createWasmCanvas protocol
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@ -56,24 +56,27 @@ export async function buildHTML(game: string, { production = false, portable = f
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if (!await pwaIconFile.exists()) {
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pwaIconFile = Bun.file(path.resolve(import.meta.dir, 'assets', 'pwa_icon.png'));
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}
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const pwaIcon = `data:;base64,${Buffer.from(await pwaIconFile.arrayBuffer()).toString('base64')}`;
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const publishURL = process.env.PUBLISH_URL ? `${process.env.PUBLISH_URL}${game}`: '.';
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const manifestJSON = JSON.stringify({
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name: title,
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short_name: title,
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start_url: publishURL,
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id: `/${game}`,
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display_override: ["window-controls-overlay"],
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display: "fullscreen",
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background_color: "#ffffff",
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theme_color: "#000000",
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icons: [{
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src: pwaIcon,
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sizes: '192x192',
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type: 'image/png'
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}]
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});
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const manifest = `<link rel="manifest" href="data:;base64,${Buffer.from(manifestJSON).toString('base64')}" />`;
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let manifest = '';
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if (production) {
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const pwaIcon = `data:;base64,${Buffer.from(await pwaIconFile.arrayBuffer()).toString('base64')}`;
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const publishURL = process.env.PUBLISH_URL ? `${process.env.PUBLISH_URL}${game}` : '.';
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const manifestJSON = JSON.stringify({
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name: title,
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short_name: title,
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start_url: publishURL,
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id: `/${game}`,
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display_override: ["window-controls-overlay"],
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display: "fullscreen",
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background_color: "#ffffff",
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theme_color: "#000000",
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icons: [{
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src: pwaIcon,
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sizes: '192x192',
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type: 'image/png'
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}]
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});
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manifest = `<link rel="manifest" href="data:;base64,${Buffer.from(manifestJSON).toString('base64')}" />`;
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}
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let script = await scriptFile.text();
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const inits = new Set<string>();
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script = script.replace(/var (init_[^ ]+) = __esm\(\(\)/g, (_, $1) => {
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@ -14,32 +14,46 @@ export function createCanvas(width: number, height: number) {
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canvas.width = width;
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canvas.height = height;
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canvas.style.height = '100%';
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canvas.style.width = '100dvw';
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canvas.style.height = '100dvh';
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canvas.style.objectFit = 'contain';
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canvas.style.imageRendering = 'pixelated';
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document.body.style.display = 'flex';
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document.body.style.justifyContent = 'center';
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document.body.style.alignItems = 'center';
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document.body.append(canvas);
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return canvas;
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}
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export function createWasmCanvas(dataView: DataView, pointer: number, onFrame?: () => void) {
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const imageData = loadImageData(dataView, pointer);
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const canvas = createCanvas(imageData.width, imageData.height);
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const context = canvas.getContext('bitmaprenderer');
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interface WasmModule {
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data: DataView;
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init?: (width: number, height: number) => number;
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frame?: () => void;
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}
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if (context) {
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const frame = async () => {
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onFrame?.();
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const imageBitmap = await createImageBitmap(imageData);
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context.transferFromImageBitmap(imageBitmap);
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requestAnimationFrame(frame);
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};
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frame();
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export function createWasmCanvas(module: WasmModule, width: number, height: number) {
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const pointer = module.init?.(width, height);
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if (pointer) {
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const imageData = loadImageData(module.data, pointer);
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const canvas = createCanvas(imageData.width, imageData.height);
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const context = canvas.getContext('2d');
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if (context) {
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const frame = () => {
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module.frame?.();
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context.putImageData(imageData, 0, 0);
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requestAnimationFrame(frame);
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};
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frame();
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}
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return canvas;
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}
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return canvas;
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console.error(`[createWasmCanvas] WASM init's function should return pointer to image data`);
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return createCanvas(width, height);
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}
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export function getImageData(image: HTMLImageElement): ImageData {
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@ -1,209 +1,7 @@
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#include <graphics.h>
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#include <math.h>
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#include <stdlib.h>
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static image_data_t image;
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EXPORT(main) void init() {
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uint32_t result = 42;
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// D E F I N E S ///////////////////////////////////////////////////////////
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#define NUM_ASTEROIDS 10
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#define ERASE 0
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#define DRAW 1
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// T Y P E D E F S ///////////////////////////////////////////////////////////
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// the structure for a vertex
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typedef struct vertex_typ {
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float x, y; // a single point in the 2-D plane.
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} vertex, *vertex_ptr;
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// the structure for an object
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typedef struct object_typ {
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int num_vertices; // number of vertices in this object
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uint32_t color; // color of object
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float xo, yo; // position of object
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float x_velocity; // x velocity of object
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float y_velocity; // y velocity of object
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float scale; // scale factor
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float angle; // rotation rate
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vertex vertices[16]; // 16 vertices
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} object, *object_ptr;
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object asteroids[NUM_ASTEROIDS];
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void Scale_Object(object_ptr object, float scale) {
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int index;
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// for all vertices scale the x and y component
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for (index = 0; index < object->num_vertices; index++) {
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object->vertices[index].x *= scale;
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object->vertices[index].y *= scale;
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} // end for index
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} // end Scale_Object
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//////////////////////////////////////////////////////////////////////////////
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void Rotate_Object(object_ptr object, float angle) {
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int index;
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float x_new, y_new, cs, sn;
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// pre-compute sin and cos
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cs = cos(angle);
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sn = sin(angle);
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// for each vertex rotate it by angle
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for (index = 0; index < object->num_vertices; index++) {
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// rotate the vertex
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x_new = object->vertices[index].x * cs - object->vertices[index].y * sn;
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y_new = object->vertices[index].y * cs + object->vertices[index].x * sn;
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// store the rotated vertex back into structure
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object->vertices[index].x = x_new;
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object->vertices[index].y = y_new;
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} // end for index
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} // end Rotate_Object
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//////////////////////////////////////////////////////////////////////////////
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void Create_Field(void) {
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int index;
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for (index = 0; index < NUM_ASTEROIDS; index++) {
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// fill in the fields
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asteroids[index].num_vertices = 6;
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asteroids[index].color = 0xFF000000 | (rand());
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asteroids[index].xo = 21 + rand() % (image.width - 42);
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asteroids[index].yo = 21 + rand() % (image.height - 42);
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asteroids[index].x_velocity = -3 + rand() % 6;
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asteroids[index].y_velocity = -3 + rand() % 6;
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asteroids[index].scale = (float)(rand() % 30) / 10;
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asteroids[index].angle = (float)(-5 + (float)(rand() % 10)) / 100;
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asteroids[index].vertices[0].x = 4.0;
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asteroids[index].vertices[0].y = 3.5;
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asteroids[index].vertices[1].x = 8.5;
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asteroids[index].vertices[1].y = -3.0;
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asteroids[index].vertices[2].x = 6;
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asteroids[index].vertices[2].y = -5;
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asteroids[index].vertices[3].x = 2;
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asteroids[index].vertices[3].y = -3;
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asteroids[index].vertices[4].x = -4;
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asteroids[index].vertices[4].y = -6;
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asteroids[index].vertices[5].x = -3.5;
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asteroids[index].vertices[5].y = 5.5;
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// now scale the asteroid to proper size
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Scale_Object((object_ptr)&asteroids[index], asteroids[index].scale);
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} // end for index
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} // end Create_Field
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//////////////////////////////////////////////////////////////////////////////
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void Draw_Asteroids(int erase) {
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image_color_t color = {0xFF000000};
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for (int index = 0; index < NUM_ASTEROIDS; index++) {
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// draw the asteroid
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if (erase == DRAW) {
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color.color = asteroids[index].color;
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}
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// get position of object
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float xo = asteroids[index].xo;
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float yo = asteroids[index].yo;
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// moveto first vertex
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for (int startVertex = 0; startVertex < asteroids[index].num_vertices; startVertex++) {
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int endVertex = (startVertex + 1) % asteroids[index].num_vertices;
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int x1 = (int)(xo + asteroids[index].vertices[startVertex].x);
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int y1 = (int)(yo + asteroids[index].vertices[startVertex].y);
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int x2 = (int)(xo + asteroids[index].vertices[endVertex].x);
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int y2 = (int)(yo + asteroids[index].vertices[endVertex].y);
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image_draw_line(image, x1, y1, x2, y2, color);
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} // end for vertex
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} // end for index
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} // end Draw_Asteroids
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//////////////////////////////////////////////////////////////////////////////
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void Translate_Asteroids() {
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int index;
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for (index = 0; index < NUM_ASTEROIDS; index++) {
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// translate current asteroid
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asteroids[index].xo += asteroids[index].x_velocity;
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asteroids[index].yo += asteroids[index].y_velocity;
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// collision detection i.e. bounds check
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if (asteroids[index].xo > image.width - 20 || asteroids[index].xo < 20) {
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asteroids[index].x_velocity = -asteroids[index].x_velocity;
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asteroids[index].xo += asteroids[index].x_velocity;
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}
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if (asteroids[index].yo > image.height - 20 || asteroids[index].yo < 20) {
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asteroids[index].y_velocity = -asteroids[index].y_velocity;
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asteroids[index].yo += asteroids[index].y_velocity;
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}
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} // end for index
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} // end Translate_Asteroids
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//////////////////////////////////////////////////////////////////////////////
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void Rotate_Asteroids(void) {
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int index;
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for (index = 0; index < NUM_ASTEROIDS; index++) {
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// rotate current asteroid
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Rotate_Object((object_ptr)&asteroids[index], asteroids[index].angle);
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} // end for index
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} // end Rotate_Asteroids
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EXPORT(cpptest) image_data_t* cpptest(uint16_t w, uint16_t h) {
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image = image_create(w, h);
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image_fill_rect(image, 0, 0, w, h, {0xFF000000});
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Create_Field();
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return ℑ
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}
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EXPORT(step) void step() {
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Draw_Asteroids(ERASE);
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// transform field
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Rotate_Asteroids();
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Translate_Asteroids();
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// draw field
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Draw_Asteroids(DRAW);
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printf("%d\n", result);
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}
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@ -1,8 +1,5 @@
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import { createWasmCanvas } from "@common/display/canvas";
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import awoo from "./awoo.cpp";
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export default function main() {
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const data = awoo.cpptest(window.innerWidth >> 2, window.innerHeight >> 2);
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const canvas = createWasmCanvas(awoo.data, data, awoo.step);
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console.log(awoo, canvas.width, canvas.height);
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console.log(awoo, awoo.main());
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}
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