
size {
|
||||
x: 110.0000
|
||||
y: 24.0000
|
||||
}
|
||||
color {
|
||||
x: 0.8745
|
||||
y: 0.9647
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "Tab"
|
||||
font: "sans_semi"
|
||||
id: "text"
|
||||
pivot: PIVOT_CENTER
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: -42.0000
|
||||
}
|
||||
size {
|
||||
x: 110.0000
|
||||
y: 2.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "underline"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
}
|
||||
material: "/builtins/materials/gui.material"
|
||||
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||
@@ -1,208 +0,0 @@
|
||||
fonts {
|
||||
name: "mono"
|
||||
font: "/assets/fonts/mono.font"
|
||||
}
|
||||
fonts {
|
||||
name: "sans"
|
||||
font: "/assets/fonts/sans.font"
|
||||
}
|
||||
textures {
|
||||
name: "ui"
|
||||
texture: "/assets/ui.atlas"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: 0.0000
|
||||
}
|
||||
size {
|
||||
x: 520.0000
|
||||
y: 52.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "root"
|
||||
pivot: PIVOT_NW
|
||||
alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 0.0000
|
||||
y: -51.0000
|
||||
}
|
||||
size {
|
||||
x: 520.0000
|
||||
y: 1.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "line"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
alpha: 0.14
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 10.0000
|
||||
y: -22.0000
|
||||
}
|
||||
size {
|
||||
x: 8.0000
|
||||
y: 8.0000
|
||||
}
|
||||
color {
|
||||
x: 1.0000
|
||||
y: 1.0000
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "dot"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 26.0000
|
||||
y: -26.0000
|
||||
}
|
||||
size {
|
||||
x: 120.0000
|
||||
y: 20.0000
|
||||
}
|
||||
color {
|
||||
x: 0.8745
|
||||
y: 0.9647
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "Well"
|
||||
font: "sans"
|
||||
id: "name"
|
||||
pivot: PIVOT_W
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 150.0000
|
||||
y: -23.0000
|
||||
}
|
||||
size {
|
||||
x: 140.0000
|
||||
y: 6.0000
|
||||
}
|
||||
color {
|
||||
x: 0.3725
|
||||
y: 0.8314
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "bar_bg"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
alpha: 0.14
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 150.0000
|
||||
y: -23.0000
|
||||
}
|
||||
size {
|
||||
x: 70.0000
|
||||
y: 6.0000
|
||||
}
|
||||
color {
|
||||
x: 1.0000
|
||||
y: 1.0000
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_BOX
|
||||
texture: "ui/white"
|
||||
id: "bar"
|
||||
pivot: PIVOT_NW
|
||||
parent: "root"
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 150.0000
|
||||
y: -38.0000
|
||||
}
|
||||
size {
|
||||
x: 140.0000
|
||||
y: 16.0000
|
||||
}
|
||||
color {
|
||||
x: 0.4980
|
||||
y: 0.6078
|
||||
z: 0.7216
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "0"
|
||||
font: "mono"
|
||||
id: "supply"
|
||||
pivot: PIVOT_W
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 310.0000
|
||||
y: -26.0000
|
||||
}
|
||||
size {
|
||||
x: 100.0000
|
||||
y: 20.0000
|
||||
}
|
||||
color {
|
||||
x: 0.4980
|
||||
y: 0.6078
|
||||
z: 0.7216
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: "Empty"
|
||||
font: "sans"
|
||||
id: "drill"
|
||||
pivot: PIVOT_W
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
nodes {
|
||||
position {
|
||||
x: 510.0000
|
||||
y: -26.0000
|
||||
}
|
||||
size {
|
||||
x: 100.0000
|
||||
y: 20.0000
|
||||
}
|
||||
color {
|
||||
x: 0.8745
|
||||
y: 0.9647
|
||||
z: 1.0000
|
||||
}
|
||||
type: TYPE_TEXT
|
||||
text: ""
|
||||
font: "mono"
|
||||
id: "status"
|
||||
pivot: PIVOT_E
|
||||
parent: "root"
|
||||
outline_alpha: 0.0
|
||||
shadow_alpha: 0.0
|
||||
}
|
||||
material: "/builtins/materials/gui.material"
|
||||
adjust_reference: ADJUST_REFERENCE_PARENT
|
||||
@@ -1,143 +0,0 @@
|
||||
name: "main"
|
||||
scale_along_z: 0
|
||||
embedded_instances {
|
||||
id: "main"
|
||||
data: "components {\n"
|
||||
" id: \"main\"\n"
|
||||
" component: \"/main/main.script\"\n"
|
||||
"}\n"
|
||||
""
|
||||
}
|
||||
embedded_instances {
|
||||
id: "game"
|
||||
data: "components {\n"
|
||||
" id: \"screen_proxy\"\n"
|
||||
" component: \"/monarch/screen_proxy.script\"\n"
|
||||
" properties {\n"
|
||||
" id: \"screen_id\"\n"
|
||||
" value: \"game\"\n"
|
||||
" type: PROPERTY_TYPE_HASH\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"collectionproxy\"\n"
|
||||
" type: \"collectionproxy\"\n"
|
||||
" data: \"collection: \\\"/screens/game/game.collection\\\"\\n"
|
||||
"\"\n"
|
||||
"}\n"
|
||||
""
|
||||
}
|
||||
embedded_instances {
|
||||
id: "sfx"
|
||||
data: "embedded_components {\n"
|
||||
" id: \"arrive\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/arrive.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"burst\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/burst.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"buy\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/buy.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"charge\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/charge.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"close\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/close.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"coin\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/coin.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"collect\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/collect.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"confirm\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/confirm.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"deploy\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/deploy.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"error\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/error.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"harvest\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/harvest.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"modal\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/modal.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"moon\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/moon.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"nav\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/nav.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"open\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/open.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"powerdown\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/powerdown.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"ready\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/ready.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"refine\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/refine.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"shimmer\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/shimmer.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"tick\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/tick.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"toggle\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/toggle.wav\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
"embedded_components {\n"
|
||||
" id: \"upgrade\"\n"
|
||||
" type: \"sound\"\n"
|
||||
" data: \"sound: \\\"/assets/sfx/upgrade.ogg\\\"\\nlooping: 0\\ngroup: \\\"sfx\\\"\\ngain: 1.0\\n\"\n"
|
||||
"}\n"
|
||||
""
|
||||
}
|
||||
@@ -1,48 +0,0 @@
|
||||
-- Bootstrap: shows the game screen once the Monarch screen proxies have registered.
|
||||
--
|
||||
-- Debug flags (game.project [mm], or --config=mm.<key>=<value> at launch):
|
||||
-- mm.quit_after seconds after which the game exits (used by `make shot`; 0: never)
|
||||
-- mm.popup 1: open a dialog on start (to check it in a shot; core/main.lua)
|
||||
-- mm.window WxH: resize the window on start (to check scaling; display.width and
|
||||
-- display.height are the minimum layout size and stay 1280x800)
|
||||
-- mm.ui_scale the UI scale, forced (not saved; modules/screen.lua)
|
||||
-- mm.display_scale pretend the display has this scale (HiDPI checks; modules/screen.lua)
|
||||
--
|
||||
-- The window listener: sound goes silent while the window is unfocused or minimized
|
||||
-- (modules/sfx set_hidden, like the web tab going hidden).
|
||||
|
||||
local monarch = require("monarch.monarch")
|
||||
local api = require("modules.api")
|
||||
local sfx = require("modules.sfx")
|
||||
local screen = require("modules.screen")
|
||||
|
||||
local function on_window(self, event, data)
|
||||
if event == window.WINDOW_EVENT_FOCUS_LOST or event == window.WINDOW_EVENT_ICONIFIED then
|
||||
sfx.set_hidden(true)
|
||||
elseif event == window.WINDOW_EVENT_FOCUS_GAINED or event == window.WINDOW_EVENT_DEICONIFIED then
|
||||
sfx.set_hidden(false)
|
||||
end
|
||||
end
|
||||
|
||||
function init(self)
|
||||
print("mm: api " .. api.base .. ", player " .. (api.player_id() or "none yet"))
|
||||
local w, h = sys.get_config_string("mm.window", ""):match("^(%d+)x(%d+)$")
|
||||
if w then
|
||||
msg.post("@render:", "resize", { width = tonumber(w), height = tonumber(h) })
|
||||
end
|
||||
window.set_listener(on_window)
|
||||
screen.apply_saved()
|
||||
msg.post("#", "start")
|
||||
local quit_after = sys.get_config_number("mm.quit_after", 0)
|
||||
if quit_after > 0 then
|
||||
timer.delay(quit_after, false, function()
|
||||
sys.exit(0)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
function on_message(self, message_id, message, sender)
|
||||
if message_id == hash("start") then
|
||||
monarch.show(hash("game"))
|
||||
end
|
||||
end
|
||||
@@ -1 +0,0 @@
|
||||
name: "MMWindow"
|
||||
@@ -1,136 +0,0 @@
|
||||
// mmwindow: a fullscreen toggle at runtime (Defold's window module has none; the engine
|
||||
// reads display.fullscreen once at start). Desktop only: the engine's GLFW window (the
|
||||
// current GL context's) goes to its monitor at the monitor's own video mode ("windowed
|
||||
// fullscreen": no mode change) and back to the size and position it had.
|
||||
//
|
||||
// mmwindow.set_fullscreen(true | false)
|
||||
// mmwindow.is_fullscreen() -> bool
|
||||
//
|
||||
// The GLFW functions are the engine's (statically linked); declared here, no header.
|
||||
|
||||
#define EXTENSION_NAME MMWindow
|
||||
#define LIB_NAME "MMWindow"
|
||||
#define MODULE_NAME "mmwindow"
|
||||
|
||||
#include <dmsdk/sdk.h>
|
||||
|
||||
#if defined(DM_PLATFORM_LINUX) || defined(DM_PLATFORM_WINDOWS) || defined(DM_PLATFORM_OSX)
|
||||
#define MM_GLFW 1
|
||||
|
||||
extern "C" {
|
||||
typedef struct GLFWwindow GLFWwindow;
|
||||
typedef struct GLFWmonitor GLFWmonitor;
|
||||
typedef struct GLFWvidmode {
|
||||
int width, height, redBits, greenBits, blueBits, refreshRate;
|
||||
} GLFWvidmode;
|
||||
GLFWwindow* glfwGetCurrentContext(void);
|
||||
GLFWmonitor* glfwGetPrimaryMonitor(void);
|
||||
GLFWmonitor** glfwGetMonitors(int* count);
|
||||
GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
|
||||
const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);
|
||||
void glfwGetMonitorPos(GLFWmonitor* monitor, int* x, int* y);
|
||||
void glfwGetWindowPos(GLFWwindow* window, int* x, int* y);
|
||||
void glfwGetWindowSize(GLFWwindow* window, int* w, int* h);
|
||||
void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int x, int y, int w, int h, int refresh);
|
||||
}
|
||||
|
||||
static int g_X, g_Y, g_W, g_H;
|
||||
static bool g_Saved = false;
|
||||
|
||||
// The monitor the window's middle is on (else the primary one).
|
||||
static GLFWmonitor* MonitorOf(GLFWwindow* win)
|
||||
{
|
||||
int wx, wy, ww, wh;
|
||||
glfwGetWindowPos(win, &wx, &wy);
|
||||
glfwGetWindowSize(win, &ww, &wh);
|
||||
int cx = wx + ww / 2, cy = wy + wh / 2;
|
||||
int count = 0;
|
||||
GLFWmonitor** list = glfwGetMonitors(&count);
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(list[i]);
|
||||
if (!mode)
|
||||
continue;
|
||||
int mx, my;
|
||||
glfwGetMonitorPos(list[i], &mx, &my);
|
||||
if (cx >= mx && cx < mx + mode->width && cy >= my && cy < my + mode->height)
|
||||
return list[i];
|
||||
}
|
||||
return glfwGetPrimaryMonitor();
|
||||
}
|
||||
#endif
|
||||
|
||||
static int IsFullscreen(lua_State* L)
|
||||
{
|
||||
#ifdef MM_GLFW
|
||||
GLFWwindow* win = glfwGetCurrentContext();
|
||||
lua_pushboolean(L, win && glfwGetWindowMonitor(win) != 0);
|
||||
#else
|
||||
lua_pushboolean(L, 0);
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int SetFullscreen(lua_State* L)
|
||||
{
|
||||
bool on = lua_toboolean(L, 1);
|
||||
#ifdef MM_GLFW
|
||||
GLFWwindow* win = glfwGetCurrentContext();
|
||||
if (!win)
|
||||
{
|
||||
lua_pushboolean(L, 0);
|
||||
return 1;
|
||||
}
|
||||
bool is = glfwGetWindowMonitor(win) != 0;
|
||||
if (on && !is)
|
||||
{
|
||||
GLFWmonitor* monitor = MonitorOf(win);
|
||||
const GLFWvidmode* mode = monitor ? glfwGetVideoMode(monitor) : 0;
|
||||
if (!mode)
|
||||
{
|
||||
lua_pushboolean(L, 0);
|
||||
return 1;
|
||||
}
|
||||
glfwGetWindowPos(win, &g_X, &g_Y);
|
||||
glfwGetWindowSize(win, &g_W, &g_H);
|
||||
g_Saved = true;
|
||||
glfwSetWindowMonitor(win, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
|
||||
}
|
||||
else if (!on && is)
|
||||
{
|
||||
if (!g_Saved)
|
||||
{
|
||||
// Started fullscreen: a window of 1280x800 in the monitor's corner.
|
||||
g_X = 80; g_Y = 80; g_W = 1280; g_H = 800;
|
||||
}
|
||||
glfwSetWindowMonitor(win, 0, g_X, g_Y, g_W, g_H, 0);
|
||||
}
|
||||
lua_pushboolean(L, 1);
|
||||
#else
|
||||
lua_pushboolean(L, 0);
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
|
||||
static const luaL_reg Module_methods[] = {
|
||||
{"set_fullscreen", SetFullscreen},
|
||||
{"is_fullscreen", IsFullscreen},
|
||||
{0, 0}
|
||||
};
|
||||
|
||||
static dmExtension::Result Initialize(dmExtension::Params* params)
|
||||
{
|
||||
lua_State* L = params->m_L;
|
||||
int top = lua_gettop(L);
|
||||
luaL_register(L, MODULE_NAME, Module_methods);
|
||||
lua_pop(L, 1);
|
||||
assert(top == lua_gettop(L));
|
||||
return dmExtension::RESULT_OK;
|
||||
}
|
||||
|
||||
static dmExtension::Result Finalize(dmExtension::Params* params)
|
||||
{
|
||||
return dmExtension::RESULT_OK;
|
||||
}
|
||||
|
||||
DM_DECLARE_EXTENSION(EXTENSION_NAME, LIB_NAME, 0, 0, Initialize, 0, 0, Finalize)
|
||||
@@ -1,448 +0,0 @@
|
||||
-- Animation helpers: the web build's motion (enter.js, app.css keyframes, fx.js) as GUI
|
||||
-- tweens. Every helper honors the reduced-motion option (M.reduced: no movement, quick
|
||||
-- fades only), like the web honors prefers-reduced-motion.
|
||||
--
|
||||
-- anim.ease.out / .overshoot / .ink / .back / .linear ... easing curves (gui.animate)
|
||||
-- anim.to(node, prop, value, dur, ease, delay, done) one tween (instant if dur 0)
|
||||
-- anim.enter_frame(f, opts) a frame grows: brackets spread from the center, the
|
||||
-- fill unclips, the content fades and rises (enter.js)
|
||||
-- anim.enter(frames, opts) several, staggered (30 ms, capped at 60)
|
||||
-- anim.group(parent, x, y) an invisible container (content that moves together)
|
||||
-- anim.veil(parent, x, y, w, h, color, delay, dur) content under it fades in
|
||||
-- anim.rise(node, delay, by) a group rises into place
|
||||
-- anim.breathe(node, prop, a, b, period) pingpong forever (glows, ready labels)
|
||||
-- anim.pulse(node, scale, dur) one swell and back
|
||||
-- anim.pop(node, from, dur) scale in with overshoot (a Claim that turns ready)
|
||||
-- anim.keys(frames, k, ease) a CSS keyframe track at progress k ({ {t, v}, ... })
|
||||
-- anim.scale_about(node, p, base, dx, dy, sx, sy) scale about a point (NW pivots)
|
||||
-- anim.shake(node, amp, dur, delay) horizontal shake (an error); anim.noise_shake for a
|
||||
-- decaying noise shake (sell power-down, reveal burst)
|
||||
-- anim.flash(node, color, dur) tint to a color and back
|
||||
-- anim.sweep(parent, w, h, color, dur) a scan line down a box
|
||||
-- anim.count(node, from, to, dur, fmt) a number counting
|
||||
-- anim.update(dt) steps the frame-driven ones (call every frame)
|
||||
|
||||
local M = {}
|
||||
|
||||
---------------------------------------------------------------- reduced motion
|
||||
|
||||
local settings = require("modules.settings")
|
||||
|
||||
M.reduced = sys.get_config_int("mm.reduced_motion", -1) == 1
|
||||
or (sys.get_config_int("mm.reduced_motion", -1) == -1 and settings.load().reduced_motion == true)
|
||||
|
||||
-- The option (the header's toggle), saved with the other settings (modules/settings)
|
||||
-- unless --config=mm.reduced_motion forces it (tests, shots) or save is false (the test
|
||||
-- hook).
|
||||
local forced = sys.get_config_int("mm.reduced_motion", -1) ~= -1
|
||||
function M.set_reduced_motion(on, save)
|
||||
M.reduced = on and true or false
|
||||
if not forced and save ~= false then
|
||||
settings.save({ reduced_motion = M.reduced })
|
||||
end
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- easing
|
||||
|
||||
-- cubic-bezier(x1, y1, x2, y2) sampled for gui.animate (a vector of values over 0..1).
|
||||
local function bezier(x1, y1, x2, y2, n)
|
||||
n = n or 64
|
||||
local function bx(t) return 3 * x1 * t * (1 - t) ^ 2 + 3 * x2 * t ^ 2 * (1 - t) + t ^ 3 end
|
||||
local function by(t) return 3 * y1 * t * (1 - t) ^ 2 + 3 * y2 * t ^ 2 * (1 - t) + t ^ 3 end
|
||||
local samples = {}
|
||||
for i = 0, n - 1 do
|
||||
local x = i / (n - 1)
|
||||
local lo, hi = 0, 1
|
||||
for _ = 1, 30 do -- bisection: bx is monotonic for x1, x2 in 0..1
|
||||
local mid = (lo + hi) / 2
|
||||
if bx(mid) < x then lo = mid else hi = mid end
|
||||
end
|
||||
samples[#samples + 1] = by((lo + hi) / 2)
|
||||
end
|
||||
local v = vmath.vector(samples)
|
||||
-- The same curve as a Lua function (frame-driven tweens).
|
||||
local fn = function(k)
|
||||
k = math.max(0, math.min(1, k))
|
||||
local f = k * (n - 1)
|
||||
local i = math.floor(f)
|
||||
local a, b = samples[i + 1], samples[math.min(n, i + 2)]
|
||||
return a + (b - a) * (f - i)
|
||||
end
|
||||
return v, fn
|
||||
end
|
||||
|
||||
M.ease, M.fn = {}, {}
|
||||
local function curve(name, ...)
|
||||
M.ease[name], M.fn[name] = bezier(...)
|
||||
end
|
||||
curve("out", 0.2, 0.8, 0.2, 1) -- enter.js EASE (frames, content)
|
||||
curve("overshoot", 0.2, 0.9, 0.3, 1.2) -- dialog-in (app.css)
|
||||
curve("ink", 0.3, 1.25, 0.5, 1) -- the sliding tab ink (220 ms)
|
||||
curve("toast", 0.2, 1.4, 0.4, 1) -- toast-in squash and overshoot
|
||||
curve("pop", 0.3, 1.6, 0.5, 1) -- ready pop .6 -> 1.12 -> 1
|
||||
curve("toast_in", 0.2, 0.9, 0.3, 1.15) -- fx-toast-in, per keyframe segment
|
||||
curve("ready_pop", 0.2, 0.9, 0.3, 1.4) -- fx-ready-pop, per keyframe segment
|
||||
curve("gain", 0.2, 0.9, 0.3, 1.3) -- fx-gain (wallet), per keyframe segment
|
||||
curve("ease_in", 0.42, 0, 1, 1)
|
||||
curve("ease_out", 0, 0, 0.58, 1)
|
||||
curve("ease", 0.25, 0.1, 0.25, 1)
|
||||
M.ease.linear, M.fn.linear = gui.EASING_LINEAR, function(k) return k end
|
||||
M.ease.back, M.fn.back = gui.EASING_OUTBACK, function(k)
|
||||
local c1, c3 = 1.70158, 2.70158
|
||||
return 1 + c3 * (k - 1) ^ 3 + c1 * (k - 1) ^ 2
|
||||
end
|
||||
M.ease.sine, M.fn.sine = gui.EASING_INOUTSINE, function(k) return -(math.cos(math.pi * k) - 1) / 2 end
|
||||
|
||||
---------------------------------------------------------------- basics
|
||||
|
||||
local function v3(x, y, z)
|
||||
return vmath.vector3(x, y, z or 0)
|
||||
end
|
||||
|
||||
-- Set a property, "color" or one component like "color.w" (what gui.animate takes).
|
||||
local GETTERS = { position = gui.get_position, scale = gui.get_scale, color = gui.get_color, size = gui.get_size,
|
||||
euler = gui.get_euler, outline = gui.get_outline, shadow = gui.get_shadow }
|
||||
local SETTERS = { position = gui.set_position, scale = gui.set_scale, color = gui.set_color, size = gui.set_size,
|
||||
euler = gui.set_euler, outline = gui.set_outline, shadow = gui.set_shadow }
|
||||
function M.set(node, prop, value)
|
||||
local base, comp = prop:match("^(%a+)%.(%a)$")
|
||||
if base and GETTERS[base] then
|
||||
local v = GETTERS[base](node)
|
||||
v[comp] = value
|
||||
SETTERS[base](node, v)
|
||||
elseif SETTERS[prop] then
|
||||
SETTERS[prop](node, value)
|
||||
else
|
||||
gui.set(node, prop, value)
|
||||
end
|
||||
end
|
||||
|
||||
-- One tween. dur 0 (or reduced motion for a movement, opts.move) sets the value at once.
|
||||
function M.to(node, prop, value, dur, ease, delay, done)
|
||||
if dur <= 0 then
|
||||
M.set(node, prop, value)
|
||||
if done then
|
||||
done()
|
||||
end
|
||||
return
|
||||
end
|
||||
gui.animate(node, prop, value, ease or M.ease.out, dur, delay or 0, done and function() done() end or nil)
|
||||
end
|
||||
|
||||
-- A CSS-like keyframe track at progress k (0..1): frames = { {t, v}, ... } sorted by t
|
||||
-- (first at 0, last at 1), each segment eased by ease_fn (a M.fn curve; default linear),
|
||||
-- like animation-timing-function applies per keyframe interval.
|
||||
function M.keys(frames, k, ease_fn)
|
||||
if k <= frames[1][1] then
|
||||
return frames[1][2]
|
||||
end
|
||||
for i = 2, #frames do
|
||||
local a, b = frames[i - 1], frames[i]
|
||||
if k <= b[1] then
|
||||
local u = (k - a[1]) / math.max(1e-6, b[1] - a[1])
|
||||
u = ease_fn and ease_fn(u) or u
|
||||
return a[2] + (b[2] - a[2]) * u
|
||||
end
|
||||
end
|
||||
return frames[#frames][2]
|
||||
end
|
||||
|
||||
-- Scale a node about a point: p = its resting position, base = its resting scale, (dx,
|
||||
-- dy) = from p to the point that stays put (a pivot NW box of w x h: w/2, -h/2 for its
|
||||
-- middle), sx/sy the factors (sy defaults to sx). Template roots are pivot NW, so scaling
|
||||
-- them alone grows from the corner; CSS scales about the middle.
|
||||
function M.scale_about(node, p, base, dx, dy, sx, sy)
|
||||
sy = sy or sx
|
||||
gui.set_scale(node, vmath.vector3(base.x * sx, base.y * sy, base.z))
|
||||
gui.set_position(node, vmath.vector3(p.x + dx * (1 - sx), p.y + dy * (1 - sy), p.z))
|
||||
end
|
||||
|
||||
-- Frame-driven tweens: { t0, dur, step(k, node), node, done }.
|
||||
local running = {}
|
||||
|
||||
local function now()
|
||||
return socket.gettime()
|
||||
end
|
||||
|
||||
function M.tween(node, dur, step, delay, done)
|
||||
local t = { node = node, t0 = now() + (delay or 0), dur = dur, step = step, done = done }
|
||||
running[#running + 1] = t
|
||||
return t
|
||||
end
|
||||
|
||||
function M.cancel(t)
|
||||
if t then
|
||||
t.dead = true
|
||||
end
|
||||
end
|
||||
|
||||
function M.update()
|
||||
if #running == 0 then
|
||||
return
|
||||
end
|
||||
local t1 = now()
|
||||
local keep = {}
|
||||
for _, t in ipairs(running) do
|
||||
if not t.dead then
|
||||
local k = (t1 - t.t0) / t.dur
|
||||
if k >= 0 then
|
||||
local ok = pcall(t.step, math.min(1, k), t.node)
|
||||
if not ok then
|
||||
t.dead = true -- node deleted (a rebuild)
|
||||
elseif k >= 1 then
|
||||
t.dead = true
|
||||
if t.done then
|
||||
pcall(t.done)
|
||||
end
|
||||
end
|
||||
end
|
||||
if not t.dead then
|
||||
keep[#keep + 1] = t
|
||||
end
|
||||
end
|
||||
end
|
||||
running = keep
|
||||
end
|
||||
|
||||
-- Drop every frame-driven tween (a screen going away).
|
||||
function M.clear()
|
||||
running = {}
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- fading content
|
||||
|
||||
-- GUI nodes don't pass their alpha down (inherit_alpha is off, and most containers here
|
||||
-- are translucent fills: panels, cards, buttons), so content doesn't fade as a subtree.
|
||||
-- Content fades in from under a veil instead: a box in the background's color over it
|
||||
-- that fades out (M.veil), while a group (M.group) holding the content rises.
|
||||
|
||||
-- An invisible container (not drawn; alpha 1): content built into it moves with it.
|
||||
function M.group(parent, x, y, w, h)
|
||||
local n = gui.new_box_node(v3(x or 0, -(y or 0)), v3(w or 1, h or 1))
|
||||
gui.set_pivot(n, gui.PIVOT_NW)
|
||||
gui.set_parent(n, parent, false)
|
||||
gui.set_color(n, vmath.vector4(1, 1, 1, 1))
|
||||
gui.set_visible(n, false)
|
||||
return n
|
||||
end
|
||||
|
||||
-- A veil over (x, y, w, h) of parent (top-left based) in `color` (the background behind
|
||||
-- the content) that fades out after delay over dur and goes away: the content under it
|
||||
-- fades in. Make it after the content, so it draws over it. out = true: it fades in
|
||||
-- instead (the content fading out) and stays. Returns the veil node.
|
||||
function M.veil(parent, x, y, w, h, color, delay, dur, out)
|
||||
local n = gui.new_box_node(v3(x, -y), v3(w, h))
|
||||
gui.set_pivot(n, gui.PIVOT_NW)
|
||||
gui.set_parent(n, parent, false)
|
||||
gui.set_texture(n, "ui")
|
||||
gui.play_flipbook(n, "white")
|
||||
gui.set_color(n, vmath.vector4(color.x, color.y, color.z, out and 0 or 1))
|
||||
gui.animate(n, "color.w", out and 1 or 0, M.ease.out, dur or 0.14, delay or 0, (not out) and function()
|
||||
gui.delete_node(n)
|
||||
end or nil)
|
||||
return n
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- entrances (enter.js)
|
||||
|
||||
local GROW, FADE, NESTED, STAGGER, MAX_STAGGER = 0.18, 0.14, 0.06, 0.03, 0.06
|
||||
|
||||
-- Rise: a group starts `by` px lower and moves up (0.14 s), after delay.
|
||||
function M.rise(node, delay, by, dur)
|
||||
if M.reduced then
|
||||
return
|
||||
end
|
||||
local p = gui.get_position(node)
|
||||
gui.set_position(node, v3(p.x, p.y - (by or 6), p.z))
|
||||
gui.animate(node, "position.y", p.y, M.ease.out, dur or FADE, delay or 0)
|
||||
end
|
||||
|
||||
-- A frame grows (enter.js grow): brackets spread from the center, the fill unclips, the
|
||||
-- content fades and rises. f = { frame = the bracket node (slice9 corners, pivot NW),
|
||||
-- fill = the frame's fill node (pivot NW, or nil), body = a group holding the content
|
||||
-- (rises), veil = { parent, color } for the content's fade (it covers the box: x, y in
|
||||
-- veil.parent, w x h). opts: delay, clip (false: the fill doesn't unclip, the aside).
|
||||
function M.enter_frame(f, opts)
|
||||
opts = opts or {}
|
||||
local delay = opts.delay or 0
|
||||
local w, h = f.w, f.h
|
||||
local function fade(at)
|
||||
if f.veil then
|
||||
local v = M.veil(f.veil.parent, f.x or 0, f.y or 0, w, h, f.veil.color, at, M.reduced and 0.12 or FADE)
|
||||
if f.frame and gui.get_parent(f.frame) == f.veil.parent then
|
||||
gui.move_above(f.frame, v) -- the brackets spread over the hidden content
|
||||
end
|
||||
end
|
||||
end
|
||||
if M.reduced then
|
||||
fade(delay)
|
||||
return
|
||||
end
|
||||
local x, y = math.max(0, w / 2 - 16), math.max(0, h / 2 - 16)
|
||||
local function grow(node)
|
||||
local size = gui.get_size(node)
|
||||
local pos = gui.get_position(node)
|
||||
gui.set_size(node, v3(size.x - 2 * x, size.y - 2 * y))
|
||||
gui.set_position(node, v3(pos.x + x, pos.y - y))
|
||||
gui.animate(node, "size", size, M.ease.out, GROW, delay)
|
||||
gui.animate(node, "position", pos, M.ease.out, GROW, delay)
|
||||
end
|
||||
if f.frame then
|
||||
grow(f.frame) -- corner brackets (slice9 corners) start near the center and spread
|
||||
end
|
||||
if f.fill and opts.clip ~= false then
|
||||
grow(f.fill) -- the box unclips from its middle
|
||||
end
|
||||
fade(delay + GROW / 2)
|
||||
if f.body then
|
||||
M.rise(f.body, delay + GROW / 2, 6)
|
||||
end
|
||||
end
|
||||
|
||||
-- Several frames, staggered like enter.js (nested ones start NESTED later).
|
||||
function M.enter(frames, opts)
|
||||
opts = opts or {}
|
||||
for i, f in ipairs(frames) do
|
||||
M.enter_frame(f, { delay = (opts.nested and NESTED or 0) + math.min((i - 1) * STAGGER, MAX_STAGGER) + (opts.delay or 0),
|
||||
clip = f.clip })
|
||||
end
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- loops and one-shots
|
||||
|
||||
-- Pingpong a property between a and b forever (a glow that breathes). Reduced motion:
|
||||
-- holds a.
|
||||
function M.breathe(node, prop, a, b, period)
|
||||
gui.cancel_animations(node, prop)
|
||||
M.set(node, prop, a)
|
||||
if M.reduced then
|
||||
return
|
||||
end
|
||||
gui.animate(node, prop, b, gui.EASING_INOUTSINE, (period or 1.8) / 2, 0, nil, gui.PLAYBACK_LOOP_PINGPONG)
|
||||
end
|
||||
|
||||
-- Swell to `scale` and back once (pivot center nodes scale about their middle).
|
||||
function M.pulse(node, scale, dur)
|
||||
if M.reduced then
|
||||
return
|
||||
end
|
||||
local s = gui.get_scale(node)
|
||||
gui.animate(node, "scale", s * (scale or 1.08), gui.EASING_OUTSINE, (dur or 0.3) / 2, 0, nil, gui.PLAYBACK_ONCE_PINGPONG)
|
||||
end
|
||||
|
||||
-- Scale in from `from` with an overshoot (the web's ready pop: .6 -> 1.12 -> 1).
|
||||
function M.pop(node, from, dur)
|
||||
if M.reduced then
|
||||
return
|
||||
end
|
||||
local s = gui.get_scale(node)
|
||||
gui.set_scale(node, s * (from or 0.6))
|
||||
gui.animate(node, "scale", s, M.ease.pop, dur or 0.6)
|
||||
end
|
||||
|
||||
-- A short horizontal shake (an error: app.css fx-shake, 0.4 s: -6, 5, -3, 2 px at 20/40/
|
||||
-- 60/80 %). amp scales it (6 = the web's). Returns the tween.
|
||||
local SHAKE = { { 0, 0 }, { 0.2, -1 }, { 0.4, 5 / 6 }, { 0.6, -0.5 }, { 0.8, 1 / 3 }, { 1, 0 } }
|
||||
function M.shake(node, amp, dur, delay)
|
||||
if M.reduced then
|
||||
return
|
||||
end
|
||||
amp, dur = amp or 6, dur or 0.4
|
||||
local p
|
||||
return M.tween(node, dur, function(k, n)
|
||||
p = p or gui.get_position(n) -- where it is when the shake starts (after a delay)
|
||||
gui.set_position(n, v3(p.x + M.keys(SHAKE, k, M.fn.ease) * amp, p.y, p.z))
|
||||
end, delay or 0, function()
|
||||
if p then
|
||||
pcall(gui.set_position, node, p)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- 1D value noise (smooth), for shakes.
|
||||
local function noise(x, seed)
|
||||
local function h(i)
|
||||
local s = math.sin((i + seed) * 127.1) * 43758.5453
|
||||
return (s - math.floor(s)) * 2 - 1
|
||||
end
|
||||
local i = math.floor(x)
|
||||
local f = x - i
|
||||
local u = f * f * (3 - 2 * f)
|
||||
return h(i) * (1 - u) + h(i + 1) * u
|
||||
end
|
||||
|
||||
-- A decaying noise shake in x and y (fx.js sell power-down, the reveal burst). freq:
|
||||
-- noise steps per second.
|
||||
function M.noise_shake(node, amp, dur, freq)
|
||||
if M.reduced then
|
||||
return
|
||||
end
|
||||
amp, dur, freq = amp or 4, dur or 0.34, freq or 30
|
||||
local p = gui.get_position(node)
|
||||
local seed = math.random() * 100
|
||||
M.tween(node, dur, function(k, n)
|
||||
local a = amp * (1 - k) ^ 2
|
||||
local t = k * dur * freq
|
||||
gui.set_position(n, v3(p.x + noise(t, seed) * a, p.y + noise(t, seed + 50) * a, p.z))
|
||||
end, 0, function()
|
||||
pcall(gui.set_position, node, p)
|
||||
end)
|
||||
end
|
||||
|
||||
-- Tint to `color` and back over dur (a flash).
|
||||
function M.flash(node, color, dur)
|
||||
local c = gui.get_color(node)
|
||||
if M.reduced then
|
||||
return
|
||||
end
|
||||
gui.set_color(node, color)
|
||||
gui.animate(node, "color", c, M.ease.ease_out, dur or 0.5)
|
||||
end
|
||||
|
||||
-- A scan line sweeping down a box (w x h at the parent's top-left): a bright line with a
|
||||
-- glow that fades as it goes (app.css scan, 0.7-0.9 s). Returns the line node.
|
||||
function M.sweep(parent, w, h, color, dur, delay)
|
||||
if M.reduced then
|
||||
return
|
||||
end
|
||||
color = color or require("modules.theme").color.cyan
|
||||
local line = gui.new_box_node(v3(0, 0), v3(w, 2))
|
||||
gui.set_pivot(line, gui.PIVOT_NW)
|
||||
gui.set_parent(line, parent, false)
|
||||
gui.set_texture(line, "ui")
|
||||
gui.play_flipbook(line, "white")
|
||||
gui.set_color(line, vmath.vector4(color.x, color.y, color.z, 0.9))
|
||||
local glow = gui.new_box_node(v3(0, 8), v3(w, 18))
|
||||
gui.set_pivot(glow, gui.PIVOT_W)
|
||||
gui.set_parent(glow, line, false)
|
||||
gui.set_texture(glow, "ui")
|
||||
gui.play_flipbook(glow, "glow")
|
||||
gui.set_color(glow, vmath.vector4(color.x, color.y, color.z, 0.35))
|
||||
gui.set_inherit_alpha(glow, true)
|
||||
M.tween(line, dur or 0.8, function(k, n)
|
||||
local e = M.fn.ease_out(k)
|
||||
gui.set_position(n, v3(0, -h * e))
|
||||
gui.set_color(n, vmath.vector4(color.x, color.y, color.z, 0.9 * (1 - k)))
|
||||
end, delay or 0, function()
|
||||
pcall(gui.delete_node, line)
|
||||
end)
|
||||
return line
|
||||
end
|
||||
|
||||
-- A number counting from `from` to `to` (fmt formats it).
|
||||
function M.count(node, from, to, dur, fmt, done)
|
||||
fmt = fmt or tostring
|
||||
if M.reduced or (dur or 0) <= 0 then
|
||||
gui.set_text(node, fmt(to))
|
||||
return
|
||||
end
|
||||
return M.tween(node, dur, function(k, n)
|
||||
local v = from + (to - from) * M.fn.ease_out(k)
|
||||
if to == math.floor(to) then
|
||||
v = math.floor(v + 0.5)
|
||||
end
|
||||
gui.set_text(n, fmt(v))
|
||||
end, 0, done)
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,190 +0,0 @@
|
||||
-- The game server's JSON API. The server is the authority: the client sends actions and
|
||||
-- shows the state it gets back, it never computes game results itself.
|
||||
--
|
||||
-- GET /api/state the player's state (params: the view, e.g. moon, well)
|
||||
-- POST /api/act/<action> run an action, returns the new state (or an error)
|
||||
--
|
||||
-- The player id travels in the X-MM-User header. The server returns one on the first
|
||||
-- visit; it is kept with sys.save so the same player comes back.
|
||||
--
|
||||
-- Base URL: game.project [mm] api_base (default http://localhost:3000), overridable at
|
||||
-- launch with --config=mm.api_base=http://host:port.
|
||||
|
||||
local M = {}
|
||||
|
||||
M.base = sys.get_config_string("mm.api_base", "http://localhost:3000"):gsub("/+$", "")
|
||||
M.timeout = 10
|
||||
|
||||
-- Debug: mm.fake_latency_ms delays every request by half of it and its response by the
|
||||
-- other half (prediction checks). mm.fake_reject=<action>[:n] makes the n-th call of that
|
||||
-- action (every one without :n) fail on the server with a 422: it is sent as a claim of
|
||||
-- a well that doesn't exist.
|
||||
M.fake_latency = sys.get_config_int("mm.fake_latency_ms", 0) / 1000
|
||||
local reject_name, reject_n = sys.get_config_string("mm.fake_reject", ""):match("^([^:]*):?(%d*)$")
|
||||
reject_n = tonumber(reject_n)
|
||||
local reject_count = 0
|
||||
|
||||
-- One saved player per server, so runs against a local test server don't replace the
|
||||
-- player of another one.
|
||||
local SAVE_FILE = sys.get_save_file("moonminers", "player-" .. M.base:gsub("^%a+://", ""):gsub("[^%w]", "_"))
|
||||
local HEADER = "X-MM-User"
|
||||
|
||||
local player_id = nil
|
||||
|
||||
local function load_player()
|
||||
local ok, data = pcall(sys.load, SAVE_FILE)
|
||||
if ok and type(data) == "table" and type(data.id) == "string" and data.id ~= "" then
|
||||
return data.id
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function store_player(id)
|
||||
if not id or id == "" or id == player_id then
|
||||
return
|
||||
end
|
||||
player_id = id
|
||||
if not sys.save(SAVE_FILE, { id = id }) then
|
||||
print("api: could not save the player id")
|
||||
end
|
||||
end
|
||||
|
||||
player_id = load_player()
|
||||
-- mm.new_player=1: start as a new player (screenshots of the first launch).
|
||||
if sys.get_config_int("mm.new_player", 0) == 1 then
|
||||
player_id = nil
|
||||
sys.save(SAVE_FILE, {})
|
||||
end
|
||||
-- mm.player=<id>: play as this player (test setups prepared through the admin pages).
|
||||
local forced = sys.get_config_string("mm.player", "")
|
||||
if forced ~= "" then
|
||||
player_id = forced
|
||||
end
|
||||
|
||||
function M.player_id()
|
||||
return player_id
|
||||
end
|
||||
|
||||
-- Forget the stored player (the next request starts a new one).
|
||||
function M.reset_player()
|
||||
player_id = nil
|
||||
sys.save(SAVE_FILE, {})
|
||||
end
|
||||
|
||||
local function urlencode(s)
|
||||
return (tostring(s):gsub("[^%w%-%._~]", function(c)
|
||||
return string.format("%%%02X", string.byte(c))
|
||||
end))
|
||||
end
|
||||
|
||||
local function query(params)
|
||||
if not params then
|
||||
return ""
|
||||
end
|
||||
local keys = {}
|
||||
for k in pairs(params) do
|
||||
keys[#keys + 1] = k
|
||||
end
|
||||
table.sort(keys)
|
||||
local parts = {}
|
||||
for _, k in ipairs(keys) do
|
||||
parts[#parts + 1] = urlencode(k) .. "=" .. urlencode(params[k])
|
||||
end
|
||||
return table.concat(parts, "&")
|
||||
end
|
||||
|
||||
-- Header names arrive lowercased in http.request responses; look both up to be safe.
|
||||
local function header(headers, name)
|
||||
if not headers then
|
||||
return nil
|
||||
end
|
||||
return headers[name:lower()] or headers[name]
|
||||
end
|
||||
|
||||
-- cb(err, data, status, recv): err is nil on a 2xx with valid JSON; otherwise a string. On
|
||||
-- an error response with a JSON body (e.g. {"error": "..."}), data is still the decoded
|
||||
-- body. recv: socket.gettime() when the response arrived (before any fake latency).
|
||||
local function request(method, path, params, cb)
|
||||
local url = M.base .. path
|
||||
local headers = { ["Accept"] = "application/json" }
|
||||
if player_id then
|
||||
headers[HEADER] = player_id
|
||||
end
|
||||
local body = nil
|
||||
if method == "GET" then
|
||||
local q = query(params)
|
||||
if q ~= "" then
|
||||
url = url .. "?" .. q
|
||||
end
|
||||
else
|
||||
headers["Content-Type"] = "application/json"
|
||||
-- An empty Lua table could encode as [] (array); the server wants an object.
|
||||
body = (params and next(params) ~= nil) and json.encode(params) or "{}"
|
||||
end
|
||||
|
||||
local half = M.fake_latency / 2
|
||||
local function done(...)
|
||||
if not cb then
|
||||
return
|
||||
end
|
||||
local args = { ... }
|
||||
if half > 0 then
|
||||
timer.delay(half, false, function() cb(unpack(args, 1, 4)) end)
|
||||
else
|
||||
cb(...)
|
||||
end
|
||||
end
|
||||
local function send()
|
||||
http.request(url, method, function(_, _, response)
|
||||
local recv = socket.gettime()
|
||||
store_player(header(response.headers, HEADER))
|
||||
local data = nil
|
||||
if response.response and response.response ~= "" then
|
||||
local ok, decoded = pcall(json.decode, response.response)
|
||||
if ok then
|
||||
data = decoded
|
||||
end
|
||||
end
|
||||
local status = response.status or 0
|
||||
local err = nil
|
||||
if status == 0 then
|
||||
err = "network error"
|
||||
elseif status < 200 or status >= 300 then
|
||||
err = (type(data) == "table" and (data.error or data.message)) or ("HTTP " .. status)
|
||||
elseif data == nil then
|
||||
err = "bad JSON"
|
||||
end
|
||||
done(err, data, status, recv)
|
||||
end, headers, body, { timeout = M.timeout })
|
||||
end
|
||||
if half > 0 then
|
||||
timer.delay(half, false, send)
|
||||
else
|
||||
send()
|
||||
end
|
||||
end
|
||||
|
||||
-- The player's state for a view (params: e.g. { s = "moons", moon = 12, well = 34 }).
|
||||
function M.get_state(params, cb)
|
||||
request("GET", "/api/state", params, cb)
|
||||
end
|
||||
|
||||
-- Run an action (name: e.g. "stake", "claim", "buy-moon"); params are its fields.
|
||||
function M.act(name, params, cb)
|
||||
if reject_name ~= "" and name == reject_name then
|
||||
reject_count = reject_count + 1
|
||||
if not reject_n or reject_count == reject_n then
|
||||
local p = {}
|
||||
for k, v in pairs(params or {}) do
|
||||
p[k] = v
|
||||
end
|
||||
p["claim-well"] = "00000000-0000-0000-0000-000000000000"
|
||||
print("api: fake reject of " .. name)
|
||||
name = "claim"
|
||||
params = p
|
||||
end
|
||||
end
|
||||
request("POST", "/api/act/" .. urlencode(name), params, cb)
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,89 +0,0 @@
|
||||
-- A text field (Druid input on a cloned rect) that keeps its text and focus across
|
||||
-- layout rebuilds: the screen rebuilds on every new state, so the value and whether it
|
||||
-- had focus live in g.fields[key], and the new field takes them over (focus included,
|
||||
-- so typing goes on through a refresh).
|
||||
|
||||
local ui = require("modules.ui")
|
||||
local theme = require("modules.theme")
|
||||
local test = require("modules.test")
|
||||
|
||||
local M = {}
|
||||
|
||||
local function vec(x, y)
|
||||
return vmath.vector3(x, y, 0)
|
||||
end
|
||||
|
||||
-- The stored state of field `key` on screen g: { text, focus }.
|
||||
function M.get(g, key)
|
||||
g.fields = g.fields or {}
|
||||
local f = g.fields[key]
|
||||
if not f then
|
||||
f = { text = "", focus = false }
|
||||
g.fields[key] = f
|
||||
end
|
||||
return f
|
||||
end
|
||||
|
||||
-- A field at (x, y), w x h, under parent. opts: hint (placeholder), font, px, allowed
|
||||
-- (Lua pattern of allowed characters), max_len, keyboard (gui.KEYBOARD_TYPE_*), disabled,
|
||||
-- unit (text at the right end), on_change(text), on_submit() (Enter while editing, like a
|
||||
-- web form; screens/game/core/keys), min / max (Up / Down step a number field within them,
|
||||
-- core/keys), esc_clears (Esc while editing empties it, like type=search). Returns the
|
||||
-- Druid input (nil when disabled) and the box node.
|
||||
function M.new(g, parent, key, x, y, w, h, opts)
|
||||
opts = opts or {}
|
||||
local f = M.get(g, key)
|
||||
if opts.disabled then
|
||||
f.focus = false
|
||||
end
|
||||
local px = opts.px or 15
|
||||
local box = ui.rect(parent, x, y, w, h, "field")
|
||||
local edge = ui.outline(box, 0, 0, w, h, f.focus and "cyan" or "line_hi")
|
||||
local right = 12
|
||||
if opts.unit then
|
||||
local u = ui.text(box, opts.unit, { font = "mono", px = 12, color = "muted", tracking = 0.08 }, w - 12, h / 2, gui.PIVOT_E)
|
||||
right = right + ui.text_width(u) + 8
|
||||
end
|
||||
local hint = ui.text(box, opts.hint or "", { font = opts.hint_font or opts.font or "sans", px = px, color = "faint" }, 12, h / 2)
|
||||
local txt = ui.text(box, f.text, { font = opts.font or "sans", px = px, color = "text" }, 12, h / 2)
|
||||
gui.set_size(txt, vec((w - 12 - right) / gui.get_scale(txt).x, theme.font_px * 1.4))
|
||||
gui.set_enabled(hint, f.text == "")
|
||||
if opts.disabled then
|
||||
return nil, box
|
||||
end
|
||||
local input = g.druid:new_input(box, txt, opts.keyboard or gui.KEYBOARD_TYPE_DEFAULT)
|
||||
test.register("field:" .. key, box, "field", opts.hint)
|
||||
g.inputs = g.inputs or {} -- (core/keys: Enter submits; other keys skip while editing)
|
||||
g.inputs[#g.inputs + 1] = { input = input, submit = opts.on_submit, step = { min = opts.min, max = opts.max },
|
||||
esc_clears = opts.esc_clears }
|
||||
-- (no "<" or "&": the text node would read them as markup)
|
||||
input:set_allowed_characters(opts.allowed or "[^<&]")
|
||||
if opts.max_len then
|
||||
input:set_max_length(opts.max_len)
|
||||
end
|
||||
input.style.on_select = function()
|
||||
gui.set_color(edge, ui.color("cyan"))
|
||||
end
|
||||
input.style.on_unselect = function()
|
||||
gui.set_color(edge, ui.color("line_hi"))
|
||||
end
|
||||
input.on_input_select:subscribe(function()
|
||||
f.focus = true
|
||||
end)
|
||||
input.on_input_unselect:subscribe(function()
|
||||
f.focus = false
|
||||
end)
|
||||
input.on_input_text:subscribe(function(_, text)
|
||||
f.text = text
|
||||
gui.set_enabled(hint, text == "")
|
||||
if opts.on_change then
|
||||
opts.on_change(text)
|
||||
end
|
||||
end)
|
||||
if f.focus then
|
||||
input:select()
|
||||
end
|
||||
return input, box
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,406 +0,0 @@
|
||||
-- Keyboard focus (the web's Tab focus and :focus-visible ring). Every interactive element
|
||||
-- the components register for the test hook (modules/test: buttons, links, tabs, rows,
|
||||
-- fields, dialog buttons) is also registered here, in build order (= the page's reading
|
||||
-- order: banner, header, moon list, main panel, aside), so Tab / Shift+Tab walk them and
|
||||
-- Enter or Space presses the focused one: a real press and release through Druid at its
|
||||
-- center (the same path a mouse click takes, so busy states, sounds and confirms all
|
||||
-- apply). A field takes the press as a click and starts editing.
|
||||
--
|
||||
-- The focused element is kept by its id across rebuilds (every new state rebuilds the
|
||||
-- page); when it goes away, Tab goes on from where it was. While a dialog is open only its
|
||||
-- buttons take focus, and while a new moon's reveal card is up only the card's (scope
|
||||
-- "reveal"); closing it goes back to the page's. An element in a scroll area is
|
||||
-- scrolled into view when it takes focus. The ring (2 px, 2 px out, like the web's
|
||||
-- outline) shows only after a key moved the focus; a mouse click hides it.
|
||||
--
|
||||
-- Not Druid's navigation_handler (Widget Store): that one is directional (arrow keys),
|
||||
-- needs Druid button instances (ours are made again every build), and has no scopes.
|
||||
|
||||
local ui = require("modules.ui")
|
||||
local screen = require("modules.screen")
|
||||
local tooltip = require("modules.tooltip")
|
||||
|
||||
local M = {}
|
||||
|
||||
local entries = {} -- { key, node, kind, label, zone, scope }
|
||||
local scope = "page"
|
||||
local seen = {} -- key -> count in this build (duplicate ids get "#n")
|
||||
|
||||
local function alive(node)
|
||||
return pcall(gui.get_id, node)
|
||||
end
|
||||
|
||||
-- The stencil node clipping a node (a scroll view, a list), if any.
|
||||
local function zone_of(node)
|
||||
local n = gui.get_parent(node)
|
||||
while n do
|
||||
if gui.get_clipping_mode(n) ~= gui.CLIPPING_MODE_NONE then
|
||||
return n
|
||||
end
|
||||
n = gui.get_parent(n)
|
||||
end
|
||||
end
|
||||
|
||||
-- Start of a build of `which` ("page" or "dialog"): its old elements go.
|
||||
function M.begin_build(which)
|
||||
which = which or "page"
|
||||
local keep = {}
|
||||
for _, e in ipairs(entries) do
|
||||
if e.scope ~= which then
|
||||
keep[#keep + 1] = e
|
||||
end
|
||||
end
|
||||
entries = keep
|
||||
seen = {}
|
||||
for _, e in ipairs(entries) do
|
||||
seen[e.base] = (seen[e.base] or 0) + 1
|
||||
end
|
||||
end
|
||||
|
||||
function M.set_scope(which)
|
||||
scope = which or "page"
|
||||
end
|
||||
|
||||
-- Register an element (modules/test forwards every registration).
|
||||
function M.add(id, node, kind, label, zone)
|
||||
if not node then
|
||||
return
|
||||
end
|
||||
local base = scope .. ":" .. (id or ("label:" .. tostring(label)))
|
||||
seen[base] = (seen[base] or 0) + 1
|
||||
local key = seen[base] > 1 and (base .. "#" .. seen[base]) or base
|
||||
entries[#entries + 1] = { key = key, base = base, node = node, kind = kind, label = label, zone = zone, scope = scope }
|
||||
end
|
||||
|
||||
-- The keys in the focus order (scope:id), for the test driver.
|
||||
function M.keys()
|
||||
local out = {}
|
||||
for _, e in ipairs(entries) do
|
||||
out[#out + 1] = e.key
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- geometry
|
||||
|
||||
local PIVOT = { -- (fraction of the size left of / above the pivot point)
|
||||
[gui.PIVOT_NW] = { 0, 0 }, [gui.PIVOT_N] = { 0.5, 0 }, [gui.PIVOT_NE] = { 1, 0 },
|
||||
[gui.PIVOT_W] = { 0, 0.5 }, [gui.PIVOT_CENTER] = { 0.5, 0.5 }, [gui.PIVOT_E] = { 1, 0.5 },
|
||||
[gui.PIVOT_SW] = { 0, 1 }, [gui.PIVOT_S] = { 0.5, 1 }, [gui.PIVOT_SE] = { 1, 1 },
|
||||
}
|
||||
|
||||
local function screen_at(node, lx, ly)
|
||||
local probe = gui.new_box_node(vmath.vector3(lx, ly, 0), vmath.vector3(1, 1, 0))
|
||||
gui.set_parent(probe, node, false)
|
||||
local p = gui.get_screen_position(probe)
|
||||
gui.delete_node(probe)
|
||||
return p
|
||||
end
|
||||
|
||||
-- A node's rectangle: in layout units (x, y top-left, y down; w, h) and its center in
|
||||
-- action coordinates (ax, ay) and window pixels (sx, sy).
|
||||
function M.rect(node)
|
||||
local size = gui.get_size(node)
|
||||
local k = PIVOT[gui.get_pivot(node)] or { 0.5, 0.5 }
|
||||
local a = screen_at(node, -k[1] * size.x, k[2] * size.y)
|
||||
local b = screen_at(node, (1 - k[1]) * size.x, -(1 - k[2]) * size.y)
|
||||
local W, H = screen.layout()
|
||||
local ww, wh = window.get_size()
|
||||
ww, wh = math.max(1, ww), math.max(1, wh)
|
||||
local sx, sy = (a.x + b.x) / 2, (a.y + b.y) / 2
|
||||
local ax, ay = sx, sy
|
||||
if not gui.pick_node(node, ax, ay) then
|
||||
-- action coordinates span the display size (game.project), not the window
|
||||
ax = sx * sys.get_config_int("display.width", 1280) / ww
|
||||
ay = sy * sys.get_config_int("display.height", 800) / wh
|
||||
end
|
||||
return {
|
||||
x = math.min(a.x, b.x) * W / ww, y = (wh - math.max(a.y, b.y)) * H / wh,
|
||||
w = math.abs(b.x - a.x) * W / ww, h = math.abs(b.y - a.y) * H / wh,
|
||||
ax = ax, ay = ay, sx = sx, sy = sy,
|
||||
}
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- state
|
||||
|
||||
local function state(g)
|
||||
g.focus = g.focus or { key = nil, index = 0, visible = false, page_key = nil }
|
||||
return g.focus
|
||||
end
|
||||
|
||||
local function visible(node)
|
||||
return alive(node) and gui.is_enabled(node, true)
|
||||
end
|
||||
|
||||
-- The scope taking focus now: "dialog", "reveal" or "page".
|
||||
local function current_scope(g)
|
||||
if g.dialog and g.dialog:is_open() then
|
||||
return "dialog"
|
||||
elseif g.reveal and g.reveal:card_done() then
|
||||
return "reveal"
|
||||
end
|
||||
return "page"
|
||||
end
|
||||
|
||||
-- The elements that can take focus now, in order.
|
||||
local function list(g)
|
||||
local want = current_scope(g)
|
||||
local out = {}
|
||||
for _, e in ipairs(entries) do
|
||||
if e.scope == want and visible(e.node) then
|
||||
local z = e.zone or zone_of(e.node)
|
||||
-- In a clipped view: only when it shows, or its view scrolls (components/scroll).
|
||||
local ok = true
|
||||
if z and alive(z) then
|
||||
local r = M.rect(e.node)
|
||||
ok = gui.pick_node(z, r.ax, r.ay)
|
||||
for _, a in ipairs(g.scroll_areas or {}) do
|
||||
if a.view == z and not a.list then
|
||||
ok = true
|
||||
end
|
||||
end
|
||||
end
|
||||
if ok then
|
||||
out[#out + 1] = e
|
||||
end
|
||||
end
|
||||
end
|
||||
return out, want
|
||||
end
|
||||
|
||||
local function find(g, key)
|
||||
if not key then
|
||||
return nil
|
||||
end
|
||||
for _, e in ipairs(entries) do
|
||||
if e.key == key and visible(e.node) then
|
||||
return e
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- The focused element (nil when none, or it went away).
|
||||
function M.current(g)
|
||||
return find(g, state(g).key)
|
||||
end
|
||||
|
||||
-- Scroll a scroll area so the element shows (the layout rebuilds).
|
||||
local function into_view(g, e)
|
||||
local z = e.zone or zone_of(e.node)
|
||||
if not z then
|
||||
return
|
||||
end
|
||||
for _, a in ipairs(g.scroll_areas or {}) do
|
||||
if a.view == z then
|
||||
local r, v = M.rect(e.node), M.rect(z)
|
||||
local pos = g.scroll_pos and g.scroll_pos[a.key] or 0
|
||||
local to = pos
|
||||
if r.y < v.y + 4 then
|
||||
to = pos - (v.y + 4 - r.y) - 8
|
||||
elseif r.y + r.h > v.y + v.h - 4 then
|
||||
to = pos + (r.y + r.h - (v.y + v.h - 4)) + 8
|
||||
end
|
||||
to = math.max(0, math.min(a.max or 0, to))
|
||||
if to ~= pos then
|
||||
g.scroll_pos[a.key] = to
|
||||
g.dirty = true
|
||||
end
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- The long list (components/list with focus_id) whose view clips an element, if any.
|
||||
local function list_of(g, e)
|
||||
local z = e and (e.zone or zone_of(e.node))
|
||||
if not z then
|
||||
return nil
|
||||
end
|
||||
for _, a in ipairs(g.scroll_areas or {}) do
|
||||
if a.view == z and a.list and a.list.focus_id then
|
||||
return a
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Rows of a long list exist only while in view, so Tab steps through its items instead:
|
||||
-- the item before / after the focused row (or the first / last when coming from outside),
|
||||
-- scrolled into view; the rebuild makes its row, which then has the focus. Returns true
|
||||
-- when it moved the focus.
|
||||
local function list_step(g, f, cur, e, dir, scope_)
|
||||
local a = list_of(g, cur)
|
||||
local items, i
|
||||
if a then
|
||||
items = a.list.items
|
||||
local id = cur.base:sub(#scope_ + 2)
|
||||
for n, item in ipairs(items) do
|
||||
if a.list.focus_id(item) == id then
|
||||
i = n + dir
|
||||
end
|
||||
end
|
||||
if not i or i < 1 or i > #items then
|
||||
return false -- (leaving the list: the next element on the page)
|
||||
end
|
||||
else
|
||||
a = list_of(g, e)
|
||||
if not a then
|
||||
return false
|
||||
end
|
||||
items = a.list.items
|
||||
i = dir > 0 and 1 or #items
|
||||
end
|
||||
if not items[i] then
|
||||
return false
|
||||
end
|
||||
local key = scope_ .. ":" .. a.list.focus_id(items[i])
|
||||
f.key, f.visible = key, true
|
||||
local slot = a.list.row_h or 1
|
||||
local pos = g.scroll_pos and g.scroll_pos[a.key] or 0
|
||||
local top = (i - 1) * slot
|
||||
local to = pos
|
||||
if top < pos then
|
||||
to = top
|
||||
elseif top + slot > pos + a.h then
|
||||
to = top + slot - a.h
|
||||
end
|
||||
to = math.max(0, math.min(a.max or 0, to))
|
||||
if to ~= pos then
|
||||
g.scroll_pos[a.key] = to
|
||||
g.dirty = true
|
||||
end
|
||||
local now = find(g, key)
|
||||
f.tip = now and tooltip.show_for(now.node, M.rect(now.node)) or false
|
||||
return true
|
||||
end
|
||||
|
||||
-- Tab (dir 1) / Shift+Tab (dir -1).
|
||||
function M.move(g, dir)
|
||||
local f = state(g)
|
||||
local l = list(g)
|
||||
if #l == 0 then
|
||||
return
|
||||
end
|
||||
local i
|
||||
for n, e in ipairs(l) do
|
||||
if e.key == f.key then
|
||||
i = n
|
||||
end
|
||||
end
|
||||
if not i then
|
||||
-- Nothing focused (or it went away): from where it was, else the first / last.
|
||||
i = f.key and math.max(0, math.min(#l, f.index - (dir > 0 and 1 or 0))) or (dir > 0 and 0 or #l + 1)
|
||||
end
|
||||
local cur = find(g, f.key)
|
||||
i = (i + dir - 1) % #l + 1
|
||||
local e = l[i]
|
||||
if list_step(g, f, cur, e, dir, current_scope(g)) then
|
||||
f.index = i
|
||||
return
|
||||
end
|
||||
f.key, f.index, f.visible = e.key, i, true
|
||||
into_view(g, e)
|
||||
f.tip = tooltip.show_for(e.node, M.rect(e.node))
|
||||
end
|
||||
|
||||
-- Enter / Space: press the focused element. input(action_id, action) is the screen's
|
||||
-- input. Returns true when something was pressed.
|
||||
function M.activate(g, input)
|
||||
local f = state(g)
|
||||
local e = (f.visible or f.soft) and M.current(g)
|
||||
if not e then
|
||||
return false
|
||||
end
|
||||
local r = M.rect(e.node)
|
||||
local function a(t)
|
||||
t.x, t.y, t.screen_x, t.screen_y = r.ax, r.ay, r.sx, r.sy
|
||||
t.dx, t.dy, t.screen_dx, t.screen_dy = 0, 0, 0, 0
|
||||
return t
|
||||
end
|
||||
tooltip.hide()
|
||||
input(hash("touch"), a({ pressed = true }))
|
||||
input(hash("touch"), a({ released = true }))
|
||||
return true
|
||||
end
|
||||
|
||||
-- A mouse click: the ring hides (focus stays where it was for the next Tab).
|
||||
function M.pointer_click(g)
|
||||
local f = state(g)
|
||||
f.visible, f.soft = false, false
|
||||
end
|
||||
|
||||
-- Whether a key moved the focus (the ring shows).
|
||||
function M.showing(g)
|
||||
local f = state(g)
|
||||
return (f.visible or f.soft) and M.current(g) ~= nil
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- ring
|
||||
|
||||
local RING = 2 -- px
|
||||
local GAP = 2 -- px outside the element
|
||||
|
||||
local COLORS = { danger = "danger", redrill = "violet" }
|
||||
|
||||
-- Every frame: draw the ring around the focused element (layer: a node over the page),
|
||||
-- and switch scope when a dialog opens or closes.
|
||||
function M.update(g, layer)
|
||||
local f = state(g)
|
||||
local want = current_scope(g)
|
||||
if want ~= (f.scope or "page") then
|
||||
-- A dialog (or the reveal card) opened: focus its first button (if the keyboard
|
||||
-- was in use); closed: back to the page's element.
|
||||
local from = f.scope or "page"
|
||||
f.scope = want
|
||||
if want ~= "page" then
|
||||
if from == "page" then
|
||||
f.page_key, f.page_index = f.key, f.index
|
||||
end
|
||||
f.key, f.index = nil, 0
|
||||
-- A confirm's OK takes the focus (the web's autofocus): Enter confirms even
|
||||
-- after a mouse click (no ring then: soft focus).
|
||||
-- (by key: while the panel unclips, its buttons aren't in list(g) yet)
|
||||
local ok = find(g, want .. ":dialog:ok")
|
||||
if ok then
|
||||
f.key, f.index = ok.key, 1
|
||||
end
|
||||
if ok then
|
||||
f.soft = not f.visible
|
||||
elseif f.visible then
|
||||
M.move(g, 1)
|
||||
end
|
||||
else
|
||||
f.key, f.index, f.soft = f.page_key, f.page_index or 0, false
|
||||
end
|
||||
end
|
||||
if not f.ring or not alive(f.ring) then
|
||||
f.ring = ui.rect(layer, 0, 0, 1, 1, "none")
|
||||
f.sides = {}
|
||||
for i = 1, 4 do
|
||||
f.sides[i] = ui.rect(f.ring, 0, 0, 1, 1, "cyan")
|
||||
end
|
||||
end
|
||||
local e = f.visible and M.current(g)
|
||||
gui.set_enabled(f.ring, e and true or false)
|
||||
if not e then
|
||||
if f.tip then
|
||||
tooltip.hide() -- (the focused element's tooltip)
|
||||
f.tip = false
|
||||
end
|
||||
return
|
||||
end
|
||||
local r = M.rect(e.node)
|
||||
local x, y, w, h = r.x - GAP - RING, r.y - GAP - RING, r.w + (GAP + RING) * 2, r.h + (GAP + RING) * 2
|
||||
gui.set_position(f.ring, vmath.vector3(x, -y, 0))
|
||||
local look = ui.button_looks[e.node]
|
||||
local c = ui.color(look and COLORS[look.variant] or "cyan")
|
||||
local s = f.sides
|
||||
local rects = { { 0, 0, w, RING }, { 0, h - RING, w, RING }, { 0, 0, RING, h }, { w - RING, 0, RING, h } }
|
||||
for i = 1, 4 do
|
||||
local q = rects[i]
|
||||
gui.set_position(s[i], vmath.vector3(q[1], -q[2], 0))
|
||||
gui.set_size(s[i], vmath.vector3(q[3], q[4], 0))
|
||||
gui.set_color(s[i], c)
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,59 +0,0 @@
|
||||
-- Hot reload support (debug builds; `make dev` / `make reload`, AGENTS.md "Fast
|
||||
-- iteration"). The engine's resource reload (what the editor posts to
|
||||
-- /post/@resource/reload) re-runs a changed .luac but doesn't replace package.loaded,
|
||||
-- so modules that hold the old table keep the old functions. scripts/reload.py posts
|
||||
-- the changed .luac files first (that updates the module sources the engine keeps), then
|
||||
-- the game's .gui_scriptc: its top-level chunk runs again and calls M.script_loaded()
|
||||
-- before its requires, which drops our modules from package.loaded so the requires load
|
||||
-- the new sources. on_reload (core/main.lua) then points the screen's objects (fx,
|
||||
-- toasts, ...) at the new module tables and rebuilds.
|
||||
--
|
||||
-- Modules that hold state shared with other scripts or resources stay loaded (KEEP): the
|
||||
-- moon (moon.script reads it), the API session, sounds, image textures, screen scale.
|
||||
|
||||
local M = {}
|
||||
|
||||
local KEEP = {
|
||||
["modules.moon.moon"] = true, ["modules.moon.terrain"] = true, ["modules.api"] = true,
|
||||
["modules.sfx"] = true, ["modules.images"] = true, ["modules.screen"] = true,
|
||||
["modules.hot"] = true,
|
||||
}
|
||||
|
||||
local OURS = { "^modules%.", "^screens%.", "^widgets%.", "^components%." }
|
||||
|
||||
local function ours(name)
|
||||
for _, p in ipairs(OURS) do
|
||||
if name:match(p) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Called at the top of a gui_script's chunk, before its requires. The first run is the
|
||||
-- normal load; a later run is a hot reload: our modules load again.
|
||||
function M.script_loaded(name)
|
||||
_G.mm_hot_loaded = _G.mm_hot_loaded or {}
|
||||
if not _G.mm_hot_loaded[name] then
|
||||
_G.mm_hot_loaded[name] = true
|
||||
return false
|
||||
end
|
||||
local n = 0
|
||||
for k in pairs(package.loaded) do
|
||||
if ours(k) and not KEEP[k] then
|
||||
package.loaded[k] = nil
|
||||
n = n + 1
|
||||
end
|
||||
end
|
||||
print("mm: hot reload " .. name .. " (" .. n .. " modules)")
|
||||
return true
|
||||
end
|
||||
|
||||
-- Point an object made by a module (setmetatable(obj, M) with M.__index = M) at the
|
||||
-- module's new table.
|
||||
function M.rebind(obj, module_name)
|
||||
if obj and getmetatable(obj) then
|
||||
setmetatable(obj, require(module_name))
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,122 +0,0 @@
|
||||
-- Images from the server (catalog image paths like "/static/assets/items/shovel.png"),
|
||||
-- shown on GUI box nodes: images.set(node, url).
|
||||
--
|
||||
-- Each URL is downloaded once (http) and decoded once (image.load, premultiplied like the
|
||||
-- atlas textures); the decoded image is kept for the session. GUI textures belong to a GUI
|
||||
-- scene, so each scene that shows a URL gets its own texture (gui.new_texture, created on
|
||||
-- first use, named after the URL). Until the image is there the node shows a placeholder
|
||||
-- (a faint fill); a node deleted in the meantime (the layout was rebuilt) is skipped.
|
||||
-- Call images.set from a gui_script (the download's callback runs in that script).
|
||||
|
||||
local api = require("modules.api")
|
||||
|
||||
local M = {}
|
||||
|
||||
local decoded = {} -- url -> { width, height, type, buffer } | false (failed)
|
||||
local loading = {} -- scene key .. url -> { nodes }
|
||||
local made = {} -- scene key -> { url -> true }: textures created in that scene
|
||||
|
||||
local TYPES = {
|
||||
[image.TYPE_RGB] = "rgb",
|
||||
[image.TYPE_RGBA] = "rgba",
|
||||
[image.TYPE_LUMINANCE] = "l",
|
||||
}
|
||||
|
||||
|
||||
local function scene_key()
|
||||
return tostring(msg.url())
|
||||
end
|
||||
|
||||
local function full_url(url)
|
||||
if url:match("^%a+://") then
|
||||
return url
|
||||
end
|
||||
return api.base .. (url:sub(1, 1) == "/" and "" or "/") .. url
|
||||
end
|
||||
|
||||
-- The texture for url in the current scene (created from the decoded image if needed).
|
||||
local function texture(url)
|
||||
local key = scene_key()
|
||||
made[key] = made[key] or {}
|
||||
local name = "img:" .. url
|
||||
if not made[key][url] then
|
||||
local img = decoded[url]
|
||||
local ok, code = gui.new_texture(name, img.width, img.height, TYPES[img.type] or "rgba", img.buffer, false)
|
||||
if not ok and code ~= gui.RESULT_TEXTURE_ALREADY_EXISTS then
|
||||
return nil
|
||||
end
|
||||
made[key][url] = true
|
||||
end
|
||||
return name
|
||||
end
|
||||
|
||||
local function apply(node, url)
|
||||
local name = texture(url)
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
-- pcall: the node may have been deleted since (layout rebuilt while downloading).
|
||||
pcall(function()
|
||||
gui.set_texture(node, name)
|
||||
gui.set_color(node, vmath.vector4(1, 1, 1, 1))
|
||||
end)
|
||||
end
|
||||
|
||||
local function placeholder(node)
|
||||
gui.set_texture(node, "ui")
|
||||
gui.play_flipbook(node, "white")
|
||||
gui.set_color(node, require("modules.theme").color.placeholder) -- (loading, or no image)
|
||||
end
|
||||
|
||||
-- Show the image at url (a server path or a full URL) on box node `node`. The node keeps
|
||||
-- its size; the image is stretched to it (give it the image's aspect).
|
||||
function M.set(node, url)
|
||||
if not url or url == "" then
|
||||
placeholder(node)
|
||||
return
|
||||
end
|
||||
if decoded[url] then
|
||||
apply(node, url)
|
||||
return
|
||||
end
|
||||
placeholder(node)
|
||||
if decoded[url] == false then
|
||||
return
|
||||
end
|
||||
local key = scene_key() .. url
|
||||
if loading[key] then
|
||||
table.insert(loading[key], node)
|
||||
return
|
||||
end
|
||||
loading[key] = { node }
|
||||
http.request(full_url(url), "GET", function(_, _, response)
|
||||
local nodes = loading[key]
|
||||
loading[key] = nil
|
||||
if decoded[url] == nil then
|
||||
local img = response.status == 200 and response.response
|
||||
and image.load(response.response, { premultiply_alpha = true }) or nil
|
||||
decoded[url] = img or false
|
||||
if not img then
|
||||
print("images: could not load " .. url .. " (" .. tostring(response.status) .. ")")
|
||||
end
|
||||
end
|
||||
if decoded[url] then
|
||||
for _, n in ipairs(nodes) do
|
||||
apply(n, url)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- Whether url is downloaded and decoded (ready to show without waiting).
|
||||
function M.ready(url)
|
||||
return decoded[url] and true or false
|
||||
end
|
||||
|
||||
-- Forget the textures made in the current scene (call from final() of a screen whose
|
||||
-- GUI scene goes away and may come back, like a popup).
|
||||
function M.forget_scene()
|
||||
made[scene_key()] = nil
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,161 +0,0 @@
|
||||
-- The moon in the aside viewport: the procedural moon of the web build (terrain.lua, a
|
||||
-- port of the server's terrain.js; look of scene.js), drawn in 3D behind a GUI node.
|
||||
--
|
||||
-- Use from a gui_script:
|
||||
-- moon.show(id, node) show moon `id` (a moon id, any string) in GUI box node `node`;
|
||||
-- call again after the layout moves the node (it reads the node's
|
||||
-- screen rect). The node gets the "moon" material (listed in the
|
||||
-- .gui's materials), which draws the rendered moon.
|
||||
-- moon.move(node) the node moved (the narrow layout's page scroll): follow it.
|
||||
-- moon.hide() no moon (the node keeps its own look).
|
||||
-- moon.mystery(node) the shroud of an unknown moon (the new-moon section) in `node`.
|
||||
-- moon.reveal(id, node) the reveal of a moon just bought: the shroud (shown now, or
|
||||
-- appearing in front of the moon shown) charges up, then bursts
|
||||
-- into moon `id` once its mesh is built. moon.show(id, node) during
|
||||
-- it only moves the viewport. Progress in moon.revealing (below).
|
||||
-- moon.skip_reveal() jump ahead: a charge bursts as soon as the moon is ready, a
|
||||
-- burst ends.
|
||||
--
|
||||
-- How it works: moon/moon.script (in moon/moon.collection, a collection instance in the
|
||||
-- game screen) generates meshes (cached per id, spread over frames), spins and orbits the
|
||||
-- camera (drag to rotate, wheel to zoom), and fills `moon.frame`; the render script
|
||||
-- (render/mm.render_script) draws the scene into an HDR target and binds it as
|
||||
-- `moon_tex` for the GUI node's material, which tone maps it (ACES, like three.js).
|
||||
--
|
||||
-- Settings: GET /api/moon-settings (the values tuned on /utils/moons), merged over the
|
||||
-- defaults like the web does; until the request answers nothing is generated.
|
||||
--
|
||||
-- Debug config: mm.moon_id (show this id instead), mm.moon_spin=0 (no spin, fixed angle).
|
||||
|
||||
local terrain = require("modules.moon.terrain")
|
||||
|
||||
local M = {}
|
||||
|
||||
-- Requested state (GUI side).
|
||||
M.id = nil
|
||||
M.rect = nil -- { x, y, w, h } window pixels, origin bottom-left
|
||||
M.unit = 1 -- window pixels per GUI reference pixel (the web's CSS pixel)
|
||||
|
||||
-- Settings: nil until loaded (or failed: then the defaults).
|
||||
M.settings = nil
|
||||
|
||||
-- What the render script draws, written by moon.script every frame.
|
||||
M.frame = { visible = false, has_mesh = false }
|
||||
|
||||
-- "mystery" while the shroud stands in for an unknown moon (moon.mystery).
|
||||
M.mode = nil
|
||||
|
||||
-- The reveal in progress (moon.reveal), nil when none: { id, t (seconds since it started,
|
||||
-- advanced by moon.script; holds at mm.reveal_freeze points), stage ("charge", "burst"),
|
||||
-- burst (t at the burst), ready (the moon's mesh is on screen), reduced (set by the caller:
|
||||
-- no charge-up or pop, reduced motion) }. screens/game/reveal.lua
|
||||
-- reads it to time the card.
|
||||
M.revealing = nil
|
||||
|
||||
local debug_id = sys.get_config_string("mm.moon_id", "")
|
||||
|
||||
local function node_rect(node)
|
||||
local size = gui.get_size(node)
|
||||
local tl = gui.get_screen_position(node)
|
||||
-- The node's pivot is NW (ui.rect); its screen size follows the GUI scale: measure it
|
||||
-- with a probe at the opposite corner.
|
||||
local probe = gui.new_box_node(vmath.vector3(size.x, -size.y, 0), vmath.vector3(0, 0, 0))
|
||||
gui.set_parent(probe, node, false)
|
||||
gui.set_position(probe, vmath.vector3(size.x, -size.y, 0))
|
||||
local br = gui.get_screen_position(probe)
|
||||
gui.delete_node(probe)
|
||||
local x0, x1 = math.floor(tl.x + 0.5), math.floor(br.x + 0.5)
|
||||
local y0, y1 = math.floor(br.y + 0.5), math.floor(tl.y + 0.5)
|
||||
return { x = x0, y = y0, w = x1 - x0, h = y1 - y0 }, (x1 - x0) / math.max(1, size.x)
|
||||
end
|
||||
|
||||
local function set_node(node)
|
||||
if node then
|
||||
local old = M.rect
|
||||
M.rect, M.unit = node_rect(node)
|
||||
local r = M.rect
|
||||
if not old or old.x ~= r.x or old.y ~= r.y or old.w ~= r.w or old.h ~= r.h then
|
||||
print(string.format("moon: viewport %d,%d %dx%d (window pixels, from bottom-left)", r.x, r.y, r.w, r.h))
|
||||
end
|
||||
gui.set_material(node, "moon")
|
||||
end
|
||||
end
|
||||
|
||||
function M.show(id, node)
|
||||
if debug_id ~= "" then
|
||||
id = debug_id
|
||||
end
|
||||
id = id ~= nil and tostring(id) or nil
|
||||
-- Another moon ends a reveal at once; the same one keeps it going.
|
||||
if M.revealing and M.revealing.id ~= id then
|
||||
M.revealing = nil
|
||||
end
|
||||
M.mode = nil
|
||||
M.id = id
|
||||
set_node(node)
|
||||
end
|
||||
|
||||
-- The viewport node moved (a scrolling page): the moon follows it, nothing else changes.
|
||||
function M.move(node)
|
||||
if node and (M.id or M.mode) then
|
||||
set_node(node)
|
||||
end
|
||||
end
|
||||
|
||||
function M.hide()
|
||||
M.id = nil
|
||||
M.rect = nil
|
||||
M.mode = nil
|
||||
M.revealing = nil
|
||||
end
|
||||
|
||||
function M.mystery(node)
|
||||
M.revealing = nil
|
||||
M.mode = "mystery"
|
||||
M.id = nil
|
||||
set_node(node)
|
||||
end
|
||||
|
||||
function M.reveal(id, node)
|
||||
if debug_id ~= "" then
|
||||
id = debug_id
|
||||
end
|
||||
M.mode = nil
|
||||
M.id = tostring(id)
|
||||
M.revealing = { id = M.id, t = 0, stage = "charge", ready = false }
|
||||
set_node(node)
|
||||
end
|
||||
|
||||
function M.skip_reveal()
|
||||
local r = M.revealing
|
||||
if r then
|
||||
r.skip = true
|
||||
end
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- settings
|
||||
|
||||
local loading = false
|
||||
|
||||
-- Fetches the saved settings once (base: the server URL).
|
||||
function M.load_settings(base)
|
||||
if M.settings or loading then
|
||||
return
|
||||
end
|
||||
loading = true
|
||||
http.request(base .. "/api/moon-settings", "GET", function(_, _, res)
|
||||
local saved = nil
|
||||
if res.status == 200 and res.response then
|
||||
local ok, data = pcall(json.decode, res.response)
|
||||
if ok and type(data) == "table" then
|
||||
saved = data
|
||||
end
|
||||
else
|
||||
print("moon: no saved settings (status " .. tostring(res.status) .. "), using the defaults")
|
||||
end
|
||||
M.settings = terrain.merge_settings(saved)
|
||||
loading = false
|
||||
end, nil, nil, { timeout = 8 })
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,774 +0,0 @@
|
||||
-- Procedural moon terrain: a port of the server's web/static/js/terrain.js (generation,
|
||||
-- deterministic from the moon id). Same seed and settings give the same moon as the web:
|
||||
-- the integer hashing and random draws are bit-exact, the floats differ only by the JS
|
||||
-- Float32Array rounding (~1e-7).
|
||||
--
|
||||
-- Pure Lua (LuaJIT `bit`), no engine APIs, so it also runs in plain luajit for checks
|
||||
-- (scripts/moon-check.mjs). Keep it in sync with terrain.js when that changes.
|
||||
|
||||
local bit = require("bit")
|
||||
local band, bor, bxor, rshift, lshift, tobit = bit.band, bit.bor, bit.bxor, bit.rshift, bit.lshift, bit.tobit
|
||||
local floor, sqrt, abs, min, max, pow = math.floor, math.sqrt, math.abs, math.min, math.max, math.pow
|
||||
local cos, sin, pi = math.cos, math.sin, math.pi
|
||||
|
||||
local M = {}
|
||||
|
||||
---------------------------------------------------------------- settings
|
||||
|
||||
-- Every tweakable value: a literal copy of DEFAULTS in terrain.js. Saved settings (from
|
||||
-- GET /api/moon-settings) are merged over these (merge_settings).
|
||||
M.DEFAULTS = {
|
||||
resolution = 128,
|
||||
technique = "fbm",
|
||||
shape = { strength = 0.035, frequency = 1.1, octaves = 5, persistence = 0.5, lacunarity = 2.1, minValue = 0.35 },
|
||||
ridge = { strength = 0.025, frequency = 1.6, octaves = 4, persistence = 0.5, lacunarity = 2.2, sharpness = 2.5, gain = 0.9, minValue = 0.25 },
|
||||
warp = { strength = 0.55, frequency = 0.9, octaves = 3 },
|
||||
craters = {
|
||||
count = 320, minRadius = 0.02, maxRadius = 0.3, sizeBias = 3, depth = 0.42, rimWidth = 0.6,
|
||||
rimSteepness = 0.35, floorHeight = -0.45, smoothness = 0.3, ejecta = 0.25,
|
||||
},
|
||||
shading = {
|
||||
low = "#38332e", mid = "#76695c", high = "#b5a895", steep = "#4e3e32", steepThreshold = 0.22,
|
||||
steepBlend = 0.14, patch = "#2a2b30", patchAmount = 0.45, patchFrequency = 1.2, grain = 0.05,
|
||||
},
|
||||
variation = { hue = 180, saturation = 0.6, lightness = 0.12, shape = 0.5, frequency = 0.3, craters = 0.6, technique = true },
|
||||
render = {
|
||||
bloomStrength = 0.45, bloomRadius = 0.55, bloomThreshold = 0.55, atmosphere = "#5fd4ff",
|
||||
atmosphereIntensity = 0.9, atmosphereFollowsHue = false, sunIntensity = 2.6, ambient = 0.12,
|
||||
rotationSpeed = 0.1, exposure = 1, detail = 0.006, stars = true,
|
||||
},
|
||||
}
|
||||
|
||||
M.TECHNIQUES = { "fbm", "ridged", "warped", "billow", "craterField" }
|
||||
|
||||
local function is_finite(v)
|
||||
return v == v and v ~= math.huge and v ~= -math.huge
|
||||
end
|
||||
|
||||
-- Deep-merges `saved` over the defaults, keeping only known keys of the right type.
|
||||
function M.merge_settings(saved, base)
|
||||
base = base or M.DEFAULTS
|
||||
local out = {}
|
||||
for key, def in pairs(base) do
|
||||
local v = nil
|
||||
if type(saved) == "table" then
|
||||
v = saved[key] -- may be false
|
||||
end
|
||||
if type(def) == "table" then
|
||||
out[key] = M.merge_settings(v, def)
|
||||
elseif type(v) == type(def) and (type(v) ~= "number" or is_finite(v)) then
|
||||
out[key] = v
|
||||
else
|
||||
out[key] = def
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
local function clone(t)
|
||||
if type(t) ~= "table" then
|
||||
return t
|
||||
end
|
||||
local c = {}
|
||||
for k, v in pairs(t) do
|
||||
c[k] = clone(v)
|
||||
end
|
||||
return c
|
||||
end
|
||||
|
||||
-- Stable text for a settings table (sorted keys), used in cache keys.
|
||||
function M.serialize(t)
|
||||
if type(t) ~= "table" then
|
||||
return type(t) == "string" and string.format("%q", t) or tostring(t)
|
||||
end
|
||||
local keys = {}
|
||||
for k in pairs(t) do
|
||||
keys[#keys + 1] = k
|
||||
end
|
||||
table.sort(keys, function(a, b)
|
||||
return tostring(a) < tostring(b)
|
||||
end)
|
||||
local parts = {}
|
||||
for _, k in ipairs(keys) do
|
||||
parts[#parts + 1] = tostring(k) .. "=" .. M.serialize(t[k])
|
||||
end
|
||||
return "{" .. table.concat(parts, ",") .. "}"
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- random
|
||||
|
||||
-- Math.imul: 32-bit multiply (split in 16-bit halves so doubles stay exact).
|
||||
local function imul(a, b)
|
||||
local ah, al = band(rshift(a, 16), 0xffff), band(a, 0xffff)
|
||||
local bh, bl = band(rshift(b, 16), 0xffff), band(b, 0xffff)
|
||||
return tobit(al * bl + lshift(tobit(ah * bl + al * bh), 16))
|
||||
end
|
||||
|
||||
local function u32(x)
|
||||
x = tobit(x)
|
||||
return x < 0 and x + 4294967296 or x
|
||||
end
|
||||
|
||||
-- 32-bit FNV-1a hash of a string (moon id or seed text), as an unsigned number.
|
||||
-- JS hashes UTF-16 code units; ids are ASCII, so bytes are the same.
|
||||
function M.hash_string(s)
|
||||
local h = tobit(2166136261)
|
||||
for i = 1, #s do
|
||||
h = bxor(h, s:byte(i))
|
||||
h = imul(h, 16777619)
|
||||
end
|
||||
return u32(h)
|
||||
end
|
||||
|
||||
-- mulberry32: small deterministic PRNG, uniform in [0, 1).
|
||||
function M.rng(seed)
|
||||
local a = tobit(seed)
|
||||
return function()
|
||||
a = tobit(a + 0x6d2b79f5)
|
||||
local t = imul(bxor(a, rshift(a, 15)), bor(1, a))
|
||||
t = bxor(tobit(t + imul(bxor(t, rshift(t, 7)), bor(61, t))), t)
|
||||
return u32(bxor(t, rshift(t, 14))) / 4294967296
|
||||
end
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- noise
|
||||
|
||||
-- 3D simplex noise (Stefan Gustavson's reference implementation), roughly in [-1, 1].
|
||||
-- 0-based tables (LuaJIT keeps index 0 in the array part). GX/GY/GZ[v] is the gradient of
|
||||
-- permutation value v (GRAD3 at v % 12, i.e. terrain.js PERM12).
|
||||
local GRAD3 = {
|
||||
1, 1, 0, -1, 1, 0, 1, -1, 0, -1, -1, 0, 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1, 0, 1, 1, 0, -1, 1, 0, 1, -1, 0, -1, -1,
|
||||
}
|
||||
local PERM, GX, GY, GZ = {}, {}, {}, {}
|
||||
do
|
||||
local p = {}
|
||||
for i = 0, 255 do
|
||||
p[i] = i
|
||||
end
|
||||
local r = M.rng(1337)
|
||||
for i = 255, 1, -1 do
|
||||
local j = floor(r() * (i + 1))
|
||||
p[i], p[j] = p[j], p[i]
|
||||
end
|
||||
for i = 0, 511 do
|
||||
PERM[i] = p[band(i, 255)]
|
||||
end
|
||||
for v = 0, 255 do
|
||||
local g = (v % 12) * 3
|
||||
GX[v], GY[v], GZ[v] = GRAD3[g + 1], GRAD3[g + 2], GRAD3[g + 3]
|
||||
end
|
||||
end
|
||||
M.PERM = PERM
|
||||
|
||||
local F3 = 1 / 3
|
||||
local G3 = 1 / 6
|
||||
|
||||
-- Branch-free (LuaJIT side traces of the reference's if/else chains abort on register
|
||||
-- pressure): the simplex corner order comes from 0/1 flags, and corners outside their
|
||||
-- radius get a zero weight. Bit-identical results: for floats, x >= y iff x - y >= 0, and
|
||||
-- here |x - y| < 1, so 1 + floor(x - y) is that flag.
|
||||
local function simplex3(x, y, z)
|
||||
local P = PERM
|
||||
local s = (x + y + z) * F3
|
||||
local i, j, k = floor(x + s), floor(y + s), floor(z + s)
|
||||
local t = (i + j + k) * G3
|
||||
local x0, y0, z0 = x - (i - t), y - (j - t), z - (k - t)
|
||||
local a = 1 + floor(x0 - y0) -- x0 >= y0
|
||||
local b = 1 + floor(y0 - z0) -- y0 >= z0
|
||||
local c = 1 + floor(x0 - z0) -- x0 >= z0
|
||||
local i1 = a * (b + (1 - b) * c)
|
||||
local j1 = (1 - a) * b
|
||||
local k1 = 1 - i1 - j1
|
||||
local i2 = a + (1 - a) * b * c
|
||||
local j2 = a * b + 1 - a
|
||||
local k2 = 2 - i2 - j2
|
||||
local ii, jj, kk = band(i, 255), band(j, 255), band(k, 255)
|
||||
local tt = max(0, 0.6 - x0 * x0 - y0 * y0 - z0 * z0)
|
||||
local g = P[ii + P[jj + P[kk]]]
|
||||
tt = tt * tt
|
||||
local n = tt * tt * (GX[g] * x0 + GY[g] * y0 + GZ[g] * z0)
|
||||
local x1, y1, z1 = x0 - i1 + G3, y0 - j1 + G3, z0 - k1 + G3
|
||||
tt = max(0, 0.6 - x1 * x1 - y1 * y1 - z1 * z1)
|
||||
g = P[ii + i1 + P[jj + j1 + P[kk + k1]]]
|
||||
tt = tt * tt
|
||||
n = n + tt * tt * (GX[g] * x1 + GY[g] * y1 + GZ[g] * z1)
|
||||
local x2, y2, z2 = x0 - i2 + 2 * G3, y0 - j2 + 2 * G3, z0 - k2 + 2 * G3
|
||||
tt = max(0, 0.6 - x2 * x2 - y2 * y2 - z2 * z2)
|
||||
g = P[ii + i2 + P[jj + j2 + P[kk + k2]]]
|
||||
tt = tt * tt
|
||||
n = n + tt * tt * (GX[g] * x2 + GY[g] * y2 + GZ[g] * z2)
|
||||
local x3, y3, z3 = x0 - 1 + 3 * G3, y0 - 1 + 3 * G3, z0 - 1 + 3 * G3
|
||||
tt = max(0, 0.6 - x3 * x3 - y3 * y3 - z3 * z3)
|
||||
g = P[ii + 1 + P[jj + 1 + P[kk + 1]]]
|
||||
tt = tt * tt
|
||||
n = n + tt * tt * (GX[g] * x3 + GY[g] * y3 + GZ[g] * z3)
|
||||
return 32 * n
|
||||
end
|
||||
M.simplex3 = simplex3
|
||||
|
||||
-- Caps on saved settings, which come from the admin page.
|
||||
local MAX_OCTAVES = 10
|
||||
local MAX_CRATERS = 2000
|
||||
|
||||
-- Fractal (fBm) noise in [-1, 1].
|
||||
local function fbm(x, y, z, octaves, frequency, persistence, lacunarity)
|
||||
local sum, amp, norm, f = 0, 1, 0, frequency
|
||||
for _ = 1, min(octaves, MAX_OCTAVES) do
|
||||
sum = sum + simplex3(x * f, y * f, z * f) * amp
|
||||
norm = norm + amp
|
||||
amp = amp * persistence
|
||||
f = f * lacunarity
|
||||
end
|
||||
return sum / norm
|
||||
end
|
||||
|
||||
-- Billow noise (fBm of |noise|) in [0, 1].
|
||||
local function billow(x, y, z, octaves, frequency, persistence, lacunarity)
|
||||
local sum, amp, norm, f = 0, 1, 0, frequency
|
||||
for _ = 1, min(octaves, MAX_OCTAVES) do
|
||||
sum = sum + abs(simplex3(x * f, y * f, z * f)) * amp
|
||||
norm = norm + amp
|
||||
amp = amp * persistence
|
||||
f = f * lacunarity
|
||||
end
|
||||
return sum / norm
|
||||
end
|
||||
|
||||
-- Ridged multifractal in [0, 1]: sharp crests; each octave is weighted by the previous.
|
||||
local function ridged(x, y, z, octaves, frequency, persistence, lacunarity, sharpness, gain)
|
||||
local sum, amp, norm, weight, f = 0, 1, 0, 1, frequency
|
||||
for _ = 1, min(octaves, MAX_OCTAVES) do
|
||||
local v = 1 - abs(simplex3(x * f, y * f, z * f))
|
||||
v = pow(v, sharpness) * weight
|
||||
weight = min(1, max(0, v * gain))
|
||||
sum = sum + v * amp
|
||||
norm = norm + amp
|
||||
amp = amp * persistence
|
||||
f = f * lacunarity
|
||||
end
|
||||
return sum / norm
|
||||
end
|
||||
|
||||
-- Polynomial smooth min/max (Inigo Quilez), k = smoothing width.
|
||||
local function smooth_min(a, b, k)
|
||||
if k <= 0 then
|
||||
return min(a, b)
|
||||
end
|
||||
local h = min(1, max(0, (b - a + k) / (2 * k)))
|
||||
return a * h + b * (1 - h) - k * h * (1 - h)
|
||||
end
|
||||
|
||||
local function smooth_max(a, b, k)
|
||||
return -smooth_min(-a, -b, k)
|
||||
end
|
||||
|
||||
local function smoothstep(e0, e1, x)
|
||||
local d = e1 - e0
|
||||
if d == 0 then
|
||||
d = 1e-6
|
||||
end
|
||||
local t = min(1, max(0, (x - e0) / d))
|
||||
return t * t * (3 - 2 * t)
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- colors
|
||||
|
||||
local function round(x)
|
||||
return floor(x + 0.5)
|
||||
end
|
||||
|
||||
function M.hex_to_rgb(hex)
|
||||
local n = tonumber((tostring(hex):gsub("#", "")), 16) or 0
|
||||
return { band(rshift(n, 16), 255) / 255, band(rshift(n, 8), 255) / 255, band(n, 255) / 255 }
|
||||
end
|
||||
|
||||
local function to_hex(rgb)
|
||||
local s = "#"
|
||||
for i = 1, 3 do
|
||||
s = s .. string.format("%02x", round(min(1, max(0, rgb[i])) * 255))
|
||||
end
|
||||
return s
|
||||
end
|
||||
|
||||
local function rgb_to_hsl(c)
|
||||
local r, g, b = c[1], c[2], c[3]
|
||||
local mx, mn = max(r, g, b), min(r, g, b)
|
||||
local l = (mx + mn) / 2
|
||||
if mx == mn then
|
||||
return 0, 0, l
|
||||
end
|
||||
local d = mx - mn
|
||||
local s = l > 0.5 and d / (2 - mx - mn) or d / (mx + mn)
|
||||
local h
|
||||
if mx == r then
|
||||
h = (g - b) / d + (g < b and 6 or 0)
|
||||
elseif mx == g then
|
||||
h = (b - r) / d + 2
|
||||
else
|
||||
h = (r - g) / d + 4
|
||||
end
|
||||
return h * 60, s, l
|
||||
end
|
||||
|
||||
local function hsl_to_rgb(h, s, l)
|
||||
h = (((h % 360) + 360) % 360) / 360
|
||||
if s == 0 then
|
||||
return { l, l, l }
|
||||
end
|
||||
local q = l < 0.5 and l * (1 + s) or l + s - l * s
|
||||
local p = 2 * l - q
|
||||
local function hue(t)
|
||||
t = (t + 1) % 1
|
||||
if t < 1 / 6 then
|
||||
return p + (q - p) * 6 * t
|
||||
end
|
||||
if t < 1 / 2 then
|
||||
return q
|
||||
end
|
||||
if t < 2 / 3 then
|
||||
return p + (q - p) * (2 / 3 - t) * 6
|
||||
end
|
||||
return p
|
||||
end
|
||||
return { hue(h + 1 / 3), hue(h), hue(h - 1 / 3) }
|
||||
end
|
||||
|
||||
-- Shifts a color's hue (degrees), scales its saturation and offsets its lightness.
|
||||
function M.adjust_color(hex, dh, s_scale, dl)
|
||||
local h, s, l = rgb_to_hsl(M.hex_to_rgb(hex))
|
||||
return to_hex(hsl_to_rgb(h + dh, min(1, s * s_scale), min(1, max(0, l + dl))))
|
||||
end
|
||||
|
||||
local function srgb_to_linear(c)
|
||||
return c <= 0.04045 and c / 12.92 or pow((c + 0.055) / 1.055, 2.4)
|
||||
end
|
||||
M.srgb_to_linear = srgb_to_linear
|
||||
|
||||
function M.linear_color(hex)
|
||||
local c = M.hex_to_rgb(hex)
|
||||
return { srgb_to_linear(c[1]), srgb_to_linear(c[2]), srgb_to_linear(c[3]) }
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- per-moon variation
|
||||
|
||||
-- The concrete parameters for one moon: the settings, varied by the seed within the
|
||||
-- `variation` amounts (resolveMoon in terrain.js; same draw order).
|
||||
function M.resolve(settings, seed)
|
||||
local s = clone(settings)
|
||||
local r = M.rng(M.hash_string(tostring(seed)))
|
||||
local v = s.variation
|
||||
local function jitter(amount)
|
||||
return 1 + (r() * 2 - 1) * amount
|
||||
end
|
||||
|
||||
local offsets = {}
|
||||
for i = 1, 3 do
|
||||
offsets[i] = r() * 200 - 100
|
||||
end
|
||||
local technique_roll = r()
|
||||
local dh = (r() * 2 - 1) * v.hue
|
||||
local s_scale = jitter(v.saturation)
|
||||
local dl = (r() * 2 - 1) * v.lightness
|
||||
local shape_j = jitter(v.shape)
|
||||
local ridge_j = jitter(v.shape)
|
||||
local freq_j = jitter(v.frequency)
|
||||
local ridge_freq_j = jitter(v.frequency)
|
||||
local count_j = jitter(v.craters)
|
||||
local size_j = jitter(v.craters * 0.5)
|
||||
local crater_seed = floor(r() * 4294967296)
|
||||
|
||||
if v.technique then
|
||||
s.technique = M.TECHNIQUES[floor(technique_roll * #M.TECHNIQUES) + 1]
|
||||
end
|
||||
s.offset = offsets
|
||||
s.craterSeed = crater_seed
|
||||
s.shape.strength = s.shape.strength * shape_j
|
||||
s.shape.frequency = s.shape.frequency * freq_j
|
||||
s.ridge.strength = s.ridge.strength * ridge_j
|
||||
s.ridge.frequency = s.ridge.frequency * ridge_freq_j
|
||||
s.craters.count = max(0, round(s.craters.count * count_j))
|
||||
s.craters.maxRadius = s.craters.maxRadius * size_j
|
||||
for _, key in ipairs({ "low", "mid", "high", "steep", "patch" }) do
|
||||
s.shading[key] = M.adjust_color(s.shading[key], dh, s_scale, dl)
|
||||
end
|
||||
if s.render.atmosphereFollowsHue then
|
||||
s.render.atmosphere = M.adjust_color(s.render.atmosphere, dh, 1, 0)
|
||||
end
|
||||
return s
|
||||
end
|
||||
|
||||
-- The resolved values the server's moon description is built from (moonTraits).
|
||||
function M.traits(settings, seed)
|
||||
local p = M.resolve(settings, seed)
|
||||
return {
|
||||
technique = p.technique,
|
||||
mid = p.shading.mid,
|
||||
shapeStrength = p.shape.strength,
|
||||
ridgeStrength = p.ridge.strength,
|
||||
craterCount = p.craters.count,
|
||||
maxRadius = p.craters.maxRadius,
|
||||
}
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- mesh
|
||||
|
||||
-- Cube faces: outward normal and two tangent axes (a x b = up, so triangles face out).
|
||||
local FACES = {
|
||||
{ 1, 0, 0, 0, 1, 0, 0, 0, 1 },
|
||||
{ -1, 0, 0, 0, 0, 1, 0, 1, 0 },
|
||||
{ 0, 1, 0, 0, 0, 1, 1, 0, 0 },
|
||||
{ 0, -1, 0, 1, 0, 0, 0, 0, 1 },
|
||||
{ 0, 0, 1, 1, 0, 0, 0, 1, 0 },
|
||||
{ 0, 0, -1, 0, 1, 0, 1, 0, 0 },
|
||||
}
|
||||
|
||||
-- Unit-sphere directions of the cube-sphere grid (6 faces of (n+1)^2 vertices, flat xyz,
|
||||
-- vertex v at [3v+1..3v+3], v 0-based) and the shared key of each seam vertex (-1 inside).
|
||||
function M.cube_sphere(n)
|
||||
local row = n + 1
|
||||
local dirs, keys = {}, {}
|
||||
local v = 0
|
||||
local function k(c)
|
||||
return round(((c + 1) / 2) * n)
|
||||
end
|
||||
for f = 1, 6 do
|
||||
local ux, uy, uz, ax, ay, az, bx, by, bz = unpack(FACES[f])
|
||||
for j = 0, n do
|
||||
for i = 0, n do
|
||||
local s = (i / n) * 2 - 1
|
||||
local t = (j / n) * 2 - 1
|
||||
local cx = ux + s * ax + t * bx
|
||||
local cy = uy + s * ay + t * by
|
||||
local cz = uz + s * az + t * bz
|
||||
local x2, y2, z2 = cx * cx, cy * cy, cz * cz
|
||||
dirs[v * 3 + 1] = cx * sqrt(1 - y2 / 2 - z2 / 2 + (y2 * z2) / 3)
|
||||
dirs[v * 3 + 2] = cy * sqrt(1 - x2 / 2 - z2 / 2 + (x2 * z2) / 3)
|
||||
dirs[v * 3 + 3] = cz * sqrt(1 - x2 / 2 - y2 / 2 + (x2 * y2) / 3)
|
||||
if i == 0 or j == 0 or i == n or j == n then
|
||||
keys[v + 1] = (k(cx) * row + k(cy)) * row + k(cz)
|
||||
else
|
||||
keys[v + 1] = -1
|
||||
end
|
||||
v = v + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
return dirs, keys
|
||||
end
|
||||
|
||||
-- Vertex order (0-based grid indices) of one triangle strip covering the whole cube-sphere.
|
||||
-- Each row of quads is a strip (top, bottom pairs), so its triangles are exactly
|
||||
-- terrain.js's (i, i+1, i+n+2) and (i, i+n+2, i+n+1), with the same winding; rows are
|
||||
-- joined by two repeated vertices (degenerate triangles).
|
||||
local strip_cache = {}
|
||||
function M.strip(n)
|
||||
if strip_cache[n] then
|
||||
return strip_cache[n]
|
||||
end
|
||||
local row = n + 1
|
||||
local per = row * row
|
||||
local out = {}
|
||||
local c = 0
|
||||
for f = 0, 5 do
|
||||
local base = f * per
|
||||
for j = 0, n - 1 do
|
||||
if c > 0 then
|
||||
out[c + 1] = out[c] -- repeat the last vertex
|
||||
out[c + 2] = base + (j + 1) * row -- and the next row's first
|
||||
c = c + 2
|
||||
end
|
||||
for i = 0, n do
|
||||
out[c + 1] = base + (j + 1) * row + i
|
||||
out[c + 2] = base + j * row + i
|
||||
c = c + 2
|
||||
end
|
||||
end
|
||||
end
|
||||
strip_cache[n] = out
|
||||
return out
|
||||
end
|
||||
|
||||
-- Craters scattered on the unit sphere, bucketed in a 3D grid for fast lookup.
|
||||
local function make_craters(c, seed, count_scale)
|
||||
local r = M.rng(seed)
|
||||
local count = round(min(c.count, MAX_CRATERS) * count_scale)
|
||||
local x_max = max(1 + c.rimWidth, sqrt(1 + max(0, c.smoothness)))
|
||||
local list = {}
|
||||
for i = 1, count do
|
||||
local z = r() * 2 - 1
|
||||
local a = r() * pi * 2
|
||||
local q = sqrt(1 - z * z)
|
||||
local radius = c.minRadius + (c.maxRadius - c.minRadius) * pow(r(), c.sizeBias)
|
||||
list[i] = { x = q * cos(a), y = q * sin(a), z = z, r = radius, reach = radius * x_max }
|
||||
end
|
||||
local G = 12
|
||||
local cell = 2 / G
|
||||
local grid = {}
|
||||
for i = 1, G * G * G do
|
||||
grid[i] = {}
|
||||
end
|
||||
local function at(v)
|
||||
return min(G - 1, max(0, floor((v + 1) / cell)))
|
||||
end
|
||||
for _, cr in ipairs(list) do
|
||||
for x = at(cr.x - cr.reach), at(cr.x + cr.reach) do
|
||||
for y = at(cr.y - cr.reach), at(cr.y + cr.reach) do
|
||||
for z = at(cr.z - cr.reach), at(cr.z + cr.reach) do
|
||||
local g = grid[(x * G + y) * G + z + 1]
|
||||
g[#g + 1] = cr
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return {
|
||||
cell_of = function(x, y, z)
|
||||
return grid[(at(x) * G + at(y)) * G + at(z) + 1]
|
||||
end,
|
||||
x_max = x_max,
|
||||
}
|
||||
end
|
||||
|
||||
-- Builds the moon for resolved parameters (see M.resolve): flat arrays over the cube-sphere
|
||||
-- grid (vertex v 0-based at [3v+1..3v+3]): positions (unit radius plus elevation), normals,
|
||||
-- colors (linear RGB). `checkpoint` (optional) is called every few hundred vertices, e.g.
|
||||
-- to yield a coroutine and spread the work over frames.
|
||||
function M.generate(p, checkpoint)
|
||||
checkpoint = checkpoint or function() end
|
||||
local n = max(8, min(320, round(p.resolution)))
|
||||
local row = n + 1
|
||||
local per = row * row
|
||||
local count = 6 * per
|
||||
local dirs, keys = M.cube_sphere(n)
|
||||
local heights, ejecta = {}, {}
|
||||
|
||||
local technique = p.technique
|
||||
local sh, rd, wp, cr = p.shape, p.ridge, p.warp, p.craters
|
||||
local off = p.offset or { 0, 0, 0 }
|
||||
local ox, oy, oz = off[1], off[2], off[3]
|
||||
local crater_field = technique == "craterField"
|
||||
local cparams = cr
|
||||
if crater_field then
|
||||
cparams = clone(cr)
|
||||
cparams.minRadius = cr.minRadius * 0.8
|
||||
cparams.maxRadius = cr.maxRadius * 0.6
|
||||
end
|
||||
local craters = make_craters(cparams, p.craterSeed or 1, crater_field and 3 or 1)
|
||||
local x_max = craters.x_max
|
||||
local shape_strength = crater_field and sh.strength * 0.4 or sh.strength
|
||||
local smooth = max(0, cr.smoothness)
|
||||
local ejecta_reach = 1 + cr.rimWidth * 2.5
|
||||
local rim_width, rim_steep, floor_h = cr.rimWidth, cr.rimSteepness, cr.floorHeight
|
||||
local s_oct, s_freq, s_pers, s_lac, s_min = sh.octaves, sh.frequency, sh.persistence, sh.lacunarity, sh.minValue
|
||||
local r_oct, r_freq, r_pers, r_lac, r_sharp, r_gain, r_min, r_str =
|
||||
rd.octaves, rd.frequency, rd.persistence, rd.lacunarity, rd.sharpness, rd.gain, rd.minValue, rd.strength
|
||||
|
||||
for i = 0, count - 1 do
|
||||
local x, y, z = dirs[i * 3 + 1], dirs[i * 3 + 2], dirs[i * 3 + 3]
|
||||
local px, py, pz = x + ox, y + oy, z + oz
|
||||
|
||||
-- Primary shape layer.
|
||||
local value
|
||||
if technique == "ridged" then
|
||||
value = ridged(px, py, pz, s_oct, s_freq, s_pers, s_lac, r_sharp, r_gain)
|
||||
elseif technique == "billow" then
|
||||
value = billow(px, py, pz, s_oct, s_freq, s_pers, s_lac)
|
||||
elseif technique == "warped" then
|
||||
local wf = wp.frequency
|
||||
local wx = fbm(px + 5.2, py + 1.3, pz, wp.octaves, wf, 0.5, 2)
|
||||
local wy = fbm(px, py + 9.7, pz + 2.8, wp.octaves, wf, 0.5, 2)
|
||||
local wz = fbm(px + 3.1, py, pz + 7.4, wp.octaves, wf, 0.5, 2)
|
||||
local s = wp.strength
|
||||
value = (fbm(px + wx * s, py + wy * s, pz + wz * s, s_oct, s_freq, s_pers, s_lac) + 1) / 2
|
||||
else
|
||||
value = (fbm(px, py, pz, s_oct, s_freq, s_pers, s_lac) + 1) / 2
|
||||
end
|
||||
local h = max(0, value - s_min) * shape_strength
|
||||
|
||||
-- Ridge layer.
|
||||
if r_str ~= 0 then
|
||||
local r = ridged(px - 11.3, py + 4.1, pz - 7.9, r_oct, r_freq, r_pers, r_lac, r_sharp, r_gain)
|
||||
h = h + max(0, r - r_min) * r_str
|
||||
end
|
||||
|
||||
-- Craters: parabola cavity, flattened floor, smooth rim (smooth min/max blend them).
|
||||
local crater_h, glow = 0, 0
|
||||
local list = craters.cell_of(x, y, z)
|
||||
for c = 1, #list do
|
||||
local k = list[c]
|
||||
local dx, dy, dz = x - k.x, y - k.y, z - k.z
|
||||
local d2 = dx * dx + dy * dy + dz * dz
|
||||
local reach = max(k.reach, k.r * ejecta_reach)
|
||||
if d2 <= reach * reach then
|
||||
local dist = sqrt(d2) / k.r
|
||||
if dist < x_max then
|
||||
local cavity = dist * dist - 1
|
||||
local rim_x = min(dist - 1 - rim_width, 0)
|
||||
local rim = rim_steep * rim_x * rim_x
|
||||
local shape = smooth_max(cavity, floor_h, smooth)
|
||||
shape = smooth_min(shape, rim, smooth)
|
||||
crater_h = crater_h + shape * k.r
|
||||
end
|
||||
if dist > 0.8 and dist < ejecta_reach then
|
||||
glow = glow + 1 - smoothstep(1, ejecta_reach, dist)
|
||||
end
|
||||
end
|
||||
end
|
||||
heights[i + 1] = h + crater_h * cr.depth
|
||||
ejecta[i + 1] = min(1, glow)
|
||||
if i % 256 == 0 then
|
||||
checkpoint()
|
||||
end
|
||||
end
|
||||
|
||||
-- Positions on a unit sphere plus elevation, re-centered so the mean radius stays 1.
|
||||
local mean = 0
|
||||
for i = 1, count do
|
||||
mean = mean + heights[i]
|
||||
end
|
||||
mean = mean / count
|
||||
local positions = {}
|
||||
local min_h, max_h = math.huge, -math.huge
|
||||
for i = 0, count - 1 do
|
||||
local hh = heights[i + 1] - mean
|
||||
heights[i + 1] = hh
|
||||
local r = 1 + hh
|
||||
positions[i * 3 + 1] = dirs[i * 3 + 1] * r
|
||||
positions[i * 3 + 2] = dirs[i * 3 + 2] * r
|
||||
positions[i * 3 + 3] = dirs[i * 3 + 3] * r
|
||||
if hh < min_h then
|
||||
min_h = hh
|
||||
end
|
||||
if hh > max_h then
|
||||
max_h = hh
|
||||
end
|
||||
end
|
||||
checkpoint()
|
||||
|
||||
-- Area-weighted vertex normals (the same two triangles per quad as terrain.js).
|
||||
local normals = {}
|
||||
for i = 1, count * 3 do
|
||||
normals[i] = 0
|
||||
end
|
||||
local P = positions
|
||||
local function tri(a, b, c)
|
||||
a, b, c = a * 3, b * 3, c * 3
|
||||
local e1x, e1y, e1z = P[b + 1] - P[a + 1], P[b + 2] - P[a + 2], P[b + 3] - P[a + 3]
|
||||
local e2x, e2y, e2z = P[c + 1] - P[a + 1], P[c + 2] - P[a + 2], P[c + 3] - P[a + 3]
|
||||
local nx = e1y * e2z - e1z * e2y
|
||||
local ny = e1z * e2x - e1x * e2z
|
||||
local nz = e1x * e2y - e1y * e2x
|
||||
normals[a + 1] = normals[a + 1] + nx
|
||||
normals[a + 2] = normals[a + 2] + ny
|
||||
normals[a + 3] = normals[a + 3] + nz
|
||||
normals[b + 1] = normals[b + 1] + nx
|
||||
normals[b + 2] = normals[b + 2] + ny
|
||||
normals[b + 3] = normals[b + 3] + nz
|
||||
normals[c + 1] = normals[c + 1] + nx
|
||||
normals[c + 2] = normals[c + 2] + ny
|
||||
normals[c + 3] = normals[c + 3] + nz
|
||||
end
|
||||
for f = 0, 5 do
|
||||
local base = f * per
|
||||
for y = 0, n - 1 do
|
||||
for x = 0, n - 1 do
|
||||
local i = base + y * row + x
|
||||
tri(i, i + 1, i + n + 2)
|
||||
tri(i, i + n + 2, i + n + 1)
|
||||
end
|
||||
checkpoint()
|
||||
end
|
||||
end
|
||||
-- Faces duplicate their edge vertices; sum the copies so there are no lighting seams.
|
||||
local seams = {}
|
||||
for i = 0, count - 1 do
|
||||
local key = keys[i + 1]
|
||||
if key >= 0 then
|
||||
local g = seams[key]
|
||||
if g then
|
||||
g[#g + 1] = i
|
||||
else
|
||||
seams[key] = { i }
|
||||
end
|
||||
end
|
||||
end
|
||||
for _, group in pairs(seams) do
|
||||
if #group > 1 then
|
||||
local sx, sy, sz = 0, 0, 0
|
||||
for _, i in ipairs(group) do
|
||||
sx, sy, sz = sx + normals[i * 3 + 1], sy + normals[i * 3 + 2], sz + normals[i * 3 + 3]
|
||||
end
|
||||
for _, i in ipairs(group) do
|
||||
normals[i * 3 + 1], normals[i * 3 + 2], normals[i * 3 + 3] = sx, sy, sz
|
||||
end
|
||||
end
|
||||
end
|
||||
for i = 0, count - 1 do
|
||||
local o = i * 3
|
||||
local nx, ny, nz = normals[o + 1], normals[o + 2], normals[o + 3]
|
||||
local len = sqrt(nx * nx + ny * ny + nz * nz)
|
||||
if len == 0 then
|
||||
len = 1
|
||||
end
|
||||
normals[o + 1], normals[o + 2], normals[o + 3] = nx / len, ny / len, nz / len
|
||||
end
|
||||
checkpoint()
|
||||
|
||||
-- Colors: elevation gradient, dark patches, steep slopes, crater halos, grain.
|
||||
local sd = p.shading
|
||||
local low, mid, high = M.linear_color(sd.low), M.linear_color(sd.mid), M.linear_color(sd.high)
|
||||
local steep, patch = M.linear_color(sd.steep), M.linear_color(sd.patch)
|
||||
local colors = {}
|
||||
local range = max_h - min_h
|
||||
if range == 0 then
|
||||
range = 1
|
||||
end
|
||||
local patch_amount, patch_freq, grain = sd.patchAmount, sd.patchFrequency, sd.grain
|
||||
local st_lo, st_hi = sd.steepThreshold - sd.steepBlend, sd.steepThreshold + sd.steepBlend
|
||||
local cr_ejecta = cr.ejecta
|
||||
for i = 0, count - 1 do
|
||||
local o = i * 3
|
||||
local x, y, z = dirs[o + 1], dirs[o + 2], dirs[o + 3]
|
||||
local e = (heights[i + 1] - min_h) / range
|
||||
local lo, hi, te
|
||||
if e < 0.5 then
|
||||
lo, hi, te = low, mid, e * 2
|
||||
else
|
||||
lo, hi, te = mid, high, (e - 0.5) * 2
|
||||
end
|
||||
local c1 = lo[1] + (hi[1] - lo[1]) * te
|
||||
local c2 = lo[2] + (hi[2] - lo[2]) * te
|
||||
local c3 = lo[3] + (hi[3] - lo[3]) * te
|
||||
|
||||
if patch_amount > 0 then
|
||||
local pn = fbm(x + ox + 31.7, y + oy - 12.2, z + oz + 5.5, 4, patch_freq, 0.5, 2)
|
||||
-- Patches favor low ground, like maria.
|
||||
local w = smoothstep(-0.05, 0.4, pn) * patch_amount * (1 - e * 0.6)
|
||||
c1, c2, c3 = c1 + (patch[1] - c1) * w, c2 + (patch[2] - c2) * w, c3 + (patch[3] - c3) * w
|
||||
end
|
||||
|
||||
local g = ejecta[i + 1] * cr_ejecta
|
||||
c1, c2, c3 = c1 + (high[1] - c1) * g, c2 + (high[2] - c2) * g, c3 + (high[3] - c3) * g
|
||||
|
||||
local steepness = 1 - (normals[o + 1] * x + normals[o + 2] * y + normals[o + 3] * z)
|
||||
local ws = smoothstep(st_lo, st_hi, steepness)
|
||||
c1, c2, c3 = c1 + (steep[1] - c1) * ws, c2 + (steep[2] - c2) * ws, c3 + (steep[3] - c3) * ws
|
||||
|
||||
local gr = 1 + fbm(x + ox, y + oy, z + oz, 2, 14, 0.5, 2) * grain
|
||||
colors[o + 1], colors[o + 2], colors[o + 3] = c1 * gr, c2 * gr, c3 * gr
|
||||
if i % 512 == 0 then
|
||||
checkpoint()
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
n = n,
|
||||
count = count,
|
||||
positions = positions,
|
||||
normals = normals,
|
||||
colors = colors,
|
||||
min_h = min_h,
|
||||
max_h = max_h,
|
||||
}
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,645 +0,0 @@
|
||||
-- Client-side prediction: show an action's likely result before the server answers.
|
||||
--
|
||||
-- The server still decides. A predictor only reuses numbers the server sent (stake
|
||||
-- `take`, the tool's `cycleSecs`/`yield`, the market quote and `rules.pressure`, ...,
|
||||
-- see ../api.md "Prediction"); it never invents game rules. The game screen keeps
|
||||
-- the last server state as the base and shows base + every pending prediction, re-applied
|
||||
-- in click order whenever a response brings a new base. A response drops its own
|
||||
-- prediction (200: the server's state has the real result; 422/network error: rolled back).
|
||||
--
|
||||
-- A predictor: fn(st, params, ctx) -> true when it predicted (and changed st), false/nil
|
||||
-- when it can't (the button then shows the busy spinner until the response).
|
||||
-- st a copy of the shown state; change it in place
|
||||
-- params the action's params (view params included, as sent)
|
||||
-- ctx { now = server ms at the click, seq = the clientSeq, memo = M.memo }
|
||||
-- It must be deterministic in (st, params, ctx): it runs again on every new base, so
|
||||
-- read the time from ctx.now, never from the clock. Return false when the state already
|
||||
-- shows the effect is impossible (nothing ready, tool busy, amount over the balance):
|
||||
-- the server will answer with the truth. After the change, call M.derive(st) (done for
|
||||
-- you after every predictor) to refresh the aggregates (ready counts, idle, nextEnd, ...).
|
||||
--
|
||||
-- Register one per action name (game.gui_script's action() looks it up), e.g. in a section
|
||||
-- module: predict.register("refine", function(st, p, ctx) ... return true end)
|
||||
-- or pass one as action()'s optional 7th argument for a single button.
|
||||
|
||||
local M = {}
|
||||
|
||||
M.registry = {}
|
||||
-- Debug (mm.predict_skew): scale predicted gains (claims, sales) so corrections show.
|
||||
M.skew = tonumber(sys.get_config_string("mm.predict_skew", "1")) or 1
|
||||
-- What the client learned from server states (not rules): the well each tool last mined.
|
||||
M.memo = { last_well = {} }
|
||||
|
||||
function M.register(name, fn)
|
||||
M.registry[name] = fn
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- state helpers
|
||||
|
||||
local SHARED = { catalog = true, rules = true }
|
||||
|
||||
local function copy(v, top)
|
||||
if type(v) ~= "table" then
|
||||
return v
|
||||
end
|
||||
local out = {}
|
||||
for k, x in pairs(v) do
|
||||
out[k] = (top and SHARED[k]) and x or copy(x)
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
function M.copy(st)
|
||||
return copy(st, true)
|
||||
end
|
||||
|
||||
local function find(list, id, key)
|
||||
key = key or "id"
|
||||
for i, x in ipairs(list or {}) do
|
||||
if x[key] == id then
|
||||
return x, i
|
||||
end
|
||||
end
|
||||
end
|
||||
M.find = find
|
||||
|
||||
-- Every well entry with this id: the moon list's and the selected moon's.
|
||||
local function wells(st, id)
|
||||
local out = {}
|
||||
for _, list in ipairs({ st.moons or {}, st.past or {} }) do
|
||||
for _, moon in ipairs(list) do
|
||||
local w = find(moon.wells, id)
|
||||
if w then
|
||||
out[#out + 1] = w
|
||||
end
|
||||
end
|
||||
end
|
||||
if st.moon then
|
||||
local w = find(st.moon.wells, id)
|
||||
if w then
|
||||
out[#out + 1] = w
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
function M.supply(st, well_id)
|
||||
local w = wells(st, well_id)[1]
|
||||
return w and w.supply or 0
|
||||
end
|
||||
|
||||
function M.add_supply(st, well_id, delta)
|
||||
for _, w in ipairs(wells(st, well_id)) do
|
||||
w.supply = math.max(0, w.supply + delta)
|
||||
end
|
||||
end
|
||||
|
||||
-- Market pressure (api.md): the average price factor over d base-price credits of sales
|
||||
-- on top of pressure p (factor at p when d is 0).
|
||||
function M.pressure_avg(rules, p, d)
|
||||
local pr = rules.pressure
|
||||
if d <= 0 then
|
||||
return pr.floor + (1 - pr.floor) * math.exp(-p / pr.scale)
|
||||
end
|
||||
return pr.floor + (1 - pr.floor) * pr.scale * (math.exp(-p / pr.scale) - math.exp(-(p + d) / pr.scale)) / d
|
||||
end
|
||||
|
||||
-- A quote's pressure at server time t (it halves every halfLifeSecs after st.now).
|
||||
function M.pressure_at(st, q, t)
|
||||
local hl = st.rules.pressure.halfLifeSecs
|
||||
return (q.pressure or 0) * 0.5 ^ (math.max(0, t - st.now) / 1000 / hl)
|
||||
end
|
||||
|
||||
local function refresh_quote(st, q)
|
||||
q.value = q.balance * q.price
|
||||
if q.unpressed and q.base then
|
||||
q.sellAll = q.balance * q.unpressed * M.pressure_avg(st.rules, q.pressure or 0, q.balance * q.base)
|
||||
end
|
||||
end
|
||||
|
||||
function M.refresh_market(st)
|
||||
if not st.market then
|
||||
return
|
||||
end
|
||||
local total = 0
|
||||
for _, q in ipairs(st.market.quotes) do
|
||||
total = total + (q.value or 0)
|
||||
end
|
||||
st.market.total = total
|
||||
end
|
||||
|
||||
-- Add delta of a resource or refined item (balance, market quote, refinery stock).
|
||||
function M.add_item(st, name, delta)
|
||||
local e = find(st.resources, name, "name") or find(st.refined, name, "name")
|
||||
if not e then
|
||||
e = { name = name, amount = 0 }
|
||||
st.refined = st.refined or {}
|
||||
st.refined[#st.refined + 1] = e
|
||||
end
|
||||
e.amount = math.max(0, e.amount + delta)
|
||||
local q = st.market and find(st.market.quotes, name, "item")
|
||||
if q then
|
||||
q.balance = e.amount
|
||||
refresh_quote(st, q)
|
||||
end
|
||||
local rf = st.refinery
|
||||
if rf then
|
||||
local s = find(rf.stock, name, "name")
|
||||
if s then
|
||||
s.amount = e.amount
|
||||
end
|
||||
for _, r in ipairs(rf.recipes or {}) do
|
||||
local i = find(r.inputs, name, "name")
|
||||
if i then
|
||||
i.have = e.amount
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function M.amount(st, name)
|
||||
local e = find(st.resources, name, "name") or find(st.refined, name, "name")
|
||||
return e and e.amount or 0
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- tools and stakes
|
||||
|
||||
function M.tool(st, id)
|
||||
return find(st.tools, id)
|
||||
end
|
||||
|
||||
-- The tool to deploy for id: it, or an idle copy of it (same store item and tier).
|
||||
function M.idle_copy(st, id)
|
||||
local t = find(st.tools, id)
|
||||
if not t then
|
||||
return nil
|
||||
end
|
||||
if not t.stakeId then
|
||||
return t
|
||||
end
|
||||
for _, x in ipairs(st.tools) do
|
||||
if not x.stakeId and x.storeItemId == t.storeItemId and x.tier == t.tier then
|
||||
return x
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function yield_boost(st, resource)
|
||||
local b = st.rules and st.rules.boosts and st.rules.boosts.yield or {}
|
||||
return b[resource] or 1
|
||||
end
|
||||
|
||||
-- A new stake of tool on well (a moon list or moon detail entry) starting at ctx.now.
|
||||
-- group: the well panel's idle group for it (cycle and yield already for this well).
|
||||
function M.add_stake(st, tool, moon_id, well, ctx, group)
|
||||
local cycle = group and group.cycleSecs or tool.cycleSecs
|
||||
local amount = group and group.yield or tool.yield * yield_boost(st, well.resource)
|
||||
local committed = 0
|
||||
for _, s in ipairs(st.stakes) do
|
||||
if s.wellId == well.id then
|
||||
committed = committed + (s.take or 0)
|
||||
end
|
||||
end
|
||||
local take = math.max(0, math.min(amount, M.supply(st, well.id) - committed))
|
||||
local s = {
|
||||
id = "pred:" .. ctx.seq .. ":" .. tool.id, moonId = moon_id, wellId = well.id, toolId = tool.id,
|
||||
resource = well.resource, amount = amount, reach = tool.reach or 1,
|
||||
start = ctx.now, ["end"] = ctx.now + cycle * 1000, durationSecs = cycle, ready = false, take = take,
|
||||
predicted = true,
|
||||
}
|
||||
st.stakes[#st.stakes + 1] = s
|
||||
tool.stakeId = s.id
|
||||
-- Off the selected well's idle list.
|
||||
if st.well then
|
||||
for i, g in ipairs(st.well.idle or {}) do
|
||||
if g.storeItemId == tool.storeItemId and g.tier == tool.tier then
|
||||
g.count = g.count - 1
|
||||
if g.toolId == tool.id then
|
||||
for _, x in ipairs(st.tools) do
|
||||
if not x.stakeId and x.storeItemId == g.storeItemId and x.tier == g.tier then
|
||||
g.toolId = x.id
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if g.count <= 0 then
|
||||
table.remove(st.well.idle, i)
|
||||
end
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
-- It no longer counts for Redrill on the well it last mined.
|
||||
local last = M.memo.last_well[tool.id]
|
||||
if last and st.moon then
|
||||
local w = find(st.moon.wells, last)
|
||||
if w and (w.redrill or 0) > 0 then
|
||||
w.redrill = w.redrill - 1
|
||||
end
|
||||
end
|
||||
return s
|
||||
end
|
||||
|
||||
-- Take a stake off (claimed); its tool becomes idle.
|
||||
function M.remove_stake(st, s)
|
||||
local _, i = find(st.stakes, s.id)
|
||||
if i then
|
||||
table.remove(st.stakes, i)
|
||||
end
|
||||
local tool = find(st.tools, s.toolId)
|
||||
if not tool then
|
||||
return
|
||||
end
|
||||
tool.stakeId = nil
|
||||
if st.moon then
|
||||
local w = find(st.moon.wells, s.wellId)
|
||||
if w then
|
||||
w.redrill = (w.redrill or 0) + 1
|
||||
end
|
||||
end
|
||||
if st.well and st.well.idle then
|
||||
local g = nil
|
||||
for _, x in ipairs(st.well.idle) do
|
||||
if x.storeItemId == tool.storeItemId and x.tier == tool.tier then
|
||||
g = x
|
||||
end
|
||||
end
|
||||
if g then
|
||||
g.count = g.count + 1
|
||||
else
|
||||
local free = M.supply(st, st.well.id)
|
||||
local y = tool.yield * yield_boost(st, st.well.resource)
|
||||
st.well.idle[#st.well.idle + 1] = {
|
||||
toolId = tool.id, storeItemId = tool.storeItemId, name = tool.name, tier = tool.tier, count = 1,
|
||||
cycleSecs = tool.cycleSecs, yield = y, reach = tool.reach, here = math.min(y, free), free = free,
|
||||
short = free < y, attachments = tool.attachments or {},
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Recompute what the server derives from stakes, tools and supplies (counts, the claim
|
||||
-- buttons' amounts, next ends). Wide drills (reach > 1) are left as the server sent them.
|
||||
function M.derive(st)
|
||||
local ready, idle, next_end = 0, 0, nil
|
||||
local per_moon = {}
|
||||
for _, s in ipairs(st.stakes or {}) do
|
||||
local m = per_moon[s.moonId] or { drills = 0, ready = 0 }
|
||||
per_moon[s.moonId] = m
|
||||
m.drills = m.drills + 1
|
||||
if s.ready then
|
||||
ready = ready + 1
|
||||
m.ready = m.ready + 1
|
||||
elseif not next_end or s["end"] < next_end then
|
||||
next_end = s["end"]
|
||||
end
|
||||
end
|
||||
for _, t in ipairs(st.tools or {}) do
|
||||
if not t.stakeId then
|
||||
idle = idle + 1
|
||||
end
|
||||
end
|
||||
st.ready, st.idle, st.nextEnd = ready, idle, next_end
|
||||
for _, moon in ipairs(st.moons or {}) do
|
||||
local m = per_moon[moon.id] or { drills = 0, ready = 0 }
|
||||
moon.drills, moon.ready = m.drills, m.ready
|
||||
end
|
||||
local moon = st.moon
|
||||
if not moon then
|
||||
return
|
||||
end
|
||||
local mready, mnext = 0, nil
|
||||
for _, w in ipairs(moon.wells or {}) do
|
||||
local old = {}
|
||||
for _, d in ipairs(w.drills or {}) do
|
||||
old[d.id] = d
|
||||
end
|
||||
local drills, wready, amount, wnext, demand = {}, 0, 0, nil, 0
|
||||
for _, s in ipairs(st.stakes or {}) do
|
||||
if s.wellId == w.id and (s.reach or 1) <= 1 then
|
||||
local d = old[s.id]
|
||||
if not d then
|
||||
d = copy(s)
|
||||
d.gets, d.here = s.take, s.take
|
||||
d.state = s.take <= 0 and "none" or (s.take < s.amount and "short" or "ok")
|
||||
end
|
||||
drills[#drills + 1] = d
|
||||
demand = demand + (d.here or s.take or 0)
|
||||
if s.ready then
|
||||
wready = wready + 1
|
||||
amount = amount + (s.take or 0)
|
||||
elseif not wnext or s["end"] < wnext then
|
||||
wnext = s["end"]
|
||||
end
|
||||
end
|
||||
end
|
||||
table.sort(drills, function(a, b) return a.start < b.start end)
|
||||
w.drills, w.ready, w.readyAmount, w.nextEnd = drills, wready, amount, wnext
|
||||
w.demand = demand
|
||||
w.remain = math.max(0, w.supply - demand)
|
||||
mready = mready + wready
|
||||
if wnext and (not mnext or wnext < mnext) then
|
||||
mnext = wnext
|
||||
end
|
||||
end
|
||||
if moon.wide then
|
||||
mready = mready + (moon.wide.ready or 0)
|
||||
if moon.wide.nextEnd and (not mnext or moon.wide.nextEnd < mnext) then
|
||||
mnext = moon.wide.nextEnd
|
||||
end
|
||||
end
|
||||
moon.ready, moon.nextEnd = mready, mnext
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- queue
|
||||
|
||||
-- Learn from a server state (the well each running or unclaimed drill is on).
|
||||
function M.learn(st)
|
||||
for _, s in ipairs(st.stakes or {}) do
|
||||
M.memo.last_well[s.toolId] = s.wellId
|
||||
end
|
||||
end
|
||||
|
||||
-- Run one pending entry ({fn, params, at, seq}) on st; true when it predicted.
|
||||
function M.run(st, e)
|
||||
local ok, res = pcall(e.fn, st, e.params, { now = e.at, seq = e.seq, memo = M.memo })
|
||||
if not ok then
|
||||
print("predict: " .. tostring(e.name) .. " failed: " .. tostring(res))
|
||||
return false
|
||||
end
|
||||
if res then
|
||||
M.derive(st)
|
||||
end
|
||||
return res and true or false
|
||||
end
|
||||
|
||||
-- The state to show: base with every pending prediction applied in order (base itself
|
||||
-- when nothing is pending).
|
||||
function M.apply(base, pending)
|
||||
if #pending == 0 then
|
||||
return base
|
||||
end
|
||||
local st = M.copy(base)
|
||||
for _, e in ipairs(pending) do
|
||||
M.run(st, e)
|
||||
end
|
||||
return st
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- core-loop predictors
|
||||
|
||||
-- Finished: ready in the state, or its end has passed by ctx.now (the Claim button turns
|
||||
-- on at the countdown's zero, before the refetch says ready: core/ready, hooks claim_wait).
|
||||
local function done(x, ctx)
|
||||
return x.ready or (x["end"] ~= nil and x["end"] <= ctx.now)
|
||||
end
|
||||
|
||||
-- claim: claim-well (its own drills only, like the server: claim-wide takes the multi-well
|
||||
-- ones) / claim-moon / everything ready; redeploy=1 restarts the same tools.
|
||||
-- Without redeploy the claimed tools are idle tools that last mined their well: its Redrill
|
||||
-- count goes up (the server's LastWell).
|
||||
M.register("claim", function(st, p, ctx)
|
||||
if p["claim-wide"] then
|
||||
return false
|
||||
end
|
||||
local list = {}
|
||||
for _, s in ipairs(st.stakes) do
|
||||
local wide = (s.reach or 1) > 1
|
||||
if done(s, ctx) and (not p["claim-well"] or (s.wellId == p["claim-well"] and not wide))
|
||||
and (not p["claim-moon"] or s.moonId == p["claim-moon"]) then
|
||||
if wide then
|
||||
return false -- multi-well drills: the server splits them
|
||||
end
|
||||
list[#list + 1] = s
|
||||
end
|
||||
end
|
||||
if #list == 0 then
|
||||
return false
|
||||
end
|
||||
for _, s in ipairs(list) do
|
||||
local take = (s.take or 0) * M.skew
|
||||
M.add_item(st, s.resource, take)
|
||||
M.add_supply(st, s.wellId, -(s.take or 0))
|
||||
M.remove_stake(st, s)
|
||||
end
|
||||
M.refresh_market(st)
|
||||
if not p.redeploy then
|
||||
for _, s in ipairs(list) do
|
||||
local detail = st.moon and find(st.moon.wells, s.wellId)
|
||||
if detail then
|
||||
detail.redrill = (detail.redrill or 0) + 1
|
||||
end
|
||||
end
|
||||
else
|
||||
for _, s in ipairs(list) do
|
||||
local tool = M.tool(st, s.toolId)
|
||||
local w = wells(st, s.wellId)[1]
|
||||
if tool and not tool.stakeId and w and w.supply > 0 then
|
||||
local group = st.well and st.well.id == w.id and find(st.well.idle, tool.storeItemId, "storeItemId")
|
||||
M.add_stake(st, tool, s.moonId, w, ctx, group)
|
||||
local detail = st.moon and find(st.moon.wells, s.wellId)
|
||||
if detail and M.memo.last_well[tool.id] ~= s.wellId and (detail.redrill or 0) > 0 then
|
||||
detail.redrill = detail.redrill - 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end)
|
||||
|
||||
local function moon_of_well(st, well_id)
|
||||
for _, moon in ipairs(st.moons or {}) do
|
||||
local w = find(moon.wells, well_id)
|
||||
if w then
|
||||
return moon, w
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- stake (deploy): the deploy card's tool on the target well, timer from now.
|
||||
M.register("stake", function(st, p, ctx)
|
||||
local moon, w = moon_of_well(st, p.target)
|
||||
if not moon or w.supply <= 0 then
|
||||
return false
|
||||
end
|
||||
if st.view and ((p.moon and p.moon ~= st.view.moon) or (p.well and p.well ~= st.view.well)) then
|
||||
return false -- "Deploy there": the view moves to the other well, wait for it
|
||||
end
|
||||
local tool = M.idle_copy(st, p.tool)
|
||||
if not tool or (tool.reach or 1) > 1 then
|
||||
return false
|
||||
end
|
||||
local group = nil
|
||||
if st.well and st.well.id == w.id then
|
||||
for _, g in ipairs(st.well.idle or {}) do
|
||||
if g.storeItemId == tool.storeItemId and g.tier == tool.tier then
|
||||
group = g
|
||||
end
|
||||
end
|
||||
end
|
||||
M.add_stake(st, tool, moon.id, w, ctx, group)
|
||||
return true
|
||||
end)
|
||||
|
||||
-- redrill: the idle tools that last mined the well (as far as the client saw).
|
||||
M.register("redrill", function(st, p, ctx)
|
||||
local id = p["redrill-well"]
|
||||
local moon, w = moon_of_well(st, id)
|
||||
if not moon or w.supply <= 0 then
|
||||
return false
|
||||
end
|
||||
local detail = st.moon and find(st.moon.wells, id)
|
||||
local n = detail and detail.redrill or 0
|
||||
local tools = {}
|
||||
for _, t in ipairs(st.tools) do
|
||||
if #tools < n and not t.stakeId and M.memo.last_well[t.id] == id and (t.reach or 1) <= 1 then
|
||||
tools[#tools + 1] = t
|
||||
end
|
||||
end
|
||||
if #tools == 0 then
|
||||
return false
|
||||
end
|
||||
for _, t in ipairs(tools) do
|
||||
local group = nil
|
||||
if st.well and st.well.id == id then
|
||||
for _, g in ipairs(st.well.idle or {}) do
|
||||
if g.storeItemId == t.storeItemId and g.tier == t.tier then
|
||||
group = g
|
||||
end
|
||||
end
|
||||
end
|
||||
M.add_stake(st, t, moon.id, w, ctx, group)
|
||||
end
|
||||
if detail then
|
||||
detail.redrill = 0
|
||||
end
|
||||
return true
|
||||
end)
|
||||
|
||||
-- sell: amount × unpressed × the pressure average (api.md), or the whole balance.
|
||||
M.register("sell", function(st, p, ctx)
|
||||
local q = st.market and find(st.market.quotes, p.resource, "item")
|
||||
if not q or not q.unpressed or not q.base then
|
||||
return false
|
||||
end
|
||||
local amount = p.all and q.balance or tonumber(p.amount)
|
||||
if not amount or amount <= 0 or amount > q.balance + 1e-9 then
|
||||
return false
|
||||
end
|
||||
local rules = st.rules
|
||||
local pnow = M.pressure_at(st, q, ctx.now)
|
||||
local d = amount * q.base
|
||||
local earned = amount * q.unpressed * M.pressure_avg(rules, pnow, d) * M.skew
|
||||
st.credits = st.credits + earned
|
||||
local after = math.min(pnow + d, rules.pressure.cap)
|
||||
-- Kept as of st.now, like the server's value (pressure_at decays it from there).
|
||||
q.pressure = after / (0.5 ^ (math.max(0, ctx.now - st.now) / 1000 / rules.pressure.halfLifeSecs))
|
||||
q.factor = M.pressure_avg(rules, after, 0)
|
||||
q.price = q.unpressed * q.factor
|
||||
M.add_item(st, q.item, -amount)
|
||||
M.refresh_market(st)
|
||||
return true
|
||||
end)
|
||||
|
||||
---------------------------------------------------------------- refinery predictors
|
||||
-- Only when the refinery block is in the state (s=refinery).
|
||||
|
||||
local function refresh_refinery(st)
|
||||
local rf = st.refinery
|
||||
local free, ready = 0, 0
|
||||
for _, slot in ipairs(rf.slots or {}) do
|
||||
if not slot.job then
|
||||
free = free + 1
|
||||
elseif slot.job.ready then
|
||||
ready = ready + 1
|
||||
end
|
||||
end
|
||||
rf.free, rf.ready = free, ready
|
||||
for _, r in ipairs(rf.recipes or {}) do
|
||||
local max = rf.maxBatch or (st.rules.refinery and st.rules.refinery.maxBatch) or 1
|
||||
for _, i in ipairs(r.inputs or {}) do
|
||||
if i.need > 0 then
|
||||
max = math.min(max, math.floor(i.have / i.need))
|
||||
end
|
||||
end
|
||||
r.maxQty = math.max(0, max)
|
||||
if free == 0 then
|
||||
r.why = "busy"
|
||||
elseif r.maxQty < 1 then
|
||||
r.why = "inputs"
|
||||
else
|
||||
r.why = ""
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- refine: a batch of qty (or maxQty) in the first free slot.
|
||||
M.register("refine", function(st, p, ctx)
|
||||
local rf = st.refinery
|
||||
if not rf then
|
||||
return false
|
||||
end
|
||||
local r = find(rf.recipes, p.recipe, "item")
|
||||
if not r then
|
||||
return false
|
||||
end
|
||||
local qty = p.all and r.maxQty or tonumber(p.qty)
|
||||
if not qty or qty < 1 or qty ~= math.floor(qty) or qty > (r.maxQty or 0) then
|
||||
return false
|
||||
end
|
||||
local slot = nil
|
||||
for _, s in ipairs(rf.slots or {}) do
|
||||
if not s.job and not slot then
|
||||
slot = s
|
||||
end
|
||||
end
|
||||
if not slot then
|
||||
return false
|
||||
end
|
||||
local rr = st.rules.refinery
|
||||
local secs = math.floor(r.seconds * qty ^ rr.bulkExponent / (rr.speed or 1) + 0.5)
|
||||
local job = { id = "pred:" .. ctx.seq, slot = slot.n, item = r.item, qty = qty, start = ctx.now,
|
||||
["end"] = ctx.now + secs * 1000, ready = false, progress = 0, predicted = true }
|
||||
slot.job = job
|
||||
st.jobs = st.jobs or {}
|
||||
st.jobs[#st.jobs + 1] = copy(job)
|
||||
for _, i in ipairs(r.inputs or {}) do
|
||||
M.add_item(st, i.name, -i.need * qty)
|
||||
end
|
||||
refresh_refinery(st)
|
||||
M.refresh_market(st)
|
||||
return true
|
||||
end)
|
||||
|
||||
-- collect: one finished batch (job) or every finished one.
|
||||
M.register("collect", function(st, p, ctx)
|
||||
local rf = st.refinery
|
||||
if not rf then
|
||||
return false
|
||||
end
|
||||
local any = false
|
||||
for _, slot in ipairs(rf.slots or {}) do
|
||||
local j = slot.job
|
||||
if j and done(j, ctx) and (not p.job or p.job == j.id) then
|
||||
M.add_item(st, j.item, j.qty)
|
||||
rf.stock = rf.stock or {}
|
||||
if not find(rf.stock, j.item, "name") then
|
||||
rf.stock[#rf.stock + 1] = { name = j.item, amount = M.amount(st, j.item) }
|
||||
end
|
||||
slot.job = nil
|
||||
local _, i = find(st.jobs, j.id)
|
||||
if i then
|
||||
table.remove(st.jobs, i)
|
||||
end
|
||||
any = true
|
||||
end
|
||||
end
|
||||
if not any then
|
||||
return false
|
||||
end
|
||||
refresh_refinery(st)
|
||||
M.refresh_market(st)
|
||||
return true
|
||||
end)
|
||||
|
||||
return M
|
||||
@@ -1,137 +0,0 @@
|
||||
-- Screen size, UI scale, display scale and fullscreen. Layout units are window pixels
|
||||
-- divided by the scale: at scale 1 one layout unit is one window pixel, so a bigger window
|
||||
-- shows the same-size text and controls with more room, not a scaled-up 1280x800 layout.
|
||||
-- Windows smaller than 1280x800 get a smaller layout (the regions rearrange, like the
|
||||
-- web's breakpoints) down to FLOOR_W x FLOOR_H; below that the UI scales down to fit it.
|
||||
--
|
||||
-- The scale is the player's UI scale (saved in the settings file, or forced with
|
||||
-- --config=mm.ui_scale=1.5, then not saved) times the display's scale (2 on a HiDPI / 2x
|
||||
-- screen, window.get_display_scale(); high_dpi is on, so window sizes are physical pixels;
|
||||
-- --config=mm.display_scale=2 pretends one). screens pick changes up on their next update.
|
||||
--
|
||||
-- Fullscreen: the mmwindow native extension (mmwindow/), saved with the UI scale; F11 and
|
||||
-- the display settings (screens/game/settings.lua) toggle it.
|
||||
--
|
||||
-- A screen's "root" node keeps adjust FIT against 1280x800 (display.width/height); M.fit(root)
|
||||
-- scales it on top of that adjust so the result is the scale's window pixels per unit.
|
||||
|
||||
local M = {}
|
||||
|
||||
M.MIN_W, M.MIN_H = 1280, 800 -- display.width/height: the GUI's adjust reference
|
||||
M.FLOOR_W, M.FLOOR_H = 960, 600 -- the smallest layout; smaller windows scale it down
|
||||
M.STEPS = { 0.8, 0.9, 1, 1.1, 1.25, 1.5, 1.75, 2 } -- the settings' UI scale steps
|
||||
|
||||
local settings = require("modules.settings")
|
||||
|
||||
local function clamp_scale(s)
|
||||
s = tonumber(s) or 1
|
||||
return math.max(0.5, math.min(4, s))
|
||||
end
|
||||
|
||||
local load_settings = settings.load
|
||||
|
||||
local function save_settings(fn)
|
||||
local data = load_settings()
|
||||
fn(data)
|
||||
if not settings.save(data) then
|
||||
print("screen: could not save the settings")
|
||||
end
|
||||
end
|
||||
|
||||
local forced_scale = sys.get_config_string("mm.ui_scale", "") ~= ""
|
||||
local forced_display = tonumber(sys.get_config_string("mm.display_scale", ""))
|
||||
|
||||
do
|
||||
local saved = load_settings()
|
||||
M.ui_scale = clamp_scale(forced_scale and sys.get_config_number("mm.ui_scale", 1) or saved.ui_scale or 1)
|
||||
M.want_fullscreen = saved.fullscreen == true
|
||||
end
|
||||
|
||||
-- Sets the player's UI scale; saved unless --config=mm.ui_scale forces it.
|
||||
function M.set_ui_scale(s)
|
||||
M.ui_scale = clamp_scale(s)
|
||||
if not forced_scale then
|
||||
save_settings(function(d) d.ui_scale = M.ui_scale end)
|
||||
end
|
||||
end
|
||||
|
||||
-- The next / previous step from the current scale (dir 1 / -1); 0: back to 1.
|
||||
function M.step_ui_scale(dir)
|
||||
if dir == 0 then
|
||||
return M.set_ui_scale(1)
|
||||
end
|
||||
local pick = M.ui_scale
|
||||
for i = dir > 0 and 1 or #M.STEPS, dir > 0 and #M.STEPS or 1, dir do
|
||||
local s = M.STEPS[i]
|
||||
if (dir > 0 and s > M.ui_scale + 0.001) or (dir < 0 and s < M.ui_scale - 0.001) then
|
||||
pick = s
|
||||
break
|
||||
end
|
||||
end
|
||||
M.set_ui_scale(pick)
|
||||
end
|
||||
|
||||
function M.display_scale()
|
||||
if forced_display then
|
||||
return forced_display
|
||||
end
|
||||
local ok, s = pcall(window.get_display_scale)
|
||||
return (ok and tonumber(s) and s > 0) and s or 1
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- fullscreen
|
||||
|
||||
function M.can_fullscreen()
|
||||
return mmwindow ~= nil
|
||||
end
|
||||
|
||||
function M.fullscreen()
|
||||
return mmwindow ~= nil and mmwindow.is_fullscreen()
|
||||
end
|
||||
|
||||
-- Fullscreen on or off; saved.
|
||||
function M.set_fullscreen(on)
|
||||
if mmwindow then
|
||||
mmwindow.set_fullscreen(on)
|
||||
end
|
||||
M.want_fullscreen = on
|
||||
save_settings(function(d) d.fullscreen = on end)
|
||||
end
|
||||
|
||||
function M.toggle_fullscreen()
|
||||
M.set_fullscreen(not M.fullscreen())
|
||||
end
|
||||
|
||||
-- At start (main.script): the saved fullscreen, unless the window size is forced
|
||||
-- (--config=mm.window, tests and shots).
|
||||
function M.apply_saved()
|
||||
if M.want_fullscreen and mmwindow and sys.get_config_string("mm.window", "") == "" then
|
||||
mmwindow.set_fullscreen(true)
|
||||
end
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- layout
|
||||
|
||||
-- Layout size (W, H, in units), window pixels per unit, and the root's scale relative to
|
||||
-- its FIT adjust.
|
||||
function M.layout()
|
||||
local ww, wh = window.get_size()
|
||||
if ww == 0 or wh == 0 then
|
||||
return M.MIN_W, M.MIN_H, 1, 1
|
||||
end
|
||||
local fit = math.min(ww / M.FLOOR_W, wh / M.FLOOR_H)
|
||||
local s = math.min(M.ui_scale * M.display_scale(), fit)
|
||||
local adjust = math.min(ww / M.MIN_W, wh / M.MIN_H)
|
||||
return math.floor(ww / s + 0.5), math.floor(wh / s + 0.5), s, s / adjust
|
||||
end
|
||||
|
||||
-- Scale and size a screen's root node (pivot center, adjust FIT) for the window; returns
|
||||
-- the layout size W, H.
|
||||
function M.fit(root)
|
||||
local W, H, _, k = M.layout()
|
||||
gui.set_scale(root, vmath.vector3(k, k, 1))
|
||||
gui.set_size(root, vmath.vector3(W, H, 0))
|
||||
return W, H
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,47 +0,0 @@
|
||||
-- The player's settings (mute and volume: sfx, theme, reduced motion: anim, UI scale and
|
||||
-- fullscreen: screen), one file:
|
||||
-- sys.get_save_file("moonminers", "settings") (~/.local/share/moonminers/settings on
|
||||
-- Linux). Reduced motion used to go to a "MoonMiners" folder of its own; its value moves
|
||||
-- over once, when the new file has none.
|
||||
--
|
||||
-- settings.load() -- the table (empty when there's no file)
|
||||
-- settings.save({ theme = "light" }) -- merges these keys in; false when it couldn't
|
||||
|
||||
local M = {}
|
||||
|
||||
local FILE = sys.get_save_file("moonminers", "settings")
|
||||
local OLD = (FILE:gsub("moonminers([/\\]settings)$", "MoonMiners%1"))
|
||||
|
||||
function M.load()
|
||||
local ok, t = pcall(sys.load, FILE)
|
||||
return ok and type(t) == "table" and t or {}
|
||||
end
|
||||
|
||||
function M.save(fields)
|
||||
local t = M.load()
|
||||
for k, v in pairs(fields) do
|
||||
t[k] = v
|
||||
end
|
||||
local ok, saved = pcall(sys.save, FILE, t)
|
||||
return ok and saved
|
||||
end
|
||||
|
||||
-- The old file's reduced motion, once (only read when it exists: get_save_file would make
|
||||
-- its folder).
|
||||
local function migrate()
|
||||
if OLD == FILE or M.load().reduced_motion ~= nil then
|
||||
return
|
||||
end
|
||||
local f = io.open(OLD, "rb")
|
||||
if not f then
|
||||
return
|
||||
end
|
||||
f:close()
|
||||
local ok, old = pcall(sys.load, OLD)
|
||||
if ok and type(old) == "table" and old.reduced_motion ~= nil then
|
||||
M.save({ reduced_motion = old.reduced_motion == true })
|
||||
end
|
||||
end
|
||||
migrate()
|
||||
|
||||
return M
|
||||
@@ -1,207 +0,0 @@
|
||||
-- Sound effects (display only, like fx.lua): a port of the web build's sfx.js.
|
||||
--
|
||||
-- Clips in assets/sfx (Kenney CC0 packs plus synth layers, see assets/sfx/CREDITS.txt) and
|
||||
-- the ZzFX synth sounds, pre-rendered to .wav by scripts/zzfx-render.mjs with the web's
|
||||
-- parameters (their gains baked in). Each is a sound component on main:/sfx (main.collection,
|
||||
-- always loaded, so the game and popup screens can both play them). The pitch follows the
|
||||
-- game through the component's playback speed (counter ticks, rising claim streaks).
|
||||
--
|
||||
-- Muted when the player mutes (header speaker, saved with sys.save), while the window is
|
||||
-- unfocused or minimized (set_hidden), or while something calls sfx.mute() (e.g. an ad;
|
||||
-- mute/unmute nest). Debug: mm.sfx_debug=1 logs every play.
|
||||
|
||||
local M = {}
|
||||
|
||||
-- name: gain. Clips are loudness-matched (UI about -24 LUFS, rewards about -18); the synth
|
||||
-- sounds have their gain in the file (1 here).
|
||||
local GAIN = {
|
||||
nav = 0.8, toggle = 0.8, open = 0.8, close = 0.8, modal = 0.9, confirm = 0.8, error = 0.9,
|
||||
buy = 1, upgrade = 1, moon = 1, deploy = 1, refine = 1, ready = 1, collect = 1,
|
||||
tick = 1, arrive = 1, coin = 1, harvest = 1, charge = 1, burst = 1, powerdown = 1, shimmer = 1,
|
||||
}
|
||||
|
||||
-- Minimum time between two plays of the same sound, in seconds.
|
||||
local GAP = { tick = 0.03, arrive = 0.045, coin = 0.045 }
|
||||
local DEFAULT_GAP = 0.06
|
||||
local MAX_VOICES = 16
|
||||
|
||||
local settings = require("modules.settings")
|
||||
local GROUP = hash("sfx")
|
||||
|
||||
local debug = sys.get_config_int("mm.sfx_debug", 0) == 1
|
||||
|
||||
local state = { muted = false, external = 0, volume = 0.7, hidden = false }
|
||||
local last = {}
|
||||
local voices = 0
|
||||
|
||||
local function load_settings()
|
||||
local data = settings.load()
|
||||
state.muted = data.sfx_muted == true
|
||||
if type(data.sfx_volume) == "number" then
|
||||
state.volume = math.max(0, math.min(1, data.sfx_volume))
|
||||
end
|
||||
end
|
||||
|
||||
local function save_settings()
|
||||
if not settings.save({ sfx_muted = state.muted, sfx_volume = state.volume }) then
|
||||
print("sfx: could not save the settings")
|
||||
end
|
||||
end
|
||||
|
||||
local function silent()
|
||||
return state.muted or state.external > 0 or state.hidden
|
||||
end
|
||||
|
||||
local function apply_gain()
|
||||
sound.set_group_gain(GROUP, silent() and 0 or state.volume)
|
||||
end
|
||||
|
||||
load_settings()
|
||||
local applied = false
|
||||
|
||||
-- play("buy"), play("tick", { rate = 1.2, gain = 0.5, delay = 100 }). rate is a playback
|
||||
-- rate (1 = as recorded), delay in ms like the web; each play varies pitch and volume a
|
||||
-- little.
|
||||
function M.play(name, opts)
|
||||
if not applied then
|
||||
applied = true
|
||||
apply_gain()
|
||||
end
|
||||
local base = GAIN[name]
|
||||
if not base or silent() then
|
||||
return
|
||||
end
|
||||
opts = opts or {}
|
||||
local rate, gain, delay, vary = opts.rate or 1, opts.gain or 1, (opts.delay or 0) / 1000, opts.vary or 0.03
|
||||
local when = socket.gettime() + delay
|
||||
local gap = GAP[name] or DEFAULT_GAP
|
||||
if last[name] and math.abs(when - last[name]) < gap then
|
||||
return
|
||||
end
|
||||
if voices >= MAX_VOICES then
|
||||
return
|
||||
end
|
||||
last[name] = when
|
||||
local speed = rate * (1 + (math.random() * 2 - 1) * vary)
|
||||
local g = base * gain * (1 - math.random() * 0.12)
|
||||
voices = voices + 1
|
||||
local ok, err = pcall(sound.play, "main:/sfx#" .. name, { delay = delay, gain = g, speed = speed }, function()
|
||||
voices = math.max(0, voices - 1)
|
||||
end)
|
||||
if not ok then
|
||||
voices = math.max(0, voices - 1)
|
||||
print("sfx: can't play " .. name .. ": " .. tostring(err))
|
||||
elseif debug then
|
||||
print(string.format("sfx: %s rate %.3f gain %.2f delay %d", name, speed, g, delay * 1000))
|
||||
end
|
||||
end
|
||||
|
||||
local function semitones(n)
|
||||
return 2 ^ (n / 12)
|
||||
end
|
||||
M.semitones = semitones
|
||||
|
||||
-- Consecutive claims within a few seconds climb in pitch (up to a fifth).
|
||||
local streak = 0
|
||||
local streak_at = -math.huge
|
||||
|
||||
-- A claim: a rising servo whir as the sparks burst out.
|
||||
function M.claim()
|
||||
local now = socket.gettime()
|
||||
streak = now - streak_at < 8 and math.min(streak + 1, 7) or 0
|
||||
streak_at = now
|
||||
M.play("harvest", { rate = semitones(streak) })
|
||||
end
|
||||
|
||||
local STEPS = { 0, 4, 7, 12, 16, 19 }
|
||||
|
||||
-- Ticks timed to fx's count (750 ms, ease-out cubic): one each time the number passes
|
||||
-- another sixth of the way, so they slow down with it.
|
||||
function M.count_up(ms, steps)
|
||||
ms, steps = ms or 750, steps or 6
|
||||
for k = 1, steps do
|
||||
local t = 1 - (1 - k / steps) ^ (1 / 3)
|
||||
M.play("tick", { delay = t * ms, rate = semitones(streak + k), gain = 1 - k * 0.08, vary = 0.01 })
|
||||
end
|
||||
end
|
||||
|
||||
-- Resource number i (0-based) of a claim (or collect) lands in the wallet: a blip that
|
||||
-- rises with i and with the streak, then counter ticks while the number counts up
|
||||
-- (still: no ticks, the number doesn't count with reduced motion, like the web).
|
||||
function M.arrive(i, still)
|
||||
i = i or 0
|
||||
M.play("arrive", { rate = semitones(streak + STEPS[math.min(i, 5) + 1]) })
|
||||
if i == 0 and not still then
|
||||
M.count_up()
|
||||
end
|
||||
end
|
||||
|
||||
-- Credits arrive: a transfer blip, plus more for bigger amounts (one per digit, up to 6),
|
||||
-- spaced like the coins flying in.
|
||||
function M.cash(amount)
|
||||
local n = math.max(1, math.min(6, math.floor(math.log10(math.max(1, amount))) + 1))
|
||||
local loud = math.min(1.15, 0.8 + n * 0.06)
|
||||
for i = 0, n - 1 do
|
||||
M.play("coin", { delay = i * 80, rate = semitones(i % 2 == 1 and 2 or 0) * (1 + i * 0.01), gain = loud * (1 - i * 0.1) })
|
||||
end
|
||||
end
|
||||
|
||||
-- A moon is mined out: a low thud and a falling shimmer, after the claim's own sounds.
|
||||
function M.mined_out(delay)
|
||||
delay = delay or 0
|
||||
M.play("burst", { delay = delay, rate = 0.7, gain = 0.7 })
|
||||
M.play("shimmer", { delay = delay + 220, rate = 0.6, gain = 0.8 })
|
||||
end
|
||||
|
||||
-- A market sale: a confirm blip as the payout swells, then the power-down sweep.
|
||||
function M.power_down()
|
||||
M.play("confirm", { gain = 0.7 })
|
||||
M.play("powerdown", { delay = 240, vary = 0.02 })
|
||||
end
|
||||
|
||||
---------------------------------------------------------------- settings and outside control
|
||||
|
||||
function M.muted()
|
||||
return state.muted
|
||||
end
|
||||
|
||||
-- The player's mute (the header's speaker); saved.
|
||||
function M.toggle_mute()
|
||||
state.muted = not state.muted
|
||||
save_settings()
|
||||
apply_gain()
|
||||
if not state.muted then
|
||||
M.play("toggle")
|
||||
end
|
||||
return state.muted
|
||||
end
|
||||
|
||||
-- For ads and the like: mute() and unmute() nest and leave the player's setting alone.
|
||||
function M.mute()
|
||||
state.external = state.external + 1
|
||||
apply_gain()
|
||||
end
|
||||
|
||||
function M.unmute()
|
||||
state.external = math.max(0, state.external - 1)
|
||||
apply_gain()
|
||||
end
|
||||
|
||||
-- The window lost focus or was minimized (main.script's window listener), like the web
|
||||
-- tab going hidden (sfx.js visibilitychange): silent until it's back. Not saved.
|
||||
function M.set_hidden(on)
|
||||
state.hidden = on and true or false
|
||||
apply_gain()
|
||||
end
|
||||
|
||||
function M.hidden()
|
||||
return state.hidden
|
||||
end
|
||||
|
||||
function M.set_volume(v)
|
||||
state.volume = math.max(0, math.min(1, tonumber(v) or 0.7))
|
||||
save_settings()
|
||||
apply_gain()
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,482 +0,0 @@
|
||||
-- Test hook (debug builds only): drives the game from outside, deterministically, through
|
||||
-- the engine's debug HTTP service. scripts/drive.py posts `@system run_script` messages
|
||||
-- whose Lua pushes commands onto the global queue `mm_test_queue`; the game screen runs
|
||||
-- them in its update (in the gui context, so gui.* works) and prints one result line per
|
||||
-- command: mm-test <id> <json> ({ok=true, ...} or {ok=false, error=...}).
|
||||
--
|
||||
-- Elements: every interactive component registers a stable id while the layout builds
|
||||
-- (M.register; components/ and core/hooks do it): buttons "act:<action>?<params>",
|
||||
-- links "nav:<section>[/<what>]", tabs "tab:<section>", moon rows "moon:<id>", wells
|
||||
-- "well:<id>", fields "field:<key>", dialog buttons "dialog:ok" / "dialog:cancel". A
|
||||
-- component given opts.id uses that instead.
|
||||
--
|
||||
-- Commands (args after the name):
|
||||
-- click <id|label> press and release on the element's center (real input through
|
||||
-- Druid, over three frames); an id, an id prefix, or "label=<text>"
|
||||
-- hover <id> move the pointer over it
|
||||
-- scroll_to <id> scroll its area (components/scroll) so it's in view
|
||||
-- key <action> press and release a key binding (key_esc, key_enter, ...)
|
||||
-- type <text> text input into the focused field
|
||||
-- navigate <view> go to a view ({section=..., moon=..., ...})
|
||||
-- wait_for <lua expr> until the expression is true (env: g, st, view, el(id), busy)
|
||||
-- eval <lua expr> evaluate, reply with the value
|
||||
-- list the registered elements: id, kind, label, rect, enabled
|
||||
-- state a summary of the shown state (view, wallet, counts, busy)
|
||||
-- set <k> <v> settings: reduced_motion, theme (dark|light), scroll:<key>
|
||||
-- mark <name> print "mm: shot <name>" (scripts/shot.sh SHOTS_DIR picks it up)
|
||||
|
||||
local focus = require("modules.focus")
|
||||
|
||||
local M = {}
|
||||
|
||||
M.enabled = sys.get_engine_info().is_debug and sys.get_config_int("mm.test", 1) == 1
|
||||
|
||||
_G.mm_test_queue = _G.mm_test_queue or {}
|
||||
|
||||
local elements = {} -- id -> { id, node, kind, label, zone, scope }
|
||||
local order = {}
|
||||
local scope = "page"
|
||||
-- The id each registered node has, by node id (also in release builds, where the rest of
|
||||
-- the registry is off): components/button carries a press across a rebuild by it.
|
||||
local names = {} -- gui.get_id(node) -> { id, scope }
|
||||
|
||||
-- Start of a build of `which` ("page", the default, or "dialog": a dialog outlives page
|
||||
-- rebuilds): its old elements are about to be deleted.
|
||||
function M.begin_build(which)
|
||||
focus.begin_build(which) -- (keyboard focus walks the same elements, in every build)
|
||||
which = which or "page"
|
||||
for k, n in pairs(names) do
|
||||
if n.scope == which then
|
||||
names[k] = nil
|
||||
end
|
||||
end
|
||||
local keep = {}
|
||||
for _, e in ipairs(order) do
|
||||
if e.scope ~= which then
|
||||
keep[#keep + 1] = e
|
||||
else
|
||||
elements[e.id] = nil
|
||||
end
|
||||
end
|
||||
order = keep
|
||||
end
|
||||
|
||||
-- Elements registered from now on belong to `which` ("page" or "dialog").
|
||||
function M.set_scope(which)
|
||||
focus.set_scope(which)
|
||||
scope = which or "page"
|
||||
end
|
||||
|
||||
-- Register an interactive element. kind: "button", "link", "tab", "field", "row", ...
|
||||
-- label: its text (for click "label=..."); zone: the stencil node clipping it, if any;
|
||||
-- no_focus: not in the keyboard focus order (the web's tabindex=-1).
|
||||
function M.register(id, node, kind, label, zone, no_focus)
|
||||
if not no_focus then
|
||||
focus.add(id, node, kind, label, zone)
|
||||
end
|
||||
M.name(node, id)
|
||||
if not M.enabled or not id then
|
||||
return
|
||||
end
|
||||
if elements[id] then
|
||||
local n = 2
|
||||
while elements[id .. "#" .. n] do
|
||||
n = n + 1
|
||||
end
|
||||
id = id .. "#" .. n
|
||||
end
|
||||
local e = { id = id, node = node, kind = kind or "button", label = label, zone = zone, scope = scope }
|
||||
elements[id] = e
|
||||
order[#order + 1] = e
|
||||
return id
|
||||
end
|
||||
|
||||
-- Give a node an element's id (register does; also a node that takes the clicks for a
|
||||
-- registered one). id_of: the id of a node, or nil.
|
||||
function M.name(node, id)
|
||||
if id then
|
||||
names[gui.get_id(node)] = { id = id, scope = scope }
|
||||
end
|
||||
end
|
||||
|
||||
function M.id_of(node)
|
||||
local n = names[gui.get_id(node)]
|
||||
return n and n.id
|
||||
end
|
||||
|
||||
local function alive(e)
|
||||
return pcall(gui.get_id, e.node)
|
||||
end
|
||||
|
||||
local function find(key)
|
||||
if elements[key] and alive(elements[key]) then
|
||||
return elements[key]
|
||||
end
|
||||
local label = key:match("^label=(.*)$")
|
||||
for _, e in ipairs(order) do
|
||||
if alive(e) then
|
||||
if label then
|
||||
if e.label and e.label:lower():find(label:lower(), 1, true) then
|
||||
return e
|
||||
end
|
||||
elseif e.id:sub(1, #key) == key then
|
||||
return e
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- The node's center in action coordinates (what on_input's action.x/y use).
|
||||
local PIVOT_CENTER = {
|
||||
[gui.PIVOT_NW] = { 0.5, -0.5 }, [gui.PIVOT_N] = { 0, -0.5 }, [gui.PIVOT_NE] = { -0.5, -0.5 },
|
||||
[gui.PIVOT_W] = { 0.5, 0 }, [gui.PIVOT_CENTER] = { 0, 0 }, [gui.PIVOT_E] = { -0.5, 0 },
|
||||
[gui.PIVOT_SW] = { 0.5, 0.5 }, [gui.PIVOT_S] = { 0, 0.5 }, [gui.PIVOT_SE] = { -0.5, 0.5 },
|
||||
}
|
||||
|
||||
local function center(node)
|
||||
local size = gui.get_size(node)
|
||||
local k = PIVOT_CENTER[gui.get_pivot(node)] or { 0, 0 }
|
||||
local probe = gui.new_box_node(vmath.vector3(size.x * k[1], size.y * k[2], 0), vmath.vector3(1, 1, 0))
|
||||
gui.set_parent(probe, node, false)
|
||||
local p = gui.get_screen_position(probe)
|
||||
gui.delete_node(probe)
|
||||
-- Screen position (window pixels) to action coordinates (the display size).
|
||||
local ww, wh = window.get_size()
|
||||
local dw, dh = sys.get_config_int("display.width", 1280), sys.get_config_int("display.height", 800)
|
||||
local x, y = p.x, p.y
|
||||
if not gui.pick_node(node, x, y) then
|
||||
x, y = p.x * dw / ww, p.y * dh / wh
|
||||
end
|
||||
return x, y, p.x, p.y
|
||||
end
|
||||
|
||||
local function rect(node)
|
||||
local ok, x, y, sx, sy = pcall(center, node)
|
||||
if not ok then
|
||||
return nil
|
||||
end
|
||||
local size = gui.get_size(node)
|
||||
return { x = math.floor(sx), y = math.floor(sy), w = math.floor(size.x), h = math.floor(size.y), ax = x, ay = y }
|
||||
end
|
||||
|
||||
-- The stencil node clipping a node (a scroll view), if any.
|
||||
local function zone_of(node)
|
||||
local n = gui.get_parent(node)
|
||||
while n do
|
||||
if gui.get_clipping_mode(n) ~= gui.CLIPPING_MODE_NONE then
|
||||
return n
|
||||
end
|
||||
n = gui.get_parent(n)
|
||||
end
|
||||
end
|
||||
|
||||
local function visible(node)
|
||||
local n = node
|
||||
while n do
|
||||
if not gui.is_enabled(n) then
|
||||
return false
|
||||
end
|
||||
n = gui.get_parent(n)
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- A run of commands spread over frames: { frame_fn, ... }.
|
||||
local function steps(g, list, done)
|
||||
g.test_steps = g.test_steps or {}
|
||||
g.test_steps[#g.test_steps + 1] = { list = list, i = 1, done = done }
|
||||
end
|
||||
|
||||
-- mm.test_dir (drive.py passes its output folder): replies go to files there.
|
||||
local TEST_DIR = sys.get_config_string("mm.test_dir", "")
|
||||
|
||||
-- One print, alone in a write: stdout to a file is block-buffered while stderr isn't, so
|
||||
-- an engine warning could land inside a long line (flushed in pieces).
|
||||
local function line(s)
|
||||
pcall(io.stdout.flush, io.stdout)
|
||||
print(s)
|
||||
pcall(io.stdout.flush, io.stdout)
|
||||
end
|
||||
|
||||
-- The result: with mm.test_dir the JSON goes to <dir>/mm-test-<id>.json and the log line
|
||||
-- says "@"; else in the log (lines are cut at ~4 KB: longer JSON goes in parts first,
|
||||
-- split between UTF-8 characters).
|
||||
local function reply(id, res)
|
||||
local text = json.encode(res)
|
||||
if TEST_DIR ~= "" then
|
||||
local path = TEST_DIR .. "/mm-test-" .. tostring(id) .. ".json"
|
||||
local f = io.open(path .. ".tmp", "wb")
|
||||
if f then
|
||||
f:write(text)
|
||||
f:close()
|
||||
if os.rename(path .. ".tmp", path) then
|
||||
line("mm-test " .. tostring(id) .. " @")
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
local PART = 2000
|
||||
while #text > PART do
|
||||
local cut = PART
|
||||
while cut > 1 and text:byte(cut + 1) >= 0x80 and text:byte(cut + 1) < 0xC0 do
|
||||
cut = cut - 1
|
||||
end
|
||||
line("mm-test-part " .. tostring(id) .. " " .. text:sub(1, cut))
|
||||
text = text:sub(cut + 1)
|
||||
end
|
||||
line("mm-test " .. tostring(id) .. " " .. text)
|
||||
end
|
||||
|
||||
local function env(g)
|
||||
return setmetatable({
|
||||
g = g, st = g.state, view = g.view, busy = g.busy,
|
||||
el = function(id) return find(id) ~= nil end,
|
||||
}, { __index = _G })
|
||||
end
|
||||
|
||||
local function eval(g, src)
|
||||
local fn, err = loadstring("return " .. src, "=test")
|
||||
if not fn then
|
||||
return false, err
|
||||
end
|
||||
setfenv(fn, env(g))
|
||||
return pcall(fn)
|
||||
end
|
||||
|
||||
-- Plain data for json (no userdata, no cycles, depth-limited).
|
||||
local function plain(v, depth)
|
||||
depth = depth or 0
|
||||
local t = type(v)
|
||||
if t == "table" then
|
||||
if depth > 6 then
|
||||
return "…"
|
||||
end
|
||||
local out = {}
|
||||
for k, x in pairs(v) do
|
||||
out[type(k) == "number" and k or tostring(k)] = plain(x, depth + 1)
|
||||
end
|
||||
return out
|
||||
elseif t == "userdata" or t == "function" then
|
||||
return tostring(v)
|
||||
end
|
||||
return v
|
||||
end
|
||||
|
||||
local function summary(g)
|
||||
local st = g.state
|
||||
if not st then
|
||||
return { connected = false }
|
||||
end
|
||||
local res = {}
|
||||
for _, r in ipairs(st.resources or {}) do
|
||||
res[r.name] = r.amount
|
||||
end
|
||||
return {
|
||||
connected = true, view = plain(g.view), credits = st.credits, resources = res,
|
||||
moons = #(st.moons or {}), past = #(st.past or {}), tools = #(st.tools or {}),
|
||||
stakes = #(st.stakes or {}), ready = st.ready, busy = g.busy and true or false,
|
||||
pending = #(g.pending or {}), elements = #order,
|
||||
dialog = g.dialog and g.dialog:is_open() or false,
|
||||
revealing = g.reveal and g.reveal:active() or false,
|
||||
}
|
||||
end
|
||||
|
||||
local COMMANDS = {}
|
||||
|
||||
function COMMANDS.click(g, cmd, input)
|
||||
local e = find(cmd.args[1] or "")
|
||||
if not e then
|
||||
return { ok = false, error = "no element " .. tostring(cmd.args[1]) }
|
||||
end
|
||||
if not visible(e.node) then
|
||||
return { ok = false, error = "element hidden: " .. e.id }
|
||||
end
|
||||
local x, y, sx, sy = center(e.node)
|
||||
local zone = e.zone or zone_of(e.node)
|
||||
if zone and not gui.pick_node(zone, x, y) then
|
||||
return { ok = false, error = "element outside its scroll view (scroll_to it first): " .. e.id }
|
||||
end
|
||||
local function a(t)
|
||||
t.x, t.y, t.screen_x, t.screen_y = x, y, sx, sy
|
||||
t.dx, t.dy, t.screen_dx, t.screen_dy = 0, 0, 0, 0
|
||||
return t
|
||||
end
|
||||
-- A rebuild between the press and the release (a response arriving) makes the button
|
||||
-- again, and Druid drops the click: then it presses the new one (up to 3 times).
|
||||
local built, tries = nil, 0
|
||||
local list
|
||||
local function release()
|
||||
if g.layout ~= built and tries < 3 then
|
||||
tries = tries + 1
|
||||
local again = find(e.id)
|
||||
if again and visible(again.node) then
|
||||
x, y, sx, sy = center(again.node)
|
||||
end
|
||||
built = g.layout
|
||||
input(hash("touch"), a({ pressed = true }))
|
||||
list[#list + 1] = release
|
||||
return
|
||||
end
|
||||
input(hash("touch"), a({ released = true }))
|
||||
end
|
||||
list = {
|
||||
function() input(nil, a({})) end,
|
||||
function() built = g.layout input(hash("touch"), a({ pressed = true })) end,
|
||||
release,
|
||||
}
|
||||
steps(g, list, function()
|
||||
reply(cmd.id, { ok = true, id = e.id, x = x, y = y })
|
||||
end)
|
||||
end
|
||||
|
||||
-- Scroll the element's area (components/scroll) so it's in view; the layout rebuilds.
|
||||
function COMMANDS.scroll_to(g, cmd)
|
||||
local e = find(cmd.args[1] or "")
|
||||
if not e then
|
||||
return { ok = false, error = "no element " .. tostring(cmd.args[1]) }
|
||||
end
|
||||
local zone = zone_of(e.node)
|
||||
for _, a in ipairs(g.scroll_areas or {}) do
|
||||
if a.view == zone then
|
||||
local _, ey = center(e.node)
|
||||
local _, vy = center(a.view)
|
||||
-- action units to layout units (actions span display.width)
|
||||
local scale = g.size[1] / sys.get_config_int("display.width", 1280)
|
||||
local off = (g.scroll_pos and g.scroll_pos[a.key] or 0) + (vy - ey) * scale
|
||||
g.scroll_pos[a.key] = math.max(0, math.min(a.max, off))
|
||||
g.dirty = true
|
||||
return { ok = true, key = a.key, offset = g.scroll_pos[a.key] }
|
||||
end
|
||||
end
|
||||
return { ok = true, note = "not in a scroll area" }
|
||||
end
|
||||
|
||||
function COMMANDS.hover(g, cmd, input)
|
||||
local e = find(cmd.args[1] or "")
|
||||
if not e then
|
||||
return { ok = false, error = "no element " .. tostring(cmd.args[1]) }
|
||||
end
|
||||
local x, y, sx, sy = center(e.node)
|
||||
input(nil, { x = x, y = y, screen_x = sx, screen_y = sy, dx = 0, dy = 0, screen_dx = 0, screen_dy = 0 })
|
||||
return { ok = true, id = e.id }
|
||||
end
|
||||
|
||||
function COMMANDS.key(g, cmd, input)
|
||||
local k = hash(cmd.args[1] or "key_esc")
|
||||
steps(g, {
|
||||
function() input(k, { pressed = true }) end,
|
||||
function() input(k, { released = true }) end,
|
||||
}, function()
|
||||
reply(cmd.id, { ok = true })
|
||||
end)
|
||||
end
|
||||
|
||||
function COMMANDS.type(g, cmd, input)
|
||||
input(hash("text"), { text = cmd.args[1] or "" })
|
||||
return { ok = true }
|
||||
end
|
||||
|
||||
function COMMANDS.navigate(g, cmd, _, api)
|
||||
local ok, v = eval(g, cmd.args[1] or "{}")
|
||||
if not ok or type(v) ~= "table" then
|
||||
return { ok = false, error = "bad view: " .. tostring(v) }
|
||||
end
|
||||
api.navigate(g, v)
|
||||
return { ok = true }
|
||||
end
|
||||
|
||||
function COMMANDS.wait_for(g, cmd)
|
||||
cmd.deadline = cmd.deadline or (socket.gettime() + (tonumber(cmd.args[2]) or 20))
|
||||
local ok, v = eval(g, cmd.args[1] or "true")
|
||||
if ok and v then
|
||||
return { ok = true }
|
||||
elseif socket.gettime() > cmd.deadline then
|
||||
return { ok = false, error = ok and "timeout" or tostring(v) }
|
||||
end
|
||||
return nil -- again next frame
|
||||
end
|
||||
|
||||
function COMMANDS.eval(g, cmd)
|
||||
local ok, v = eval(g, cmd.args[1] or "nil")
|
||||
if not ok then
|
||||
return { ok = false, error = tostring(v) }
|
||||
end
|
||||
return { ok = true, value = plain(v) }
|
||||
end
|
||||
|
||||
function COMMANDS.list(g)
|
||||
local out = {}
|
||||
for _, e in ipairs(order) do
|
||||
if alive(e) then
|
||||
local r = rect(e.node)
|
||||
out[#out + 1] = { id = e.id, kind = e.kind, label = e.label, rect = r, visible = visible(e.node) }
|
||||
end
|
||||
end
|
||||
return { ok = true, elements = out }
|
||||
end
|
||||
|
||||
function COMMANDS.state(g)
|
||||
return { ok = true, state = summary(g) }
|
||||
end
|
||||
|
||||
function COMMANDS.set(g, cmd, _, api)
|
||||
local k, v = cmd.args[1], cmd.args[2]
|
||||
if api.set then
|
||||
api.set(g, k, v)
|
||||
end
|
||||
return { ok = true }
|
||||
end
|
||||
|
||||
function COMMANDS.mark(g, cmd)
|
||||
print("mm: shot " .. tostring(cmd.args[1]))
|
||||
return { ok = true }
|
||||
end
|
||||
|
||||
-- Every frame, from the game screen's update. input(action_id, action): the screen's
|
||||
-- on_input; api: { navigate, set }.
|
||||
function M.update(g, input, api)
|
||||
if not M.enabled then
|
||||
return
|
||||
end
|
||||
-- Running multi-frame steps.
|
||||
if g.test_steps and #g.test_steps > 0 then
|
||||
local s = g.test_steps[1]
|
||||
s.list[s.i]()
|
||||
s.i = s.i + 1
|
||||
if s.i > #s.list then
|
||||
table.remove(g.test_steps, 1)
|
||||
if s.done then
|
||||
s.done()
|
||||
end
|
||||
end
|
||||
return
|
||||
end
|
||||
local q = _G.mm_test_queue
|
||||
if #q == 0 then
|
||||
return
|
||||
end
|
||||
local cmd = q[1]
|
||||
local fn = COMMANDS[cmd.cmd]
|
||||
local res
|
||||
if not fn then
|
||||
res = { ok = false, error = "unknown command " .. tostring(cmd.cmd) }
|
||||
else
|
||||
local ok, r = pcall(fn, g, cmd, input, api)
|
||||
if not ok then
|
||||
res = { ok = false, error = tostring(r) }
|
||||
elseif r == nil then
|
||||
if cmd.cmd ~= "wait_for" then
|
||||
table.remove(q, 1) -- multi-frame: replies when its steps are done
|
||||
end
|
||||
return -- (wait_for: again next frame)
|
||||
else
|
||||
res = r
|
||||
end
|
||||
end
|
||||
if res then
|
||||
table.remove(q, 1)
|
||||
reply(cmd.id, res)
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,307 +0,0 @@
|
||||
-- Theme: the web build's HUD look (server/web/css/app.css, dark and light) as Lua values.
|
||||
-- Colors are vector4 (r, g, b, a in 0..1), named tokens that theme.set switches in place; fonts are the names declared in the .gui files;
|
||||
-- sizes are in reference pixels (the 1280x800 layout, scaled to the window).
|
||||
|
||||
local M = {}
|
||||
|
||||
local function hex(s, a)
|
||||
s = s:gsub("#", "")
|
||||
return vmath.vector4(
|
||||
tonumber(s:sub(1, 2), 16) / 255,
|
||||
tonumber(s:sub(3, 4), 16) / 255,
|
||||
tonumber(s:sub(5, 6), 16) / 255,
|
||||
a or 1)
|
||||
end
|
||||
M.hex = hex
|
||||
|
||||
-- Same color with another alpha.
|
||||
function M.alpha(c, a)
|
||||
return vmath.vector4(c.x, c.y, c.z, a)
|
||||
end
|
||||
|
||||
-- Palettes from app.css: :root (dark) and :root[data-theme="light"]. Each token is
|
||||
-- { "#rrggbb", alpha }. The light one keeps the hues, darkened to read on pale paper.
|
||||
M.palettes = {
|
||||
dark = {
|
||||
bg = { "#040a16" },
|
||||
bg_glow = { "#0e2446" },
|
||||
panel = { "#0a182e", 0.6 }, -- --panel
|
||||
hull = { "#0e203a", 0.55 }, -- .frame gradient top (--hull-rgb)
|
||||
deep = { "#061020", 0.55 }, -- .frame gradient bottom (--deep-rgb)
|
||||
panel_hi = { "#5fd4ff", 0.08 }, -- hover / selected row
|
||||
line = { "#5fd4ff", 0.14 },
|
||||
line_hi = { "#5fd4ff", 0.32 },
|
||||
edge = { "#5fd4ff", 0.22 }, -- panel borders
|
||||
cyan = { "#5fd4ff" },
|
||||
cyan_hi = { "#b3ecff" },
|
||||
on_cyan = { "#03101f" },
|
||||
text = { "#dff6ff" },
|
||||
text_2 = { "#a9c0d6" },
|
||||
muted = { "#7f9bb8" },
|
||||
faint = { "#5d7590" },
|
||||
off = { "#6b8299" }, -- a toggle that is off
|
||||
nav = { "#9fb7cf" },
|
||||
field = { "#07142a" },
|
||||
ready = { "#ffd166" },
|
||||
ready_hi = { "#fff1c2" },
|
||||
danger = { "#ff5d6c" },
|
||||
danger_text = { "#ffb4bb" }, -- (app.css --danger-text: warning text, e.g. the banner)
|
||||
loss = { "#ff8a96" },
|
||||
teal = { "#2dd4bf" },
|
||||
violet = { "#b69cff" },
|
||||
violet_hi = { "#dccfff" }, -- attachment and advisor effects
|
||||
stat_up = { "#c4a8ff" }, -- a tool stat its next upgrade raises (not money)
|
||||
up = { "#3ee6a0" },
|
||||
flash = { "#ffffff" }, -- peak of a gain flash or a scan line
|
||||
mist = { "#c9b6ff" }, -- the reveal's charge ring
|
||||
scrim = { "#02060e", 0.7 }, -- dialog backdrop (--scrim-rgb)
|
||||
placeholder = { "#5fd4ff", 0.06 }, -- an image still loading
|
||||
veil = { "#0a162a" }, -- a panel over the page (.frame over --bg): entrance veils
|
||||
},
|
||||
light = {
|
||||
bg = { "#eaeff5" },
|
||||
bg_glow = { "#ffffff" },
|
||||
panel = { "#ffffff", 0.7 },
|
||||
hull = { "#ffffff", 0.55 },
|
||||
deep = { "#f6f9fc", 0.55 },
|
||||
panel_hi = { "#04679e", 0.08 },
|
||||
line = { "#04679e", 0.16 },
|
||||
line_hi = { "#04679e", 0.4 },
|
||||
edge = { "#04679e", 0.28 },
|
||||
cyan = { "#04679e" },
|
||||
cyan_hi = { "#024a73" },
|
||||
on_cyan = { "#ffffff" },
|
||||
text = { "#0b1f3a" },
|
||||
text_2 = { "#2a4161" },
|
||||
muted = { "#4a5f7d" },
|
||||
faint = { "#586a83" },
|
||||
off = { "#8796a9" },
|
||||
nav = { "#34496a" },
|
||||
field = { "#ffffff" },
|
||||
ready = { "#855800" },
|
||||
ready_hi = { "#5e3e00" },
|
||||
danger = { "#c41d3a" },
|
||||
danger_text = { "#9c1730" },
|
||||
loss = { "#b01f39" },
|
||||
teal = { "#0b7268" },
|
||||
violet = { "#6542c4" },
|
||||
violet_hi = { "#4a2a9c" },
|
||||
stat_up = { "#6a3fd0" },
|
||||
up = { "#0b7546" },
|
||||
flash = { "#0a86c9" },
|
||||
mist = { "#8a6fe0" },
|
||||
scrim = { "#34445e", 0.45 },
|
||||
placeholder = { "#04679e", 0.06 },
|
||||
veil = { "#f9fafc" },
|
||||
},
|
||||
}
|
||||
|
||||
-- The live tokens. theme.set changes these vectors in place, so a color kept in a local
|
||||
-- (local CYAN = theme.color.cyan) follows the theme; anything drawn takes it on the next
|
||||
-- rebuild.
|
||||
M.color = {
|
||||
viewport = hex("#0b1a33"), -- the moon viewport is space in both themes: it keeps the
|
||||
space_cyan = hex("#5fd4ff"), -- dark tokens for its grid and label
|
||||
space_muted = hex("#7f9bb8"),
|
||||
none = vmath.vector4(0, 0, 0, 0),
|
||||
white = vmath.vector4(1, 1, 1, 1), -- text nodes whose markup sets the colors
|
||||
}
|
||||
for k in pairs(M.palettes.dark) do
|
||||
M.color[k] = vmath.vector4()
|
||||
end
|
||||
|
||||
-- Resource colors (server views.go); on light they're darkened like the web's --swatch
|
||||
-- (brightness .82, saturate 1.25), see M.swatch.
|
||||
local RESOURCE = {
|
||||
Sollux = "#2dd4bf",
|
||||
Shadowstone = "#a78bfa",
|
||||
Azurium = "#3b82f6",
|
||||
Novafor = "#f43f5e",
|
||||
Nebulance = "#f59e0b",
|
||||
}
|
||||
M.resource = {}
|
||||
for k in pairs(RESOURCE) do
|
||||
M.resource[k] = vmath.vector4()
|
||||
end
|
||||
|
||||
-- Font names (see the fonts {} blocks in the .gui files) and the size each .font is built
|
||||
-- at; text nodes are scaled to the wanted pixel size (distance field fonts stay sharp).
|
||||
M.font = {
|
||||
sans = "sans", -- Rajdhani Medium: body text
|
||||
sans_semi = "sans_semi", -- Rajdhani SemiBold: nav, buttons, headings
|
||||
sans_bold = "sans_bold", -- Rajdhani Bold: brand
|
||||
mono = "mono", -- Oxanium Medium: numbers
|
||||
mono_semi = "mono_semi", -- Oxanium SemiBold: balance
|
||||
sym = "sym", -- Inter SemiBold: symbols the others lack (₥ ★)
|
||||
}
|
||||
M.font_px = 40
|
||||
|
||||
-- Text styles: font, pixel size, color, letter tracking (em, like CSS letter-spacing),
|
||||
-- uppercase.
|
||||
M.text = {
|
||||
body = { font = "sans", px = 15, color = "text" },
|
||||
small = { font = "sans", px = 13, color = "muted" },
|
||||
cap = { font = "sans_semi", px = 11, color = "muted", tracking = 0.2, upper = true },
|
||||
brand = { font = "sans_bold", px = 22, color = "text", tracking = 0.24, upper = true },
|
||||
brand_cap = { font = "sans_semi", px = 10, color = "muted", tracking = 0.2, upper = true },
|
||||
nav = { font = "sans_semi", px = 15, color = "nav", tracking = 0.14, upper = true },
|
||||
h1 = { font = "sans_semi", px = 36, color = "text", tracking = 0.14, upper = true },
|
||||
h2 = { font = "sans_semi", px = 18, color = "text", tracking = 0.14, upper = true },
|
||||
h3 = { font = "sans_semi", px = 11, color = "muted", tracking = 0.2, upper = true },
|
||||
moon = { font = "sans_semi", px = 15, color = "text", tracking = 0.08, upper = true },
|
||||
button = { font = "sans_semi", px = 15, color = "text", tracking = 0.12, upper = true },
|
||||
num = { font = "mono", px = 13, color = "text" },
|
||||
num_small = { font = "mono", px = 12, color = "muted" },
|
||||
balance = { font = "mono_semi", px = 18, color = "cyan" },
|
||||
sym = { font = "sym", px = 16, color = "cyan" },
|
||||
}
|
||||
|
||||
-- Layout sizes (app.css at 1280 wide).
|
||||
M.size = {
|
||||
header_h = 72,
|
||||
header_pad_x = 28,
|
||||
body_pad = 18,
|
||||
gap = 16,
|
||||
moonlist_w = 270, -- grows to moonlist_w_max on wide windows (15% of the width)
|
||||
moonlist_w_max = 270, -- app.css .moonlist max-width
|
||||
moonlist_w_min = 240, -- on narrow windows (the web's flex 1 1 240px)
|
||||
aside_w_min = 400, -- the aside: clamp(400px, 33vw, aside_w_max) (the web caps it at 580)
|
||||
aside_w_max = 580,
|
||||
content_max = 960, -- widest a section's content gets (tables, rows) in the main area
|
||||
market_max = 960, -- the market's (quotes, detail and ticket)
|
||||
market_panel_max = 460, -- tallest the market's detail and ticket panels get
|
||||
text_max = 720, -- widest a paragraph gets
|
||||
cards_max = 1400, -- widest a card grid gets (Store, Equipment, Advisors), centered
|
||||
card_col_min = 250, -- narrowest card column (the web's minmax(250px, 1fr)); more as it widens
|
||||
card_min_w = 420, -- narrowest card with the image beside the text (narrower: image on top)
|
||||
panel_pad = 14,
|
||||
main_pad_x = 26,
|
||||
main_pad_y = 22,
|
||||
moon_row_h = 58,
|
||||
planet = 36,
|
||||
button_h = 44,
|
||||
button_sm_h = 32,
|
||||
well_row_h = 52,
|
||||
corner = 14,
|
||||
refinery_max = 960, -- the refinery's content (slots, recipe rows), centered
|
||||
slot_w_max = 240, -- widest a refinery slot card gets
|
||||
slot_h = 92,
|
||||
recipe_row_h = 112, -- (an estimate: the description wraps)
|
||||
leaderboard_max = 640, -- the leaderboard table, centered
|
||||
}
|
||||
|
||||
-- Button variants (components/button.lua): colors per state as { color, alpha } or a
|
||||
-- color name: fill, hover, press (fills), edge, text (label), price; on (ghost: lit),
|
||||
-- disabled.
|
||||
M.button = {
|
||||
secondary = {
|
||||
fill = { "cyan", 0.1 }, hover = { "cyan", 0.2 }, press = { "cyan", 0.3 },
|
||||
edge = { "cyan", 1 }, text = "text", price = "cyan",
|
||||
disabled = { fill = { "line", 0.05 }, edge = { "line_hi", 1 }, text = "muted" },
|
||||
},
|
||||
primary = {
|
||||
fill = { "cyan", 1 }, hover = { "cyan_hi", 1 }, press = { "text", 1 },
|
||||
edge = { "cyan", 1 }, text = "on_cyan", price = "on_cyan",
|
||||
disabled = { fill = { "cyan", 0.45 }, edge = { "line_hi", 1 }, text = "on_cyan" },
|
||||
},
|
||||
redrill = {
|
||||
fill = { "violet", 0.12 }, hover = { "violet", 0.24 }, press = { "violet", 0.34 },
|
||||
edge = { "violet", 1 }, text = "violet_hi", price = "violet_hi",
|
||||
disabled = { fill = { "violet", 0.04 }, edge = { "violet", 0.32 }, text = "muted" },
|
||||
},
|
||||
danger = {
|
||||
fill = { "danger", 0.1 }, hover = { "danger", 0.22 }, press = { "danger", 0.32 },
|
||||
edge = { "danger", 0.9 }, text = "danger", price = "danger",
|
||||
disabled = { fill = { "danger", 0.04 }, edge = { "danger", 0.35 }, text = { "danger", 0.45 } },
|
||||
},
|
||||
ghost = {
|
||||
fill = { "cyan", 0.04 }, hover = { "cyan", 0.1 }, press = { "cyan", 0.18 },
|
||||
edge = { "cyan", 0.5 }, text = "text", price = "cyan",
|
||||
on = { fill = { "cyan", 0.14 }, edge = { "cyan", 0.9 } },
|
||||
disabled = { fill = { "cyan", 0.02 }, edge = { "line_hi", 1 }, text = "muted" },
|
||||
},
|
||||
}
|
||||
|
||||
M.currency = "₥"
|
||||
|
||||
-- The colors of the gui/templates nodes as tokens (ui.clone applies them, so templates
|
||||
-- follow the theme): template -> part -> { color, alpha }.
|
||||
M.template = {
|
||||
button = { root = { "cyan", 0.1 }, edge = { "cyan" }, text = { "text" } },
|
||||
chip = { root = { "cyan", 0 }, text = { "text" } },
|
||||
label = { root = { "text" } },
|
||||
moon_row = { root = { "cyan", 0 }, edge = { "cyan", 0 }, name = { "text" }, sub = { "muted" },
|
||||
badge = { "ready" }, badge_text = { "ready" } },
|
||||
panel = { root = { "hull" }, frame = { "cyan" } },
|
||||
tab = { root = { "cyan", 0 }, text = { "text" }, underline = { "cyan" } },
|
||||
well_row = { root = { "cyan", 0 }, line = { "line" }, name = { "text" }, bar_bg = { "line" },
|
||||
supply = { "muted" }, drill = { "muted" }, status = { "text" } },
|
||||
}
|
||||
|
||||
---------------------------------------------------------------- theme switch
|
||||
|
||||
-- "dark" or "light"; M.light while light (glows paint instead of adding light).
|
||||
M.name = "dark"
|
||||
M.light = false
|
||||
|
||||
-- A resource or item color as shown: on light, darkened (app.css --swatch).
|
||||
function M.swatch(c)
|
||||
if not M.light then
|
||||
return c
|
||||
end
|
||||
local l = 0.2126 * c.x + 0.7152 * c.y + 0.0722 * c.z
|
||||
local function f(v)
|
||||
return math.max(0, math.min(1, (l + (v - l) * 1.25) * 0.82))
|
||||
end
|
||||
return vmath.vector4(f(c.x), f(c.y), f(c.z), c.w)
|
||||
end
|
||||
|
||||
-- A config color ("#rrggbb", e.g. catalog.refined[].color) as shown.
|
||||
function M.item(hexstr)
|
||||
return M.swatch(hex(hexstr))
|
||||
end
|
||||
|
||||
-- Blend mode for glows: added light on dark, plain paint on light (where light vanishes).
|
||||
function M.glow_blend()
|
||||
return M.light and gui.BLEND_ALPHA or gui.BLEND_ADD
|
||||
end
|
||||
|
||||
local settings = require("modules.settings")
|
||||
|
||||
local function set_vec(v, c)
|
||||
v.x, v.y, v.z, v.w = c.x, c.y, c.z, c.w
|
||||
end
|
||||
|
||||
-- Switches the palette (the live vectors change in place) and the page's clear color.
|
||||
-- save: remember it in the settings file.
|
||||
function M.set(name, save)
|
||||
local p = M.palettes[name] and name or "dark"
|
||||
M.name, M.light = p, p == "light"
|
||||
for k, spec in pairs(M.palettes[p]) do
|
||||
set_vec(M.color[k], hex(spec[1], spec[2]))
|
||||
end
|
||||
for k, h in pairs(RESOURCE) do
|
||||
set_vec(M.resource[k], M.swatch(hex(h)))
|
||||
end
|
||||
pcall(msg.post, "@render:", "clear_color", { color = M.color.bg })
|
||||
if save and not settings.save({ theme = p }) then
|
||||
print("theme: could not save the settings")
|
||||
end
|
||||
end
|
||||
|
||||
-- The header toggle; saved unless --config=mm.theme forces the theme (tests, shots).
|
||||
local forced = sys.get_config_string("mm.theme", "") ~= ""
|
||||
function M.toggle()
|
||||
M.set(M.light and "dark" or "light", not forced)
|
||||
end
|
||||
|
||||
-- At load: --config=mm.theme=light|dark, else the saved setting, else dark.
|
||||
do
|
||||
local name = sys.get_config_string("mm.theme", "")
|
||||
if name == "" then
|
||||
name = settings.load().theme or "dark"
|
||||
end
|
||||
M.set(name)
|
||||
end
|
||||
|
||||
return M
|
||||
@@ -1,231 +0,0 @@
|
||||
-- Toasts for action results (the web's .toasts): bottom-left, newest at the bottom, at
|
||||
-- most 3, each fading out on its own after a few seconds. They live on their own layer
|
||||
-- node, outside the rebuilt layout, so a rebuild doesn't drop them.
|
||||
--
|
||||
-- Motion (app.css): in, the toast slides from -60 px with a squash and overshoot and a
|
||||
-- bright flash (fx-toast-in, 0.55 s; errors 0.45 s, then a shake), a scan line wipes
|
||||
-- across it (0.9 s); out, it fades and slides 24 px left (0.5 s). Reduced motion: fades.
|
||||
-- A claim's toast takes the claimed resource's color (push opts.color).
|
||||
|
||||
local ui = require("modules.ui")
|
||||
local theme = require("modules.theme")
|
||||
local anim = require("modules.anim")
|
||||
|
||||
local M = {}
|
||||
M.__index = M
|
||||
|
||||
local MAX = 3
|
||||
local LIFE = 3.5
|
||||
local W, H = 320, 44 -- (app.css .toasts: 320 px wide; a toast grows taller as its text wraps)
|
||||
local TEXT_X, PAD_R, PAD_Y = 46, 14, 8
|
||||
local GAP, MARGIN = 6, 16
|
||||
|
||||
-- Accent color and icon per action kind (the web's data-fx).
|
||||
local KIND = {
|
||||
claim = { "teal", "◆" },
|
||||
sell = { "ready", "₥" },
|
||||
["buy-moon"] = { "cyan", "●" },
|
||||
stake = { "cyan", "▼" },
|
||||
redrill = { "cyan", "▼" },
|
||||
upgrade = { "cyan", "▲" },
|
||||
["buy-tool"] = { "cyan", "+" },
|
||||
["buy-attachment"] = { "cyan", "+" },
|
||||
["buy-seat"] = { "cyan", "+" },
|
||||
["buy-slot"] = { "cyan", "+" },
|
||||
equip = { "cyan", "▲" },
|
||||
unequip = { "muted", "▼" },
|
||||
hire = { "violet", "●" },
|
||||
refine = { "violet", "◆" },
|
||||
collect = { "teal", "◆" },
|
||||
["sell-moon"] = { "ready", "₥" },
|
||||
["sell-tool"] = { "ready", "₥" },
|
||||
["sell-attachment"] = { "ready", "₥" },
|
||||
error = { "danger", "!" },
|
||||
}
|
||||
|
||||
-- layer: a node over the layout; its top-left is the page's top-left.
|
||||
function M.new(layer)
|
||||
return setmetatable({ layer = layer, items = {}, h = 800 }, M)
|
||||
end
|
||||
|
||||
-- The page height, to place the stack at the bottom.
|
||||
function M:set_height(h)
|
||||
self.h = h
|
||||
self:place(false)
|
||||
end
|
||||
|
||||
-- it.root: an invisible group the stack moves (place); it.body: the toast, which the
|
||||
-- entrance and exit move, squash and fade inside it.
|
||||
function M:place(animate)
|
||||
local y = self.h - MARGIN
|
||||
for i = #self.items, 1, -1 do
|
||||
local it = self.items[i]
|
||||
y = y - it.h
|
||||
local pos = vmath.vector3(0, -y, 0)
|
||||
if animate then
|
||||
gui.animate(it.root, "position.y", pos.y, gui.EASING_OUTCUBIC, 0.25)
|
||||
else
|
||||
gui.set_position(it.root, pos)
|
||||
end
|
||||
-- Older toasts dim (still opaque).
|
||||
local dim = (#self.items - i == 0) and 1 or ((#self.items - i == 1) and 0.8 or 0.6)
|
||||
gui.set_color(it.dimmer, ui.color("bg", 1 - dim))
|
||||
y = y - GAP
|
||||
end
|
||||
end
|
||||
|
||||
local function remove(self, it)
|
||||
for i, x in ipairs(self.items) do
|
||||
if x == it then
|
||||
table.remove(self.items, i)
|
||||
break
|
||||
end
|
||||
end
|
||||
if it.timer then
|
||||
timer.cancel(it.timer)
|
||||
end
|
||||
anim.cancel(it.tween)
|
||||
gui.delete_node(it.root)
|
||||
self:place(true)
|
||||
end
|
||||
|
||||
-- The body's look at a moment: x offset, vertical squash (about its middle), opacity,
|
||||
-- flash (an additive overlay in the accent, lighter: the web's brightness filter).
|
||||
local function pose(it, dx, sy, alpha, flash)
|
||||
anim.scale_about(it.body, vmath.vector3(MARGIN + dx, 0, 0), it.scale, 0, -it.h / 2, 1, sy)
|
||||
local c = it.fill
|
||||
gui.set_color(it.body, vmath.vector4(c.x, c.y, c.z, c.w * alpha))
|
||||
local f = it.flash_color
|
||||
gui.set_color(it.flash, vmath.vector4(f.x, f.y, f.z, flash))
|
||||
end
|
||||
|
||||
local function fade(self, it)
|
||||
if it.gone then
|
||||
return
|
||||
end
|
||||
it.gone = true
|
||||
anim.cancel(it.tween)
|
||||
-- Fades and slides 24 px left (the web's .toast-out transition, 0.5 s ease).
|
||||
local x0 = gui.get_position(it.body).x - MARGIN
|
||||
it.tween = anim.tween(it.body, 0.5, function(k)
|
||||
local e = anim.fn.ease(k)
|
||||
pose(it, anim.reduced and 0 or x0 + (-24 - x0) * e, 1, 1 - e, 0)
|
||||
end, 0, function()
|
||||
remove(self, it)
|
||||
end)
|
||||
end
|
||||
|
||||
-- fx-toast-in keyframes (each property between the keyframes that set it) and fx-shake.
|
||||
local IN_X = { { 0, -60 }, { 0.4, 4 }, { 0.55, -3 }, { 0.65, 2 }, { 1, 0 } }
|
||||
local IN_SY = { { 0, 0.6 }, { 0.4, 1.02 }, { 0.55, 1 }, { 1, 1 } }
|
||||
local IN_A = { { 0, 0 }, { 0.4, 1 }, { 1, 1 } }
|
||||
local IN_FLASH = { { 0, 0.45 }, { 0.55, 0.18 }, { 1, 0 } }
|
||||
local SHAKE = { { 0, 0 }, { 0.2, -6 }, { 0.4, 5 }, { 0.6, -3 }, { 0.8, 2 }, { 1, 0 } }
|
||||
local SHAKE_AT, SHAKE_DUR = 0.35, 0.4
|
||||
|
||||
local function enter(it, is_error)
|
||||
local ease = anim.fn.toast_in
|
||||
if anim.reduced then
|
||||
pose(it, 0, 1, 0, 0)
|
||||
it.tween = anim.tween(it.body, 0.3, function(k)
|
||||
pose(it, 0, 1, k, 0)
|
||||
end)
|
||||
return
|
||||
end
|
||||
local dur = is_error and 0.45 or 0.55
|
||||
local total = is_error and SHAKE_AT + SHAKE_DUR or dur
|
||||
pose(it, IN_X[1][2], IN_SY[1][2], 0, IN_FLASH[1][2])
|
||||
it.tween = anim.tween(it.body, total, function(k)
|
||||
local e = k * total
|
||||
local u = math.min(1, e / dur)
|
||||
local dx = anim.keys(IN_X, u, ease)
|
||||
if is_error and e > SHAKE_AT then
|
||||
dx = dx + anim.keys(SHAKE, math.min(1, (e - SHAKE_AT) / SHAKE_DUR), anim.fn.ease)
|
||||
end
|
||||
pose(it, dx, anim.keys(IN_SY, u, ease), anim.keys(IN_A, u, ease), anim.keys(IN_FLASH, u, ease))
|
||||
end)
|
||||
-- The scan line: a band 40 % wide wiping across (fx-toast-scan, 0.9 s after 0.15 s).
|
||||
local w = it.w
|
||||
local band = ui.rect(it.body, -w, 0, math.floor(w * 0.4), it.h, it.accent, 0)
|
||||
gui.play_flipbook(band, "glow")
|
||||
gui.set_blend_mode(band, theme.glow_blend())
|
||||
gui.set_inherit_alpha(band, true)
|
||||
gui.move_below(band, it.flash)
|
||||
local bw = w * 0.4
|
||||
anim.tween(band, 0.9, function(k, n)
|
||||
local x = -1.2 * bw + 4.4 * bw * anim.fn.ease_out(k)
|
||||
gui.set_position(n, vmath.vector3(x, 0, 0))
|
||||
gui.set_color(n, ui.color(it.accent, 0.45))
|
||||
end, 0.15, function()
|
||||
pcall(gui.delete_node, band)
|
||||
end)
|
||||
end
|
||||
|
||||
-- message: the server's text; kind: the action (toast.kind), "error" for errors.
|
||||
-- opts.color: the accent instead of the kind's (a claim: the resource's color).
|
||||
function M:push(message, kind, is_error, opts)
|
||||
local k = KIND[is_error and "error" or kind] or { "cyan", "›" }
|
||||
local accent = (not is_error and opts and opts.color) or k[1]
|
||||
|
||||
local root = anim.group(self.layer, 0, 0)
|
||||
local it = { root = root, accent = accent }
|
||||
local w, h = W, H
|
||||
local made = ui.collect(function()
|
||||
-- The text first (wrapped at the toast's width), to size the toast.
|
||||
local style = { font = "sans_semi", px = 14, color = "text", tracking = 0.04 }
|
||||
local line, th
|
||||
local text_nodes = ui.collect(function()
|
||||
line, th = ui.wrap(root, message, style, 0, 0, W - TEXT_X - PAD_R)
|
||||
end)
|
||||
-- (Its containers (the paragraph, words with symbols) are clear boxes: made opaque
|
||||
-- but not drawn, so the runs under them inherit alpha 1.)
|
||||
for _, n in ipairs(text_nodes) do
|
||||
if gui.get_type(n) == gui.TYPE_BOX then
|
||||
gui.set_color(n, vmath.vector4(1, 1, 1, 1))
|
||||
gui.set_visible(n, false)
|
||||
end
|
||||
end
|
||||
h = math.max(H, math.floor(th + PAD_Y * 2))
|
||||
local body = ui.rect(root, MARGIN, 0, w, h, "field")
|
||||
it.body = body
|
||||
local tint = ui.rect(body, 0, 0, w, h, accent, 0.1)
|
||||
-- A stronger tint toward the icon (the web's gradient), in two steps.
|
||||
ui.rect(body, 0, 0, math.floor(w * 0.35), h, accent, 0.06)
|
||||
ui.outline(body, 0, 0, w, h, accent, 0.7)
|
||||
ui.rect(body, 0, 0, 3, h, accent)
|
||||
local icon = ui.outline(body, 11, math.floor(h / 2 - 14), 28, 28, accent)
|
||||
ui.rect(icon, 1, 1, 26, 26, accent, 0.18)
|
||||
ui.text(icon, k[2], { font = "sym", px = 16, color = accent }, 14, 14, gui.PIVOT_CENTER)
|
||||
gui.set_parent(line, body, false)
|
||||
gui.set_position(line, vmath.vector3(TEXT_X, -math.floor((h - th) / 2), 0))
|
||||
gui.move_above(line, icon)
|
||||
it.flash = ui.rect(body, 0, 0, w, h, "white", 0)
|
||||
gui.set_blend_mode(it.flash, theme.glow_blend())
|
||||
it.dimmer = ui.rect(body, 0, 0, w, h, "none")
|
||||
end)
|
||||
-- The whole toast fades with its body; the body clips the scan line.
|
||||
for _, n in ipairs(made) do
|
||||
if n ~= it.body then
|
||||
gui.set_inherit_alpha(n, true)
|
||||
end
|
||||
end
|
||||
gui.set_clipping_mode(it.body, gui.CLIPPING_MODE_STENCIL)
|
||||
it.w, it.h = w, h
|
||||
it.flash_color = vmath.lerp(0.5, ui.color(accent), ui.color("flash"))
|
||||
it.fill = ui.color("field", 0.97)
|
||||
it.scale = gui.get_scale(it.body)
|
||||
|
||||
self.items[#self.items + 1] = it
|
||||
while #self.items > MAX do
|
||||
remove(self, self.items[1])
|
||||
end
|
||||
self:place(false)
|
||||
enter(it, is_error)
|
||||
it.timer = timer.delay(LIFE, false, function()
|
||||
it.timer = nil
|
||||
fade(self, it)
|
||||
end)
|
||||
print("mm: toast " .. (is_error and "error " or "") .. tostring(message))
|
||||
end
|
||||
|
||||
return M
|
||||