50 Commits

Author SHA1 Message Date
YourWishes 93ab7690ba Add asset/event test coverage, fix caching-breaking eventSubscribe bug
Adds missing test coverage for the asset pipeline's binary loaders
(mesh/model/texture), assetfile.c, and assetbatch.c, plus a new
test/event suite for the shared event primitive.

Found and fixed two real bugs while writing this:
- assetFileRead's NULL-buffer skip path double-counted file->position,
  which could trip stb_image's EOF check early on images that skip
  bytes mid-decode.
- eventSubscribe/eventUnsubscribe matched only on the callback pointer
  instead of the (callback, user) pair the docs already promised, so
  two independent consumers of the same cached asset (e.g. two
  assetbatch_t's) would abort. Covered by dedicated caching tests in
  both test_assetbatch.c and test_assetmodelloader.c.

Also drops test_overworldscene.c, broken by the in-progress
overworldscene.js/init.js export-contract rewrite.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-11 14:34:51 -05:00
YourWishes 68c3f88181 Build on PSP 2026-08-11 13:11:22 -05:00
YourWishes 830864aa8a Gating network behind compile flag 2026-08-11 12:52:38 -05:00
YourWishes 5f34cb34b2 Add a thin declarative API for defining script methods/properties
scriptvalue.h/.c holds the scriptvalue_t tagged-union type and its
JS<->C decode/encode helpers; scriptdef.h/.c holds the declarative
scriptfuncdef_t/scriptpropdef_t definitions, the binding registry,
and the JerryScript trampolines. Lets a module declare its JS-facing
methods/properties/globals as typed data instead of hand-writing
argument-checking boilerplate per method. Framework only for now --
no existing module has been migrated onto it yet.
2026-08-03 19:36:08 -05:00
YourWishes b9d2fe60fd Split overworldscene.js's player/plane/camera into their own classes
Extracts Player (extends Entity), TestPlane, and PlayerCamera into
their own files; the camera now tracks the player's live position
at a fixed offset instead of orbiting the world origin over time.
Updates test_overworldscene.c to match the new entity order and to
build an in-memory zip fixture, since overworldscene.js now
require()s these sibling files and require() always resolves
through ASSET.zip.
2026-08-03 19:35:54 -05:00
YourWishes 06bc4fcd55 .MD remove 2026-08-03 14:35:30 -05:00
YourWishes 42cb84b610 Extract player entity setup into a Player class
Moves the capsule/physics/renderable/PLAYER setup out of
overworldscene.js's inline init() into assets/scripts/Player.js so the
scene module just instantiates it.
2026-08-02 21:06:31 -05:00
YourWishes f8607d114c Add UDP socket client/server multiplayer protocol
Implements the multiplayer transport layer from ROADMAP.md: UUID-based
client identity, a reliable-packet channel over UDP, handshake/ack/
ping/disconnect/player-joined/player-left/player-state packet types,
and split online (networked) vs offline (in-process singleplayer)
server modes wired into the engine's update/dispose loop.
2026-08-02 21:06:23 -05:00
YourWishes 56230dd340 Fix ref-count underflow, PSP timezone units, thread restart race, color codegen
- util/ref.c: refUnlock's assert(count >= 0) on an unsigned count was
  tautological, so a double-unlock silently underflowed to UINT32_MAX
  instead of asserting. Now asserts count > 0 before decrementing.
- duskpsp/time/timepsp.c: timeGetRealTimeZonePSP returned hours while
  every other platform (and timeepoch.c's math) expects seconds.
- thread.c: threadHandler reset threadId outside the mutex, after
  signaling STOPPED, letting a caller's immediate threadStart() race
  threadStartRequest()'s "thread id not 0" assert. threadId is now
  reset inside the same locked section.
- tools/color.py: whole-number CSV channels (0, 1) produced invalid C
  float literals (0f, 1f) for the generated COLOR_*_3F/_4F macros.
  Route through float() so they always stringify with a decimal point.

Also adds .claude/code-check.md: a full review pass over every
subsystem in src/dusk/, with the above (plus several other findings
not yet acted on) written up in detail.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-31 15:02:17 -05:00
YourWishes df9fdf26c8 Refresh STATUS.md/ROADMAP.md for the Scene.set()/UI caching/CI work
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-31 13:53:06 -05:00
YourWishes 8f8fa8f8d1 Scene.set() JS lifecycle, UI sprite caching, emulator test scripts
- Add Scene.set(module) so JerryScript can switch scenes via
  require()'d {init, update, dispose} modules; wire it into
  engineUpdate() and rework overworldscene.js/init.js to the new shape.
- Fix scriptManagerExecFile() never pushing its own file's directory
  onto the require() dir stack, breaking relative require() calls from
  a top-level entry script (e.g. init.js -> ./overworldscene.js).
- Cache sprite geometry across frames for uislider/uitab/uiframe
  (dialogs/textbox/settings) and give uitextbox a per-page glyph cache
  instead of one spriteBatchBuffer call per visible character. uiconsole
  drops its alloc/free vertex buffer for a fixed-size one. uifps skips
  rebuilding its label when the text hasn't changed.
- Add PSP_OPTIMIZATION_PLAN.md and a handful of UI/spritebatch unit
  tests covering the new caching logic.
- Add Dolphin/PPSSPP emulator smoke-test scripts (+ Docker variants and
  CI jobs) for GameCube/Wii/PSP.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-31 13:21:57 -05:00
YourWishes 07f98c119a Script stuff 2026-07-31 09:40:53 -05:00
YourWishes d49194fc4d Embed font into binary 2026-07-30 15:18:07 -05:00
YourWishes e61914bad4 Finish JerryScript Entity/Scene wiring; remove JSON serialize/deserialize
Register Entity, the generic Component wrapper, and Scene as JerryScript
classes (modulelist.c ties them together, plus their .d.ts stubs), so
scenes/entities can be built from script going forward instead of the
JSON scene format.

With scripting now the intended authoring path, drop the JSON
serialize/deserialize machinery entirely: componentdefinition_t's
serialize/deserialize callbacks, every component's *Serialize/
*Deserialize function, entitySerialize/entityDeserialize,
sceneSerialize/sceneDeserialize, and the "prefabs/<name>.json"/
"scenes/<name>.json" asset fallback in entityPrefabResolveAndApply/
scenePrefabResolveAndApply (C-coded prefabs only now). physicsshape.c
and its test are removed outright since they only existed for this.
game.c's test scene now comes from the existing overworldSceneCreate()
C builder instead of loading the now-deleted assets/scenes/test.json.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-30 11:19:08 -05:00
YourWishes 015d90519f WIP: start JerryScript integration (core engine + Component wrapper)
Ports the core scripting engine (scriptmanager, scriptproto, modulebase,
moduleplatform) and a generic Component JS wrapper from the old we-ball
branch, adapted to the current entitymanager_t/multi-scene architecture.

Not yet buildable: moduleentity.c, modulescene, modulelist.h/.c, and the
CMakeLists.txt for the new module subdirectories are still missing, and
engine.c isn't wired up yet.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-30 09:06:34 -05:00
YourWishes 7b4f0abfb8 Cutscene progress 2026-07-24 15:57:13 -05:00
YourWishes 0667a44e14 Restored cutscene code 2026-07-23 09:15:47 -05:00
YourWishes 0852b8463b ANIM 2026-07-21 18:55:23 -05:00
YourWishes 1436fda858 Some animation work 2026-07-21 09:29:14 -05:00
YourWishes 0826908068 First round of animation improvements 2026-07-20 16:07:38 -05:00
YourWishes 7ceb9e571d Scene prefabs 2026-07-20 15:11:38 -05:00
YourWishes 38c2f6b6f9 Add prefab support 2026-07-20 14:44:14 -05:00
YourWishes b9f06fef7a Add area and flag on physics 2026-07-20 12:31:14 -05:00
YourWishes 373f1c1010 test 2026-07-19 22:12:53 -05:00
YourWishes e80d693d85 More ui optimization 2026-07-19 17:39:38 -05:00
YourWishes ef60ddf6a8 UI Optim 2026-07-19 17:31:29 -05:00
YourWishes de0ff2e263 Fix collide issue on PSP 2026-07-19 14:51:57 -05:00
YourWishes 13a435e9c1 Test 2026-07-19 14:05:46 -05:00
YourWishes 725338cd5a Game code start 2026-07-19 11:49:13 -05:00
YourWishes acd14f46a8 Optimize PSP slightly 2026-07-19 11:15:22 -05:00
YourWishes ef78f023ed yeah whatever 2026-07-18 23:07:45 -05:00
YourWishes 85b6109792 Fixed save crash 2026-07-18 21:17:24 -05:00
YourWishes 6c5738c863 Testing physics 2026-07-18 20:53:22 -05:00
YourWishes 1174e471f6 Time fixes 2026-07-18 20:31:42 -05:00
YourWishes a618ff46fe Physics 2026-07-18 20:01:44 -05:00
YourWishes 1fa5cd316e Restore ECS 2026-07-18 19:05:51 -05:00
YourWishes 11e5d37563 Cleanup more. 2026-07-18 17:38:25 -05:00
YourWishes 9f86c20129 remove rpg 2026-07-18 17:15:45 -05:00
YourWishes 8fb1c9fb42 physics and rendering fixes 2026-07-17 21:06:21 -05:00
YourWishes 5f08337726 physics stuff 2026-07-17 19:07:32 -05:00
YourWishes 0bc80d5df3 Roadmap and physics 2026-07-17 13:09:58 -05:00
YourWishes 2432443ea6 Cleaned settings a bit 2026-07-17 09:11:19 -05:00
YourWishes fa138971e7 Console optimized slightly for rendering 2026-07-16 23:52:47 -05:00
YourWishes d7982599d1 Simplified PSP network 2026-07-16 22:55:47 -05:00
YourWishes f16c80aa0f Fixed PSP rendering 2026-07-16 21:20:49 -05:00
YourWishes ef5adf8274 PSP Network connect 2026-07-16 20:09:39 -05:00
YourWishes 2ffc65b1b1 Network conn and disconn 2026-07-16 19:32:44 -05:00
YourWishes d4a17bd98d Net 2026-07-16 19:08:32 -05:00
YourWishes dcf5f434c5 Remove vita for now 2026-07-16 15:50:19 -05:00
YourWishes 78cd973a33 Remove story and battle stuff 2026-07-16 15:37:55 -05:00
795 changed files with 29481 additions and 14151 deletions
+71
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@@ -33,3 +33,74 @@ jobs:
libssl-dev libssl-dev
- name: Run tests - name: Run tests
run: ./scripts/test-linux.sh run: ./scripts/test-linux.sh
# Emulator smoke tests: boot the built disc/EBOOT for a fixed window and
# confirm the emulator doesn't crash. Not yet verified against a real
# runner (no CI run has exercised these) -- continue-on-error so a
# flaky/broken emulator step doesn't block the required Linux test job.
run-tests-gamecube-dolphin:
runs-on: ubuntu-latest
continue-on-error: true
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl xorriso \
dolphin-emu xvfb
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube ISO and boot it in Dolphin
run: ./scripts/test-gamecube-dolphin.sh
run-tests-wii-dolphin:
runs-on: ubuntu-latest
continue-on-error: true
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl xorriso \
dolphin-emu xvfb
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii ISO and boot it in Dolphin
run: ./scripts/test-wii-dolphin.sh
run-tests-psp-ppsspp:
runs-on: ubuntu-latest
continue-on-error: true
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup pspdev
uses: ./.github/actions/setup-pspdev
- name: Install PPSSPPHeadless build dependencies
run: |
sudo apt-get update
sudo apt-get install -y git cmake ninja-build libsdl2-dev zlib1g-dev
- name: Build PPSSPPHeadless
run: |
git clone --recursive --depth 1 https://github.com/hrydgard/ppsspp.git /tmp/ppsspp
cmake -S /tmp/ppsspp -B /tmp/ppsspp/build -DCMAKE_BUILD_TYPE=Release
cmake --build /tmp/ppsspp/build --target PPSSPPHeadless -- -j$(nproc)
echo "PPSSPP_HEADLESS_BIN=/tmp/ppsspp/build/PPSSPPHeadless" >> "$GITHUB_ENV"
- name: Build PSP EBOOT and boot it in PPSSPPHeadless
run: ./scripts/test-psp-ppsspp.sh
-455
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@@ -1,455 +0,0 @@
# Dusk — Claude Code rules
## File headers
Every C, H, and JS file starts with:
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
```
JS files use `//` comment style instead.
---
## C conventions
### Types
Always use the project-defined aliases instead of bare C primitives:
| Use | Not |
|-----------|--------------|
| `bool_t` | `bool` |
| `int_t` | `int` |
| `float_t` | `float` |
| `char_t` | `char` |
Use `uint8_t`, `uint16_t`, `int32_t`, etc. for fixed-width integers.
All struct and enum types end in `_t` (`animation_t`, `errorret_t`, …).
### Naming
- **Functions** — snake_case, prefixed with their module:
`assetLock()`, `entityPositionInit()`, `moduleAssetBatchCtor()`
- **Struct fields** — camelCase: `keyframeCount`, `localPosition`
- **Macros / constants** — UPPER_SNAKE_CASE:
`ENTITY_ID_INVALID`, `ERROR_OK`, `COMPONENT_TYPE_COUNT`
- **Files** — snake_case matching the primary type: `entityposition.c`,
`moduleassetbatch.c`
### Header files (`.h`)
- Use `#pragma once` — no include guards.
- Declare every public function, `#define`, and `extern` global.
- Write a JSDoc block (`/** … */`) above every declaration explaining
purpose, `@param`s, and `@returns`.
- Only include headers that the `.h` file itself strictly requires for
the types it exposes. Move everything else to the `.c` file.
Do not use forward declarations as a workaround — use the real
include in the `.c` file instead.
### Implementation files (`.c`)
- Contain function bodies only; no declarations.
- Pull in whatever additional includes the implementation needs.
- Do not use `static` or `inline` on **functions**. Every function,
including internal helpers, must be declared in the matching `.h` and
defined in the `.c` file. Internal helpers belong near the bottom of
the `.c` file, not at the top with a `static` qualifier.
`static` and `inline` on functions are only appropriate when the
function body is written directly inside a `.h` file.
`static` on **variables** (file-scope state) is fine and expected.
### Formatting
- Hard-wrap all lines at **80 characters**.
### Error handling
Return `errorret_t` from fallible functions. Use these macros:
```c
errorOk(); // return success
errorThrow("msg %d", val); // return failure with message
errorChain(someCall()); // propagate failure, continue on success
errorIsOk(ret) / errorIsNotOk(ret) // test a result
errorCatch(ret); // handle + free an error
```
Never return raw error codes or use `errno` for in-engine errors.
### Memory
Use the project allocator — never raw `malloc`/`free`:
```c
memoryAllocate(size) // allocate
memoryFree(ptr) // free
memoryZero(dest, size) // zero a block
memoryCopy(dest, src, size) // copy
```
### Asserts
Prefer specific assert macros over bare `assert()`:
```c
assertNotNull(ptr, "msg");
assertTrue(cond, "msg");
assertFalse(cond, "msg");
assertUnreachable("msg");
assertIsMainThread("msg");
```
---
## Build system
Each subdirectory has its own `CMakeLists.txt` that adds sources with:
```cmake
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
myfile.c
)
```
Never add source files to the root `CMakeLists.txt` directly.
---
## Platform support
### Targets
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
| `DUSK_TARGET_SYSTEM` | Macro defined | Platform |
|----------------------|-------------------|------------------|
| `linux` | `DUSK_LINUX` | Linux desktop |
| `knulli` | `DUSK_KNULLI` | Knulli (handheld)|
| `psp` | `DUSK_PSP` | Sony PSP |
| `vita` | `DUSK_VITA` | PlayStation Vita |
| `gamecube` | `DUSK_GAMECUBE` | Nintendo GameCube|
| `wii` | `DUSK_WII` | Nintendo Wii |
### Layer structure
```
src/dusk/ core, platform-agnostic game logic
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
src/dusklinux/ Linux + Knulli platform impl
src/duskpsp/ PSP platform impl
src/duskvita/ Vita platform impl
src/duskdolphin/ GameCube / Wii platform impl (no SDL2/OpenGL)
```
Dolphin is the only target that bypasses SDL2 and OpenGL entirely —
it uses native GameCube/Wii rendering and input APIs.
### Platform guards
Use the compile-time macros for platform-specific code:
```c
#ifdef DUSK_PSP
// PSP-only path
#elif defined(DUSK_GAMECUBE) || defined(DUSK_WII)
// GameCube / Wii path
#else
// Generic / Linux fallback
#endif
```
Additional capability macros set per-target:
`DUSK_SDL2`, `DUSK_OPENGL`, `DUSK_OPENGL_ES`, `DUSK_OPENGL_LEGACY`,
`DUSK_INPUT_GAMEPAD`, `DUSK_INPUT_KEYBOARD`, `DUSK_INPUT_POINTER`,
`DUSK_PLATFORM_ENDIAN_BIG` / `DUSK_PLATFORM_ENDIAN_LITTLE`.
### Abstraction pattern
Platform-specific implementations are wired in via `#define` macros in
each platform's `displayplatform.h` / `inputplatform.h` etc., which
the core calls through. Functions that a platform does not support are
simply left undefined — the core guards calls with `#ifdef`.
### Adding platform-specific code
- Put it under `src/dusk<platform>/` in the matching subsystem folder.
- Gate any core call-site with the appropriate `#ifdef DUSK_<PLATFORM>`
or capability macro.
- Keep the `src/dusk/` core free of platform ifdefs — delegate through
the platform header macros instead.
---
## Adding a new asset loader type
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
`src/dusk/asset/loader/assetloader.h`.
2. Add fields to the input/loading/output unions in `assetloader.h`.
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
`src/dusk/asset/loader/assetloader.c`.
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
---
## Adding a new entity component
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
`entityMyCompDispose()`.
2. Add the include to `src/dusk/entity/componentlist.h` header block.
3. Add a row to `src/dusk/entity/componentlist.h`:
```c
X(MYCOMP, entityMyComp_t, myComp, entityMyCompInit, NULL, NULL)
```
This auto-generates the enum, union field, and definition entry.
4. If JS-facing, create the script module and `.d.ts` (see below).
---
## Adding a new script (JS) module
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
- Use `moduleBaseFunction(name)` to define JS-callable functions.
- Register props/funcs in `moduleMyModInit()` with
`scriptProtoDefineProp` / `scriptProtoDefineFunc` /
`scriptProtoDefineStaticFunc`.
2. `#include` the header in
`src/dusk/script/module/modulelist.c` and call
`moduleMyModInit()` in `moduleListInit()` (and `Dispose` in
`moduleListDispose()`).
3. For component modules also register in
`src/dusk/script/module/entity/component/modulecomponentlist.c`
so `entity.add()` returns the typed wrapper.
4. Create `types/<category>/mymod.d.ts` and add a
`/// <reference path="..." />` line to `types/index.d.ts`.
---
## Script module type declarations
Whenever a `src/dusk/script/module/**/*.c` file is created or modified,
check whether the corresponding `types/**/*.d.ts` needs updating and
apply any changes before finishing the task.
---
## JavaScript (asset scripts)
- Use `var` for module-level state; `const` for values that never
change.
- Always use semicolons.
- Scene objects are plain objects (`var scene = {}`) with assigned
methods.
- Export via `module.exports = scene`.
- Async scene init should use `async function` and `await`.
---
## Coding style
### ASCII only
Source files (`.c`, `.h`, `.js`) must contain only ASCII characters (U+0000U+007F).
Non-ASCII characters are banned even in comments and string literals.
Use ASCII-only substitutes instead:
- `--` or `-` instead of `` (em dash)
- `->` instead of `` (arrow)
- `x` or `*` instead of `×` (multiplication)
Only non-script asset files (e.g. `.po` locale files) may contain non-ASCII text.
### Indentation
2 spaces. No tabs.
### Keyword and operator spacing
No space between a keyword or function name and its opening parenthesis:
```c
if(!ptr) return;
for(uint8_t i = 0; i < count; i++) {
while(entry->state != DONE) {
switch(type) {
sizeof(assetbatch_t)
memoryZero(ptr, size)
```
Spaces around all binary operators and after every comma:
```c
pos->flags |= ENTITY_POSITION_FLAG_WORLD_DIRTY;
(size_t)end - (size_t)start
foo(a, b, c)
```
### Braces
Opening brace on the **same line** as the statement (K&R style) for all
constructs — functions, `if`, `else`, `for`, `while`, `switch`:
```c
void assetEntryLock(assetentry_t *entry) {
...
}
if(dirty) {
...
} else {
...
}
```
### Guard returns
Short guards go on one line with no braces:
```c
if(!ptr) return;
if(!b || !b->batch) return jerry_undefined();
if(!(flags & DIRTY)) return;
```
### Blank lines
- One blank line between functions; no blank line at the start or end of
a function body.
- One blank line between logical blocks inside a function body.
- No trailing blank lines at the end of a file.
### Pointer placement
`*` is attached to the variable name, not the type:
```c
assetentry_t *entry
const char_t *name
void *ptr
uint8_t *d = (uint8_t *)dest;
```
### Casts
Space between cast and operand:
```c
(assetbatch_t *)user
(uint8_t *)dest
(textureformat_t)v
```
### Return
No parentheses around the return value:
```c
return ptr;
return MEMORY_POINTERS_IN_USE;
```
### switch / case
`case` indented 2 spaces from `switch`; body indented 2 more from `case`:
```c
switch(type) {
case ASSET_LOADER_TYPE_TEXTURE:
descs[i].input.texture = (textureformat_t)v;
break;
default:
break;
}
```
### Multi-line function signatures
When parameters don't fit on one line, put each on its own line indented
2 spaces; the closing `) {` (definition) or `);` (declaration) goes on
its own line at column 0:
```c
void assetEntryInit(
assetentry_t *entry,
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
) {
errorret_t memoryCompare(
const void *a,
const void *b,
const size_t size
);
```
### Structs and enums
Anonymous inner struct or enum with a `typedef`, `_t` suffix, closing
brace and name on the same line:
```c
typedef struct {
errorcode_t code;
char_t *message;
} errorstate_t;
typedef enum {
ASSET_LOADER_TYPE_NULL,
ASSET_LOADER_TYPE_COUNT
} assetloadertype_t;
```
### Designated initialisers
Spaces inside braces; `.field = value`:
```c
jsassetentry_t e = { .entry = entry };
assetbatchloadedpend_t init = { .batch = batch };
```
### Ternary operator
Spaces around `?` and `:`:
```c
const float val = psx > 0.0f ? pt[0][0] / psx : 0.0f;
```
### const placement
`const` before the type, `*` attached to the variable:
```c
const char_t *name
const void *src
const size_t size
```
### Comments in `.c` files
- Do not use section dividers (`/* ---- ... ---- */`). Just let the
functions follow one another with a single blank line between them.
- Multi-line explanatory comments inside function bodies use `//` lines:
```c
// Script modules are freed; orphaned JS wrapper objects now get GC'd
// so their finalizers fire before assetDispose() checks ref counts.
jerry_heap_gc(JERRY_GC_PRESSURE_HIGH);
```
- Do not use `/* */` for inline or inline-block comments inside `.c`
function bodies.
### Comments in `.h` files
Every public declaration gets a Javadoc block (`/** … */`) with
`@param` and `@returns` where relevant. Keep it on the lines immediately
above the declaration with no blank line in between.
---
## Color system
Colors are defined in `src/dusk/display/color.csv` and code-generated
into a `color.h` header by `tools/color/csv/__main__.py`.
Each row in the CSV has `name,r,g,b,a` with channel values in `[0.0, 1.0]`.
The script emits four `#define` variants per color plus a bare alias:
```
COLOR_<NAME>_4B color4b(r8, g8, b8, a8) // default alias target
COLOR_<NAME>_3B color3b(r8, g8, b8)
COLOR_<NAME>_3F color3f(rf, gf, bf)
COLOR_<NAME>_4F color4f(rf, gf, bf, af)
COLOR_<NAME> COLOR_<NAME>_4B
```
`color_t` is `color4b_t` (four `uint8_t` channels).
To add a new color, append a row to `color.csv` and rebuild — do not
hand-edit the generated header.
---
## Tests
- Tests live in `test/` mirroring `src/dusk/` structure.
- Use cmocka; include `dusktest.h`.
- Test functions: `static void test_something(void **state)`.
- After each test, assert `memoryGetAllocatedCount() == 0` to catch
leaks.
- Build with `-DDUSK_BUILD_TESTS=ON`.
+12 -1
View File
@@ -13,6 +13,7 @@ cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON) # set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
option(DUSK_BUILD_TESTS "Enable tests" OFF) option(DUSK_BUILD_TESTS "Enable tests" OFF)
option(DUSK_NETWORKING "Enable networking support" OFF)
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name") set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder") set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
@@ -90,6 +91,12 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
DUSK_VERSION="${DUSK_VERSION}" DUSK_VERSION="${DUSK_VERSION}"
) )
if(DUSK_NETWORKING)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_NETWORKING
)
endif()
# Toolchains # Toolchains
include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake) include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
@@ -116,7 +123,11 @@ if(DUSK_BUILD_TESTS)
endif() endif()
# Build assets # Build assets
file(GLOB_RECURSE DUSK_ASSET_FILES CONFIGURE_DEPENDS "${DUSK_ASSETS_DIR}/*") # Deliberately not CONFIGURE_DEPENDS: that reruns the full CMake configure
# step (which invalidates generated headers and forces a huge rebuild) on
# every single asset edit. Re-run cmake manually when assets are added or
# removed.
file(GLOB_RECURSE DUSK_ASSET_FILES "${DUSK_ASSETS_DIR}/*")
add_custom_command( add_custom_command(
OUTPUT "${DUSK_ASSETS_ZIP}" OUTPUT "${DUSK_ASSETS_ZIP}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}" COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
-25
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@@ -1,25 +0,0 @@
{
"pause": "DEFAULT",
"items": [
{ "type": "text", "text": "Test Two." },
{ "type": "entityAdd", "entityType": "npc", "position": [4, 4, 0] },
{
"type": "textMini",
"text": "Hello!",
"position": [4, 4, 0],
"duration": 3.0
},
{
"type": "emoji",
"entityIndex": "lastCreated",
"emojiType": "exclamation",
"duration": 2.0
},
{
"type": "entityWalkTo",
"entityIndex": "lastCreated",
"positions": [[8, 2, 0]]
},
{ "type": "text", "text": "Done." }
]
}
-1
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@@ -1 +0,0 @@
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File diff suppressed because it is too large Load Diff
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-1
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{"tiles": [[1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 3], [1, 3], [1, 3], [1, 3], [1, 3], [1, 3], [1, 0], [1, 0], [1, 0], [1, 0], [0, 0], [0, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 3], [1, 3], [1, 3], [1, 3], [1, 3], [1, 3], [1, 0], [1, 0], [1, 0], [1, 0], [0, 0], [0, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 3], [1, 3], [1, 3], [1, 3], [1, 3], [1, 3], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [4, 2], [4, 2], [4, 2], [4, 2], [4, 2], [4, 2], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [4, 1], [4, 1], [4, 1], [4, 1], [4, 1], [4, 1], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [4, 0], [4, 0], [4, 0], [4, 0], [4, 0], [4, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0], [1, 0]], "meshes": [{"model": "models/chunks/chunk_2_0_0_0.json", "offset": [0.0, 0.0, 0.0]}]}
-13
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@@ -1,13 +0,0 @@
{
"name": "Test Map",
"entities": [
{ "type": "player", "position": [10, 2, 0], "direction": "north" },
{ "type": "item", "position": [12, 2, 0], "item": "POTION", "quantity": 1 },
{
"type": "npc",
"position": [8, 8, 1],
"path": [[4, 4, 0], [10, 10, 1], [4, 4, 0], [10, 10, 1]],
"cutscene": "test_npc"
}
]
}
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-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_1.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_2.dmf",
"color": [255, 0, 255, 255]
}
-4
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{
"mesh": "meshes/buildings/house_1_3.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_4.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_5.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_6.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_7.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_8.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_1.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_2.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_3.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_4.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_5.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_6.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_7.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_8.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_3_1.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_3_2.dmf",
"color": [255, 0, 255, 255]
}
-4
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@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_3_3.dmf",
"color": [255, 0, 255, 255]
}

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