Forge is now it's own project.
This commit is contained in:
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ddec1696e2
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90
.gitattributes
vendored
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90
.gitattributes
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#
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# Image
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#
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*.xcf filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.jpeg filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.gif filter=lfs diff=lfs merge=lfs -text
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||||
*.bmp filter=lfs diff=lfs merge=lfs -text
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*.avif filter=lfs diff=lfs merge=lfs -text
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*.tiff filter=lfs diff=lfs merge=lfs -text
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*.ico filter=lfs diff=lfs merge=lfs -text
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*.jxl filter=lfs diff=lfs merge=lfs -text
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*.pcx filter=lfs diff=lfs merge=lfs -text
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*.pnm filter=lfs diff=lfs merge=lfs -text
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*.pgm filter=lfs diff=lfs merge=lfs -text
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*.qoi filter=lfs diff=lfs merge=lfs -text
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*.tga filter=lfs diff=lfs merge=lfs -text
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*.webp filter=lfs diff=lfs merge=lfs -text
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||||
*.tif filter=lfs diff=lfs merge=lfs -text
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||||
*.jbg filter=lfs diff=lfs merge=lfs -text
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||||
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||||
#
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||||
# Other Binary
|
||||
#
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||||
*.exe filter=lfs diff=lfs merge=lfs -text
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||||
*.dll filter=lfs diff=lfs merge=lfs -text
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||||
*.dat filter=lfs diff=lfs merge=lfs -text
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||||
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||||
#
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||||
# Singe game and menu descriptors are Lua text, not binary.
|
||||
#
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||||
games.dat !filter !diff !merge text
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menu.dat !filter !diff !merge text
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||||
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||||
#
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||||
# Fonts
|
||||
#
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||||
*.ttf filter=lfs diff=lfs merge=lfs -text
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||||
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||||
#
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||||
# Audio
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||||
#
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||||
*.wav filter=lfs diff=lfs merge=lfs -text
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||||
*.flac filter=lfs diff=lfs merge=lfs -text
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||||
*.vgz filter=lfs diff=lfs merge=lfs -text
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||||
*.nsf filter=lfs diff=lfs merge=lfs -text
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||||
*.mp3 filter=lfs diff=lfs merge=lfs -text
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||||
*.mod filter=lfs diff=lfs merge=lfs -text
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||||
*.it filter=lfs diff=lfs merge=lfs -text
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||||
*.itz filter=lfs diff=lfs merge=lfs -text
|
||||
*.MOD filter=lfs diff=lfs merge=lfs -text
|
||||
*.med filter=lfs diff=lfs merge=lfs -text
|
||||
*.xm filter=lfs diff=lfs merge=lfs -text
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||||
*.oxm filter=lfs diff=lfs merge=lfs -text
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||||
*.raw filter=lfs diff=lfs merge=lfs -text
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||||
*.ogg filter=lfs diff=lfs merge=lfs -text
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||||
*.opus filter=lfs diff=lfs merge=lfs -text
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||||
|
||||
#
|
||||
# Document
|
||||
#
|
||||
*.odt filter=lfs diff=lfs merge=lfs -text
|
||||
*.pdf filter=lfs diff=lfs merge=lfs -text
|
||||
*.docx filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
#
|
||||
# Video
|
||||
#
|
||||
*.mkv filter=lfs diff=lfs merge=lfs -text
|
||||
*.avi filter=lfs diff=lfs merge=lfs -text
|
||||
*.mov filter=lfs diff=lfs merge=lfs -text
|
||||
*.mp4 filter=lfs diff=lfs merge=lfs -text
|
||||
*.mpg filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
#
|
||||
# Archive
|
||||
#
|
||||
*.bz2 filter=lfs diff=lfs merge=lfs -text
|
||||
*.xz filter=lfs diff=lfs merge=lfs -text
|
||||
*.lz filter=lfs diff=lfs merge=lfs -text
|
||||
*.lzma filter=lfs diff=lfs merge=lfs -text
|
||||
*.gz filter=lfs diff=lfs merge=lfs -text
|
||||
*.tar filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
#
|
||||
# Model
|
||||
#
|
||||
*.glb filter=lfs diff=lfs merge=lfs -text
|
||||
*.stl filter=lfs diff=lfs merge=lfs -text
|
||||
9
.gitignore
vendored
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9
.gitignore
vendored
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|||
*~
|
||||
build/
|
||||
*.log
|
||||
**/__pycache__/
|
||||
|
||||
# Written by Singe when it is run from here; never source.
|
||||
/Singe/
|
||||
/data/
|
||||
screenshots/
|
||||
241
CHANGELOG
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241
CHANGELOG
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|
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|
|||
FORGE 1.00
|
||||
==========
|
||||
|
||||
Unreleased
|
||||
|
||||
|
||||
New Features
|
||||
------------
|
||||
|
||||
- Forge is a project of its own, apart from Singe. ./build.sh renders the
|
||||
book and packs Forge.game with whichever Singe binary it is pointed at,
|
||||
and testScripts/run.sh runs Forge's tests against the same binary. Forge
|
||||
needs Singe 3.00 or later.
|
||||
|
||||
- A Forge game says who made it. The game's form has credits fields --
|
||||
developer, publisher, year, platform, genre, creator, source, and
|
||||
description -- and a release writes them into its games.dat, where the menu
|
||||
shows them. Notes go into a CREDITS.txt beside the game, and licence
|
||||
files named in the credits travel with it. A port of an existing game gets
|
||||
its original author's credits filled in from the original's own games.dat
|
||||
and script header.
|
||||
|
||||
- A game can be sent to the master service for review from Forge. Shift+P
|
||||
in the editor exports, packs, and uploads it; an upload is not in the catalogue
|
||||
until it has been reviewed, and Forge shows where each version of yours
|
||||
stands. Behind it: singePack(directory, database) packs a game from
|
||||
a script exactly as --pack does, and the network layer can send a request
|
||||
body straight from a file, so a game is never held in memory whole.
|
||||
|
||||
- Forge gives every description a permanent GAME_ID the first time it is saved
|
||||
and writes it into the games.dat it exports, so a Forge game can be
|
||||
published and updated.
|
||||
|
||||
- Forge can judge a shot by the picture rather than by a hitbox. lightSensor
|
||||
is a behaviour of the framework now, the way a home laserdisc gun works: a
|
||||
spot on the picture flashes on the frames a target is shown, and a shot is
|
||||
good when the picture under the gun changes the way the spot does. It began
|
||||
as five games' own vocabulary and was general all along, so it moved in, and
|
||||
those five name no vocabulary of their own any more. pictureAt came with it,
|
||||
a condition any rule can ask -- is the picture at this point bright, dark, or
|
||||
neither -- for a flash hidden in a game's own video, a colour cue, or a lamp
|
||||
in a scene; a game with no disc reads dark everywhere. Both are in the
|
||||
book's vocabulary tables, which are generated from the manifest, and scene
|
||||
100 covers them.
|
||||
|
||||
- Publishing from Forge writes a new file beside the old one and releases
|
||||
the old copy only once the new one is in place, so an interrupted write
|
||||
cannot lose either.
|
||||
|
||||
- Forge has tutorials: ten sittings at the front of Forge.pdf, each
|
||||
ending with a game that plays, with the kit of pictures, sounds, a clip,
|
||||
and a model they use packed in Forge.game, and the finished description
|
||||
of each in the chooser. Each tutorial's scene presses the keys the text
|
||||
names and checks the result, so the book cannot drift from the editor.
|
||||
On the way the editor gained the game's own form (title, players, vars,
|
||||
verbs, layers, and each layer's parameters), the digits as panel keys,
|
||||
DELETE to empty a field, X to release a game with every file it names,
|
||||
a file picker that keeps an unset field unset, and a panel that steps
|
||||
aside while a polygon is drawn. What an entity is made from is now a
|
||||
type, not a kind: types = { hero = ... } in a description, type = "hero"
|
||||
on an entity and in an event's filter, and the Types panel. Forge's
|
||||
launcher takes every key (MODE_FULL), so ENTER and TAB reach it, and
|
||||
its panel's rows and fields take clicks. A value is edited in place:
|
||||
it starts selected, so typing replaces it, and the arrows put a caret
|
||||
into it. A field whose values are a fixed set opens a dropdown of them
|
||||
-- true and false, the scancodes, the switches, the looks, the events,
|
||||
the words a parameter takes, the game's own types, rooms, entities,
|
||||
states, tracks, and nodes -- opened on the value it has, under its own
|
||||
row, upward when there is no room below. The panel's list and fields
|
||||
box scroll, with bars, and keep the chosen row in view. The game's
|
||||
name at the top of the panel, or a press on empty canvas, brings the
|
||||
game's own form back. A waves track (W in the tracks) spawns a type
|
||||
by count and interval at a moment, a disc frame, or a rail camera's
|
||||
stop, from an entity or a list of them in turn, or at a point; and
|
||||
soundDone says when a clip playSound or a sound behaviour started has
|
||||
ended. Ports of the test library began (FORGE.md section 14): the
|
||||
five light gun games of the VHS era are Forge descriptions written by
|
||||
a porting script, and play the same as the emulator under
|
||||
the same inputs (testScripts/ports/). On the way: a lightSensor
|
||||
behaviour, a pointer behaviour, fonts and anchors on the text look,
|
||||
sprites drawn in copies, discPlay and discPause, pointerX and pointerY
|
||||
in expressions, an event belonging to the room it happened in, and a
|
||||
built game finding files beside its description. A game can bring a
|
||||
vocabulary of its own: a description names a file of Lua
|
||||
(vocabulary = "Vocabulary.singe") that adds looks, behaviours,
|
||||
conditions, actions, layers, or events to the manifest for that game
|
||||
alone; the editor loads it when the game opens and forgets it when
|
||||
the game closes, the compiler checks against it, and the built game
|
||||
carries it into a release. Their light sensor lives in one now,
|
||||
beside those five games, and not in Forge. The Hypseus library's
|
||||
eleven Karis Framework 3.32b titles are ported by the same converter, which
|
||||
finds the framework where a game keeps it and notes its version; the
|
||||
rest of that library is surveyed in FORGE.md 14.9. A branch on the
|
||||
branching track can want its move mashed (mash = 6) or held (hold =
|
||||
20). The seven Kimmy Script Engine titles are ported by the same
|
||||
converter and a kimmy behaviour that
|
||||
plays that engine's loop, and play as their originals do (FORGE.md
|
||||
14.11).
|
||||
util/forgePorts.py
|
||||
assembles the ported games into a project folder of their own
|
||||
(~/claude/singePorts), one game to a folder with its description, the
|
||||
compiled port, the runtime, its files, and a games.dat. A description is a
|
||||
.forge file now (it was .game, which is the packed release's, and the
|
||||
chooser had to sniff which was which). The seventeen KarisFramework
|
||||
games are ported too: util/forgePortKaris.lua reads a game's own
|
||||
script, and the qte behaviour plays the framework's loop over the
|
||||
framework's tables, running the game's script and add-ons in a shim;
|
||||
every one plays as its original under the same driver. Flat
|
||||
bodies are the size their looks are drawn at (they were half), and a
|
||||
platformer stands on its point.
|
||||
|
||||
- A game can be described rather than written. Forge/Author.singe and
|
||||
Forge/AuthorCompile.singe take a table of layers, entities, behaviours
|
||||
and rules and compile it into an ordinary Singe game: the rules become
|
||||
real Lua, so nothing walks a table every frame and the result can be
|
||||
read and edited by hand. There is no notion of genre in it -- a game
|
||||
declares which of the engine's layers it uses, and that is the whole
|
||||
difference between a platformer and a quick-time event over video. The
|
||||
vocabulary of conditions and actions is declared in a table rather than
|
||||
built into the compiler, so new kinds of game are entries rather than
|
||||
releases, and the "lua" action is the deliberate way out when a rule
|
||||
needs something the vocabulary cannot say. See the manual.
|
||||
|
||||
- Forge runs as a game rather than only as a library: started from the
|
||||
menu it opens on a chooser (its own descriptions, a new game from a
|
||||
starter, a copy of anything dropped into its directory), the keys, the
|
||||
mouse and the pad reach the editor, P saves, builds and plays what is on
|
||||
screen and comes back to it, and ESC closes or leaves. Entities can be
|
||||
added, duplicated, deleted and typed field by field -- position, look,
|
||||
behaviours and their parameters, all from the manifest -- and renaming
|
||||
one renames it in every rule. Conditions and actions are picked from
|
||||
the vocabulary with their help beside them, rules reorder, a rule's
|
||||
note is editable, and U undoes forty steps. The compiler loads the
|
||||
runtime from Forge/, where it lives, so it no longer fails looking for
|
||||
a Singe/Author.singe that never shipped.
|
||||
|
||||
- An editor for those descriptions, Forge, which is itself
|
||||
a Singe game: the canvas is the same overlay at the same coordinates the
|
||||
game will be played in, so what is placed is what is seen. Entity list
|
||||
and details are an RmlUi document, the canvas beside them is drawn into
|
||||
the overlay and picked the way a light gun game picks a target, and the
|
||||
two compose because a button is offered to the GUI first while pointer
|
||||
motion is never consumed. A description survives a round trip through
|
||||
it: load, save, load again, and it compiles to the same game. Forge is
|
||||
distributed on its own and no part of it ships inside Singe -- not the
|
||||
editor, not the compiler, not the runtime. A game Forge builds carries
|
||||
its own copy of that runtime, so it runs on a machine that has never had
|
||||
Forge on it and cannot change behaviour because the engine moved on.
|
||||
|
||||
- A game released from Forge is standalone. forgeExport writes the
|
||||
compiled script, a games.dat, the description it came from and a copy of
|
||||
the runtime into a directory of its own, taken out of Forge. --pack turns
|
||||
that directory into a .game. The game locates its own directory with
|
||||
debug.getinfo rather than trusting DIR, which names the directory of the
|
||||
script the engine was launched with -- not this one when a game is reached
|
||||
by dofile.
|
||||
|
||||
- The editor edits rules, not only entity positions: Tab swaps the panel
|
||||
between the entities and the event sheet, the selected rule opens in
|
||||
place with its conditions and actions under it, and conditions and
|
||||
actions are added from the same manifest the compiler reads, so the rule
|
||||
editor needs no change when the vocabulary grows. It is driven by keys
|
||||
as well as the pointer, which is how the bundled menu has always worked
|
||||
and what a cabinet needs. ENTER types a value into the selected
|
||||
condition or action and moves to its next one, ESC puts it back; a
|
||||
number typed in comes back a number.
|
||||
|
||||
- Forge's description format is new (FORGE.md section 4): kinds with
|
||||
instances, rooms that remember themselves, rules triggered by events
|
||||
(collisions between kinds, hits, deaths, timers, disc frames) as well as
|
||||
every frame, vars and states on every instance, expressions where a
|
||||
number goes, any-of groups, timers, sound, a HUD document bound to vars,
|
||||
actions that take time run as coroutines, and hitbox tracks keyed to
|
||||
disc frames or time. A shoot-em-up and a light gun game over video
|
||||
prove it (testScripts/author, scenes 58 and 59). The editor gained
|
||||
kinds, rooms, event pickers, and a timeline that scrubs the disc's video
|
||||
under the cursor (scene 60). Nothing of the first slice's format loads;
|
||||
it was never released.
|
||||
|
||||
- Forge builds 3D games (FORGE.md section 5): a scene3d layer, model,
|
||||
mesh, light, billboard, and text looks, the character controller moving
|
||||
relative to a camera that is fixed, follows, orbits, sits in first
|
||||
person, or rides a rail of points with stops, enemies that seek, an
|
||||
animator playing a clip per state, targets with zones on named bones so
|
||||
a gun's ray says which part it hit, ragdolls on death, bodies and
|
||||
triggers. A rail shooter in the manner of House of the Dead and a 3D
|
||||
platformer prove it (scenes 61 and 62), and the editor shows a 3D room
|
||||
as the scene itself under an orbiting camera (scene 63).
|
||||
|
||||
- Forge builds adventure games (FORGE.md section 6): rooms that remember
|
||||
themselves, walk areas baked to a navigation mesh in a painted room or
|
||||
a modelled one, hotspots, a verb line and a text parser with the most
|
||||
specific rule winning, an inventory, dialogue trees, cut-scenes across
|
||||
rooms with fades, depth sorting and scaling, and whole-game saves. The
|
||||
same rules run a two-room adventure in 2D and in 3D (scenes 64 and 65).
|
||||
|
||||
- Forge builds racing games and tower defences (FORGE.md section 7):
|
||||
vehicles on the engine's vehicle physics with an opponent that drives a
|
||||
track on its own, walkers that follow a target or patrol a lane, turrets
|
||||
that fire at what is in range, instances placed by a click on the floor,
|
||||
thrust, and hinge, ball, and slider joints (scenes 66 and 67).
|
||||
|
||||
- Forge builds branching video games and carries the arcade plumbing
|
||||
(FORGE.md section 8): windows on the disc that want a move, with the
|
||||
disc sent to a success or a failure clip, the score bezel mirroring the
|
||||
game's vars, coins, continues, a results card with the best score kept,
|
||||
and scores sent to the master service's board (scene 68).
|
||||
|
||||
- Forge's editor gained a search in every picker, a file picker for any
|
||||
field that names a file, polygon drawing for walk areas and hotspot
|
||||
outlines, a dialogue outline panel, and play-from-this-room (FORGE.md
|
||||
section 9, scene 69).
|
||||
|
||||
- Forge's long tail (FORGE.md section 10): sprite sheets stepped by
|
||||
state, tile maps from a sheet, MIDI notes as events, water that bodies
|
||||
float in, boats under their propellers, and soft bodies (scenes 70 and
|
||||
71). Every kind of game in FORGE.md's catalogue now has its vocabulary.
|
||||
|
||||
- Forge's sprites turn (a var, a spin behaviour, or a projectile aiming
|
||||
along its flight), a particles look streams from an instance, the
|
||||
checker names misspelt fields, and 2D particle bursts are drawn at all
|
||||
(they never had been).
|
||||
|
||||
- Forge builds painted rooms in 3D with occluders, and its 3D viewport
|
||||
gained axis gizmos with a turn handle; entities carry a rotation, and
|
||||
a sprite faces left through a frame range of its own (FORGE.md section
|
||||
12, scenes 70, 79, and 80).
|
||||
|
||||
- Forge's catalogue is written out (FORGE.md section 11): a first-person
|
||||
shooter, breakout, a maze, third-person action, a space shooter, a
|
||||
rhythm game, and bowling join the samples (scenes 72 to 78), and what
|
||||
they found is fixed: a gun's ray passes through what is not a target,
|
||||
events raised while the first room is built reach the rules, and a
|
||||
rule on a key or a room can run once per instance of a kind.
|
||||
|
||||
- Forge has its own manual, docs/Forge.adoc, built to Forge.html and
|
||||
Forge.pdf beside the Singe manual; the engine's manual keeps a pointer.
|
||||
The build packs Forge.game itself, with the manual and four samples
|
||||
that need no art inside, and Forge's first run copies Forge.pdf out to
|
||||
its data directory and says where.
|
||||
R redoes what U undid, forty steps deep.
|
||||
674
COPYING
Normal file
674
COPYING
Normal file
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
43
README.md
Normal file
43
README.md
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
# Forge
|
||||
|
||||
Forge is an authoring tool for Singe: a game is described -- its types, rooms, rules, and tracks --
|
||||
rather than written, and Forge compiles the description into an ordinary Singe game that can be
|
||||
read and edited by hand. Forge is itself a Singe game. It is its own project: nothing of it ships
|
||||
inside Singe, and a game it builds carries its own copy of the runtime.
|
||||
|
||||
Forge needs Singe 3.00 or later.
|
||||
|
||||
## Layout
|
||||
|
||||
| Folder | What is in it |
|
||||
|---|---|
|
||||
| forge/ | Forge itself: the editor (Forge.singe, Forge.rml), the runtime (Author.singe), the compiler (AuthorCompile.singe), its games.dat, the kit of art the tutorials use, and the tutorials' finished descriptions |
|
||||
| docs/ | The Forge book (Forge.adoc), its vocabulary chapter (ForgeVocabulary.adoc, generated), and its pictures |
|
||||
| testScripts/ | The test scenes, the sample descriptions (author/), the library port comparisons (ports/), and the files they load |
|
||||
| util/ | Tools: the vocabulary chapter, the tutorial kit and pictures, credits, and the library converters |
|
||||
| FORGE.md | The plan |
|
||||
|
||||
## Building
|
||||
|
||||
./build.sh
|
||||
|
||||
writes build/Forge.html, build/Forge.pdf, and build/Forge.game, the distributable. Packing is
|
||||
Singe's own --pack, so the build needs a Singe binary: by default the newest one in a Singe tree
|
||||
beside this one (../singe/.builddir), or whatever SINGE names:
|
||||
|
||||
SINGE=/path/to/Singe-v3.00-Linux-x86_64 ./build.sh
|
||||
|
||||
It also needs lua5.4, asciidoctor, and asciidoctor-pdf.
|
||||
|
||||
## Testing
|
||||
|
||||
testScripts/run.sh every scene
|
||||
testScripts/run.sh 52 83 just these
|
||||
|
||||
runs the scenes headless against the same Singe binary (SINGE again) and reports each. Logs and
|
||||
screenshots are kept in build/tests/.
|
||||
|
||||
## Licence
|
||||
|
||||
GPL version 3 (COPYING). The test files' and the kit's credits are in testScripts/README.md and
|
||||
forge/kit/LICENSE.
|
||||
1
VERSION
Normal file
1
VERSION
Normal file
|
|
@ -0,0 +1 @@
|
|||
1.00.1.1
|
||||
56
build.sh
Executable file
56
build.sh
Executable file
|
|
@ -0,0 +1,56 @@
|
|||
#!/usr/bin/env bash
|
||||
# Builds Forge: the vocabulary chapter from the manifest in forge/Author.singe, the book as
|
||||
# build/Forge.html and build/Forge.pdf, and the distributable build/Forge.game -- forge/ with the
|
||||
# book and four samples beside it, packed by Singe's own --pack. Singe is not part of this
|
||||
# project: point SINGE at the engine binary to pack with, or leave it to find the newest build in a
|
||||
# Singe tree beside this one.
|
||||
#
|
||||
# ./build.sh uses ../singe/.builddir/Singe-v*-Linux-x86_64
|
||||
# SINGE=/path/to/Singe-v3.00-Linux-x86_64 ./build.sh
|
||||
#
|
||||
# Needs lua5.4, asciidoctor and asciidoctor-pdf. The version comes from VERSION: four numbers,
|
||||
# patch 1 meaning a beta and tweak saying which, so 1.00.1.1 is "1.00b1", as Singe numbers itself.
|
||||
set -euo pipefail
|
||||
|
||||
here=$(cd "$(dirname "$0")" && pwd)
|
||||
out=$here/build
|
||||
singe=${SINGE:-$(ls -t "$here"/../singe/.builddir/Singe-v*-Linux-x86_64 2>/dev/null | head -1)}
|
||||
|
||||
for tool in lua5.4 asciidoctor asciidoctor-pdf; do
|
||||
if ! command -v "$tool" > /dev/null; then
|
||||
echo "error: $tool not found" >&2
|
||||
exit 1
|
||||
fi
|
||||
done
|
||||
if [[ -z $singe || ! -x $singe ]]; then
|
||||
echo "error: no Singe binary; set SINGE to the engine to pack with" >&2
|
||||
exit 1
|
||||
fi
|
||||
read -r major minor patch tweak <<< "$(tr '.' ' ' < "$here/VERSION")"
|
||||
if [[ $patch == 1 ]]; then
|
||||
version="${major}.${minor}b${tweak}"
|
||||
else
|
||||
version="${major}.${minor}"
|
||||
fi
|
||||
|
||||
mkdir -p "$out"
|
||||
# The vocabulary tables come from the manifest itself, so the book cannot drift from it.
|
||||
(cd "$here" && lua5.4 util/forgeVocabulary.lua > docs/ForgeVocabulary.adoc)
|
||||
asciidoctor -a data-uri -a revnumber="$version" "$here/docs/Forge.adoc" -o "$out/Forge.html"
|
||||
asciidoctor-pdf -a revnumber="$version" "$here/docs/Forge.adoc" -o "$out/Forge.pdf"
|
||||
|
||||
# The package: the scripts, the kit, the tutorials, the book, and the samples that need no art
|
||||
# beyond what Singe ships, so the chooser has something to open on a fresh install. Packing
|
||||
# refuses to overwrite, and it runs in the staging folder because Singe writes Singe/ and data/ into
|
||||
# its working directory.
|
||||
stage=$out/stage
|
||||
rm -rf "$stage" "$out/Forge.game"
|
||||
mkdir -p "$stage"
|
||||
cp -r "$here/forge" "$stage/Forge"
|
||||
cp "$out/Forge.pdf" "$stage/Forge/"
|
||||
cp "$here"/testScripts/author/{platformer,breakout,qte,fmv}.forge "$stage/Forge/"
|
||||
(cd "$stage" && "$singe" --pack "$stage/Forge" "$out/Forge.game")
|
||||
rm -rf "$stage"
|
||||
|
||||
echo "Forge $version, packed with $singe:"
|
||||
ls -la "$out/Forge.html" "$out/Forge.pdf" "$out/Forge.game"
|
||||
1928
docs/Forge.adoc
Normal file
1928
docs/Forge.adoc
Normal file
File diff suppressed because it is too large
Load diff
721
docs/ForgeVocabulary.adoc
Normal file
721
docs/ForgeVocabulary.adoc
Normal file
|
|
@ -0,0 +1,721 @@
|
|||
// Generated by util/forgeVocabulary.lua from forge/Author.singe. Do not edit.
|
||||
|
||||
=== Layers
|
||||
|
||||
[cols="1,3,2"]
|
||||
|===
|
||||
| Name | What it does | Parameters
|
||||
|
||||
| `bezel`
|
||||
| The arcade score panel around the picture, showing the vars score (and score2), lives (and lives2), and credits as they change.
|
||||
| `twin` (boolean)
|
||||
|
||||
| `disc`
|
||||
| The video the game is played over. The file is what the editor scrubs; games.dat names it when the game runs.
|
||||
| `file` (file), `start` (number)
|
||||
|
||||
| `hud`
|
||||
| An RmlUi document over everything. bind maps element ids to game vars, refreshed as they change.
|
||||
| `bind` (table), `document` (file)
|
||||
|
||||
| `music`
|
||||
| A track that plays from the start, looping.
|
||||
| `file` (file), `volume` (number)
|
||||
|
||||
| `overlay`
|
||||
| Flat drawing over everything: sprites, scores, prompts.
|
||||
| --
|
||||
|
||||
| `parser`
|
||||
| A text parser: a prompt the player types at, and words the game knows. What is typed raises the said event.
|
||||
| `ignore` (table), `prompt` (string), `words` (table)
|
||||
|
||||
| `scene3d`
|
||||
| The 3D scene: physics in three axes, a sun, a sky, fog. Positions are world units.
|
||||
| `ambient` (table), `exposure` (number), `fog` (table), `fov` (number), `gravity` (number), `sky` (file), `sun` (table)
|
||||
|
||||
| `world2d`
|
||||
| A flat world with gravity: physics in the XY plane, drawn into the overlay.
|
||||
| `gravity` (number)
|
||||
|
||||
|===
|
||||
|
||||
=== Looks
|
||||
|
||||
[cols="1,3,2"]
|
||||
|===
|
||||
| Name | What it does | Parameters
|
||||
|
||||
| `billboard`
|
||||
| A sprite in the scene, always facing the camera: a tree, a puff, a health bar.
|
||||
| `d` (number), `file` (file), `h` (number), `height` (number), `w` (number)
|
||||
|
||||
| `box`
|
||||
| A filled rectangle, centred on the instance -- or standing on it, with anchor feet.
|
||||
| `anchor` (feet), `b` (number), `g` (number), `h` (number), `r` (number), `w` (number)
|
||||
|
||||
| `grid`
|
||||
| A map of tiles from a sheet, its top left at the instance: columns is the sheet's width in tiles, tile the tile's size, map the rows of tile numbers (1 is the first; 0 is empty), rows separated by semicolons.
|
||||
| `columns` (number), `file` (file), `map` (string), `tile` (number)
|
||||
|
||||
| `light`
|
||||
| A point or spot light, or a sun, on the instance.
|
||||
| `b` (number), `g` (number), `intensity` (number), `r` (number), `range` (number), `shadow` (boolean), `type` (point, spot, sun)
|
||||
|
||||
| `mesh`
|
||||
| A box, sphere, cylinder, or plane with a colour or a texture. Floors, walls, crates, targets. An occluder is not seen but hides what is behind it: a pillar that is only in the painting.
|
||||
| `b` (number), `d` (number), `g` (number), `h` (number), `metallic` (number), `occluder` (boolean), `r` (number), `roughness` (number), `shape` (box, sphere, cylinder, plane), `texture` (file), `unlit` (boolean), `w` (number)
|
||||
|
||||
| `model`
|
||||
| A glTF model under the instance, scaled and turned, playing a clip. w, h, d say how big it counts as.
|
||||
| `clip` (string), `d` (number), `file` (file), `h` (number), `rx` (number), `ry` (number), `rz` (number), `scale` (number), `w` (number)
|
||||
|
||||
| `none`
|
||||
| Nothing drawn: a trigger, a spawner, a hitbox over video, a camera.
|
||||
| `d` (number), `h` (number), `w` (number)
|
||||
|
||||
| `particles`
|
||||
| A steady stream of particles from the instance: a fire, smoke, a thruster, rain. Colour, size, speed, and life as an emitter takes them.
|
||||
| `b` (number), `g` (number), `gravity` (number), `life` (number), `r` (number), `rate` (number), `size` (number), `speed` (number), `spread` (number)
|
||||
|
||||
| `qteHud`
|
||||
| The HUD of a quick-time-event game: what its qte behaviour's state says a player sees (the score and the record, the lives or the life bar, and the rest), drawn from the game's own pictures and font as the game lays them out.
|
||||
| --
|
||||
|
||||
| `sprite`
|
||||
| An image, centred on the instance -- or standing on it, with anchor feet. frames splits a sheet into that many columns; the var frame picks one. The var angle turns it, starting from the entity's rz. faces says which way the art looks (right unless said, or none): while the var facing is the other way the image is mirrored, so art drawn one way walks both. The var copies draws it that many times in a row, step pixels apart (a row of bullets, of hearts): negative steps go left.
|
||||
| `anchor` (feet), `faces` (right, left, none), `file` (file), `frames` (number), `step` (number)
|
||||
|
||||
| `text`
|
||||
| A line of text, its top left at the instance -- or centred on it, standing on it (feet), or hanging from it (top). The var text is what it says. A font file and size of its own, or the game's.
|
||||
| `anchor` (centre, feet, top), `b` (number), `font` (file), `g` (number), `r` (number), `size` (number), `text` (string)
|
||||
|
||||
| `text3d`
|
||||
| A line of text standing in the scene. The var text is what it says.
|
||||
| `height` (number), `text` (string)
|
||||
|
||||
|===
|
||||
|
||||
=== Behaviours
|
||||
|
||||
[cols="1,3,2"]
|
||||
|===
|
||||
| Name | What it does | Parameters
|
||||
|
||||
| `animator`
|
||||
| A clip per state: idle, walk, attack, hit, dead, or any state a rule sets. A clip that does not loop raises animationDone when it ends.
|
||||
| `attack` (string), `dead` (string), `fade` (number), `hit` (string), `idle` (string), `loop` (string), `walk` (string)
|
||||
|
||||
| `body`
|
||||
| A thing physics moves: a crate, a ball, debris. Mass, bounce, friction, and buoyancy as Jolt takes them.
|
||||
| `bounce` (number), `buoyancy` (number), `friction` (number), `mass` (number), `shape` (box, sphere)
|
||||
|
||||
| `branching`
|
||||
| Branch windows over the disc: a track of branches, each a disc frame window, the move it wants, and where the disc goes on success and on failure. A branch with mash wants the move that many times inside the window; one with hold wants it held that many frames. Raises branchOpen, branchTaken, and branchMissed.
|
||||
| `track` (track)
|
||||
|
||||
| `camera`
|
||||
| The scene is drawn from this instance. fixed looks at a point; follow keeps an offset from a target; first sits on a target's eyes and the mouse looks; orbit circles a target; rail rides a track of points with stops.
|
||||
| `eye` (number), `lag` (number), `lookX` (number), `lookY` (number), `lookZ` (number), `mode` (fixed, follow, first, orbit, rail), `target` (string), `track` (track), `x` (number), `y` (number), `z` (number)
|
||||
|
||||
| `character`
|
||||
| Walks, falls, and jumps in the scene: the engine's character controller. Moves by the vars dx and dy, relative to the camera.
|
||||
| `height` (number), `jump` (number), `radius` (number), `speed` (number)
|
||||
|
||||
| `drift`
|
||||
| Moves steadily, for a cloud, a platform, or a target.
|
||||
| `vx` (number), `vy` (number)
|
||||
|
||||
| `frames`
|
||||
| Steps a sprite look's frame: a range of frames per state, as "idle=1-1, walk=2-5", at a rate a second. A sheet drawn facing both ways names the other way's frames stateLeft or stateRight (walkLeft), used while the var facing is that way instead of mirroring the look.
|
||||
| `fps` (number), `states` (string)
|
||||
|
||||
| `gun`
|
||||
| The pointer as a gun for one player: a press of the trigger raises hit on what is under it, or miss. Ammo counts down; a shot off the screen reloads. With aim centre it fires from the middle of the picture -- a first-person gun.
|
||||
| `aim` (centre), `ammo` (number), `player` (number), `reload` (offscreen), `trigger` (switch)
|
||||
|
||||
| `health`
|
||||
| The var health; the damage action lowers it, and at zero the instance raises death and is destroyed unless keep is set. With ragdoll, a model falls limp instead and goes after linger seconds.
|
||||
| `keep` (boolean), `linger` (number), `max` (number), `ragdoll` (boolean)
|
||||
|
||||
| `hitbox`
|
||||
| The instance's hit shape comes from a track of boxes keyed by disc frame or time; between keys it is interpolated, outside them there is none. A track with step = true keeps a box only on the frames it keys.
|
||||
| `track` (track)
|
||||
|
||||
| `hotspot`
|
||||
| Something a verb can be used on: a name for the sentence line, a place to walk to first, and a polygon (x,y pairs) when its look's box will not do.
|
||||
| `name` (string), `polygon` (table), `walkX` (number), `walkY` (number), `walkZ` (number)
|
||||
|
||||
| `joint`
|
||||
| Joins this body to another's -- or to the world, with no other -- by a hinge, a ball, or a slider through a world point along an axis.
|
||||
| `ax` (number), `ay` (number), `az` (number), `dx` (number), `dy` (number), `dz` (number), `other` (string), `type` (hinge, ball, slider)
|
||||
|
||||
| `keys`
|
||||
| Reads a player's keys into the vars dx and dy (-1 to 1) and fire, so rules and movers read intent rather than hardware.
|
||||
| `down` (scancode), `fire` (scancode), `left` (scancode), `player` (number), `right` (scancode), `up` (scancode)
|
||||
|
||||
| `lightSensor`
|
||||
| Judges a shot by the picture rather than by a hitbox, the way a home laserdisc gun does: a spot on the picture (x, y) flashes bright or dark on the frames a target is shown, and a shot is good when the picture under the gun changes the way the spot does over the two frames after the trigger. A shot into the spot's own corner (left, top and beyond) is not judged, so the spot cannot be shot. Raises fire on the trigger, then hit or miss. For a game whose disc carries the targets in its own picture; a game with hitboxes wants gun and target instead.
|
||||
| `high` (number), `left` (number), `low` (number), `player` (number), `top` (number), `trigger` (switch), `x` (number), `y` (number)
|
||||
|
||||
| `mover`
|
||||
| Moves by the vars dx and dy at a speed, kept on the screen when clamp is set. Pair it with keys.
|
||||
| `clamp` (boolean), `speed` (number)
|
||||
|
||||
| `patrol`
|
||||
| Walks a list of points in turn -- a creep's lane, a guard's round -- looping or stopping, and raises patrolEnd at the last.
|
||||
| `loop` (boolean), `points` (table)
|
||||
|
||||
| `platformer`
|
||||
| Runs, falls, and jumps: the engine's character controller in 2D. Rules say which way with run and jump. Its point is its feet, so its look stands on it. Sets the var facing, and the var state to idle, walk, jump, or fall unless a rule set another.
|
||||
| `jump` (number), `speed` (number)
|
||||
|
||||
| `pointer`
|
||||
| Follows a player's pointer: a crosshair, a hand. Hidden when the engine says a real gun wants no crosshair drawn.
|
||||
| `player` (number)
|
||||
|
||||
| `projectile`
|
||||
| Flies at a velocity and is dropped past the edge (or far away, in 3D) or after life seconds. With aim, a sprite turns to point the way it flies.
|
||||
| `aim` (boolean), `life` (number), `vx` (number), `vy` (number), `vz` (number)
|
||||
|
||||
| `qte`
|
||||
| Plays a laserdisc quick-time-event game from the tables under game.qte: an attract loop, credits, levels of scenes with moves to answer in a window of frames, death clips, continues, the settings, and the game's own add-ons. qte.options.style says how its moves are judged and its levels run: windows (the default: a move answered in a window, compound moves too), held (moves judged by what is held together: combos, mashes, holds, sequences, paths, timed and yes/no branches, tilt, a life bar, die and retry, a new-game menu, a level select), segments (levels of segments, a map between them, the game's own level functions run as they are), checkpoints (checkpoints, a time-stop choice of three, a tally by deaths, a life per quota), or trophies (segmented levels judged the windows way, a difficulty select, a level-clear screen, trophies). The port converter writes the tables from an existing game's script.
|
||||
| --
|
||||
|
||||
| `racer`
|
||||
| Drives a vehicle round a track of points on its own: steering toward the next, throttling by how straight the road is.
|
||||
| `reach` (number), `throttle` (number), `track` (track)
|
||||
|
||||
| `seek`
|
||||
| Moves straight toward a target -- an entity's id, or "camera" -- and raises arrived within stopAt of it.
|
||||
| `fly` (boolean), `speed` (number), `stopAt` (number), `target` (string)
|
||||
|
||||
| `shooter`
|
||||
| Spawns a type from an offset while the var fire is set (or always, with auto), no faster than the rate.
|
||||
| `auto` (boolean), `offsetX` (number), `offsetY` (number), `rate` (number), `spawns` (type)
|
||||
|
||||
| `soft`
|
||||
| A mesh look made soft: a cloth, or a body inflated to a pressure.
|
||||
| `mass` (number), `pressure` (number), `stiffness` (number), `type` (cloth, body)
|
||||
|
||||
| `solid`
|
||||
| Immovable ground or a wall, in a world2d or a scene3d room. With moving, a body that follows wherever the instance is moved -- a paddle, a lift.
|
||||
| `moving` (boolean)
|
||||
|
||||
| `sound`
|
||||
| A clip per event: spawn, hit, miss, death, fire (a gun's trigger), or any event the instance sees. Values are file names. volume is the clips' own, 0 to 100, under the game's.
|
||||
| `death` (file), `fire` (file), `hit` (file), `miss` (file), `pressed` (file), `spawn` (file), `volume` (number)
|
||||
|
||||
| `spawner`
|
||||
| Makes instances of a type every so many seconds at its own position or at one of its points, up to max alive at once and total in all.
|
||||
| `every` (number), `max` (number), `pick` (turn, random), `points` (table), `spawns` (type), `total` (number)
|
||||
|
||||
| `spin`
|
||||
| Turns steadily: the var angle in 2D (a sprite turns with it), the node about Y in 3D, in degrees a second.
|
||||
| `rate` (number)
|
||||
|
||||
| `target`
|
||||
| Something a gun can hit. In 2D its look's box; in 3D a body the size of its look, plus zones -- boxes on named bones, so a shot says which part it hit.
|
||||
| `zones` (table)
|
||||
|
||||
| `thrust`
|
||||
| A body pushed along its nose by the var dy and turned by dx: a hovercraft, a ship, a plane without lift.
|
||||
| `force` (number), `turn` (number)
|
||||
|
||||
| `timer`
|
||||
| Raises the timer event with its name after some seconds, or every so many. start false waits for timerStart.
|
||||
| `after` (number), `every` (number), `name` (string), `start` (boolean)
|
||||
|
||||
| `trigger`
|
||||
| A volume that reports what enters and leaves it, as the enter and leave events. A checkpoint, a doorway, a prize.
|
||||
| --
|
||||
|
||||
| `turret`
|
||||
| Fires at the nearest instance of a type within range, no faster than the rate: spawns a projectile aimed at it, or, with no projectile, does the damage itself.
|
||||
| `damage` (number), `range` (number), `rate` (number), `spawns` (type), `speed` (number), `targets` (type)
|
||||
|
||||
| `vehicle`
|
||||
| A car, motorcycle, tank, or boat on the engine's vehicle physics, driven by the vars dy (throttle, up is forward) and dx (steering) from keys. Wheels hang at the four corners the sizes say; a boat needs none.
|
||||
| `mass` (number), `radius` (number), `suspension` (number), `thrust` (number), `torque` (number), `type` (car, motorcycle, tank, boat), `wheelX` (number), `wheelZ` (number), `width` (number)
|
||||
|
||||
| `walker`
|
||||
| Walks the room's walk areas (2D) or its floors (3D) on the navigation mesh: walkTo sends it, a click on the floor can, follow keeps it after an entity (or the camera), and it raises arrived. Its state is walk or idle as it goes.
|
||||
| `every` (number), `follow` (string), `radius` (number), `speed` (number), `stopAt` (number)
|
||||
|
||||
| `water`
|
||||
| Fills a mesh look with water: its top is the surface, and bodies inside float or sink by their buoyancy.
|
||||
| `density` (number), `drag` (number)
|
||||
|
||||
|===
|
||||
|
||||
=== Events
|
||||
|
||||
[cols="1,3,2"]
|
||||
|===
|
||||
| Name | What it does | Parameters
|
||||
|
||||
| `animationDone`
|
||||
| A clip that does not loop ended on self; event.state says which state it was for.
|
||||
| `state` (state), `type` (type)
|
||||
|
||||
| `arrived`
|
||||
| A seeking instance reached its target.
|
||||
| `type` (type)
|
||||
|
||||
| `branchMissed`
|
||||
| The window closed without the move and the disc went to the fail frame.
|
||||
| --
|
||||
|
||||
| `branchOpen`
|
||||
| A branch's window opened; event.move says what it wants, event.mash how many times, event.hold for how many frames.
|
||||
| --
|
||||
|
||||
| `branchTaken`
|
||||
| The move was made in time and the disc went to the success frame.
|
||||
| --
|
||||
|
||||
| `collision`
|
||||
| An instance of type a began touching one of type b (self is a, other is b).
|
||||
| `a` (type), `b` (type)
|
||||
|
||||
| `death`
|
||||
| self's health reached zero.
|
||||
| `type` (type)
|
||||
|
||||
| `enter`
|
||||
| An instance of type b entered a trigger of type a (self is the trigger, other what entered).
|
||||
| `a` (type), `b` (type)
|
||||
|
||||
| `frame`
|
||||
| Every frame.
|
||||
| --
|
||||
|
||||
| `frameReached`
|
||||
| The disc passed a frame.
|
||||
| `frame` (number)
|
||||
|
||||
| `gameOver`
|
||||
| The game ended.
|
||||
| --
|
||||
|
||||
| `hit`
|
||||
| A gun shot landed on self; other is the gun.
|
||||
| `player` (number), `type` (type)
|
||||
|
||||
| `leave`
|
||||
| An instance of type b left a trigger of type a.
|
||||
| `a` (type), `b` (type)
|
||||
|
||||
| `midi`
|
||||
| A MIDI note came in on the port the game opened; event.pitch and event.velocity say which and how hard. (pitch, since note is what a rule's comment is called.)
|
||||
| `pitch` (number)
|
||||
|
||||
| `miss`
|
||||
| A gun shot hit nothing; self is the gun. event.offscreen says whether it left the screen.
|
||||
| `player` (number)
|
||||
|
||||
| `patrolEnd`
|
||||
| A patrolling instance reached the last of its points.
|
||||
| `type` (type)
|
||||
|
||||
| `pressed`
|
||||
| A key or a switch went down.
|
||||
| `key` (scancode), `player` (number), `switch` (switch)
|
||||
|
||||
| `railEnd`
|
||||
| A rail camera reached the end of its track.
|
||||
| --
|
||||
|
||||
| `released`
|
||||
| A key or a switch came up.
|
||||
| `key` (scancode), `player` (number), `switch` (switch)
|
||||
|
||||
| `roomEnd`
|
||||
| A room is about to be left.
|
||||
| `room` (room)
|
||||
|
||||
| `roomStart`
|
||||
| A room has been entered.
|
||||
| `room` (room)
|
||||
|
||||
| `said`
|
||||
| A line was typed at the parser: its verb, noun, and second noun as the words table knows them, or unknown for a word it does not. The most specific rule wins.
|
||||
| `noun` (string), `second` (string), `verb` (string)
|
||||
|
||||
| `soundDone`
|
||||
| A clip that playSound or a sound behaviour started has ended; event.file says which, and self is the instance that played it.
|
||||
| `file` (file), `type` (type)
|
||||
|
||||
| `spawn`
|
||||
| self has just been made.
|
||||
| `type` (type)
|
||||
|
||||
| `stopped`
|
||||
| A rail camera reached a stop; event.name says which. pathNext moves it on.
|
||||
| `name` (string)
|
||||
|
||||
| `timer`
|
||||
| A timer on self went off; event.name says which.
|
||||
| `name` (string), `type` (type)
|
||||
|
||||
| `verb`
|
||||
| A verb was used on a hotspot (self), with an item or not: "use key on door". The most specific rule wins.
|
||||
| `item` (string), `target` (string), `verb` (string)
|
||||
|
||||
|===
|
||||
|
||||
=== Conditions
|
||||
|
||||
[cols="1,3,2"]
|
||||
|===
|
||||
| Name | What it does | Parameters
|
||||
|
||||
| `below`
|
||||
| An instance has fallen past a line -- a pit, or the bottom of the screen.
|
||||
| `entity` (entity), `y` (number)
|
||||
|
||||
| `chance`
|
||||
| True with a probability, 0 to 1.
|
||||
| `p` (number)
|
||||
|
||||
| `discBetween`
|
||||
| The disc is between two frames -- the window a QTE is answered in.
|
||||
| `from` (number), `to` (number)
|
||||
|
||||
| `every`
|
||||
| True once every so many seconds, for a rule that fires steadily.
|
||||
| `seconds` (number), `tag` (string)
|
||||
|
||||
| `has`
|
||||
| The inventory holds an item.
|
||||
| `item` (string)
|
||||
|
||||
| `hitPart`
|
||||
| The shot landed on a named zone of the target: head, weakspot.
|
||||
| `part` (string)
|
||||
|
||||
| `hover`
|
||||
| A player's pointer is over the named hotspot.
|
||||
| `player` (number), `target` (string)
|
||||
|
||||
| `inState`
|
||||
| An instance's state is this.
|
||||
| `entity` (entity), `state` (state)
|
||||
|
||||
| `keyHeld`
|
||||
| A key is down.
|
||||
| `key` (scancode)
|
||||
|
||||
| `keyPressed`
|
||||
| A key went down this frame.
|
||||
| `key` (scancode)
|
||||
|
||||
| `onGround`
|
||||
| A platformer has ground under it.
|
||||
| `entity` (entity)
|
||||
|
||||
| `onScreen`
|
||||
| An instance's box is at least partly on the overlay.
|
||||
| `entity` (entity)
|
||||
|
||||
| `once`
|
||||
| Only the first time this rule would run -- per instance and per room unless scope is "game".
|
||||
| `scope` (string), `tag` (string)
|
||||
|
||||
| `pictureAt`
|
||||
| The disc's picture at a point is bright, dark, or neither: a flash a game hides in its own video, a colour cue, or a lamp in the scene. A game with no disc reads black, since the engine answers zeroes when nothing is playing.
|
||||
| `high` (number), `is` (string), `low` (number), `x` (number), `y` (number)
|
||||
|
||||
| `pointerIn`
|
||||
| A player's pointer is over an instance.
|
||||
| `entity` (entity), `player` (number)
|
||||
|
||||
| `pointerOffscreen`
|
||||
| A player's pointer is off the picture, which is how a light gun reloads.
|
||||
| `player` (number)
|
||||
|
||||
| `switchHeld`
|
||||
| A pad, gun, or mouse switch is down.
|
||||
| `switch` (switch)
|
||||
|
||||
| `test`
|
||||
| An expression is true: self.health <= 0, count("zombie") == 0, score > 1000.
|
||||
| `expr` (expression)
|
||||
|
||||
| `timeBetween`
|
||||
| The game is between two moments, in seconds.
|
||||
| `from` (number), `to` (number)
|
||||
|
||||
| `touching`
|
||||
| Two instances overlap.
|
||||
| `entity` (entity), `other` (entity)
|
||||
|
||||
| `waiting`
|
||||
| A rail camera is held at a stop.
|
||||
| `entity` (entity)
|
||||
|
||||
|===
|
||||
|
||||
=== Actions
|
||||
|
||||
[cols="1,3,2,1"]
|
||||
|===
|
||||
| Name | What it does | Parameters | Waits
|
||||
|
||||
| `addScore`
|
||||
| Add to the score.
|
||||
| `amount` (number)
|
||||
|
|
||||
|
||||
| `addVar`
|
||||
| Add to a var on an instance, or on the game with no entity.
|
||||
| `amount` (number), `entity` (entity), `name` (string)
|
||||
|
|
||||
|
||||
| `cameraCut`
|
||||
| Draw the scene from another camera instance.
|
||||
| `entity` (entity)
|
||||
|
|
||||
|
||||
| `credit`
|
||||
| A coin: one more credit.
|
||||
| --
|
||||
|
|
||||
|
||||
| `damage`
|
||||
| Take from an instance's health; at zero it dies.
|
||||
| `amount` (number), `entity` (entity)
|
||||
|
|
||||
|
||||
| `destroy`
|
||||
| Remove an instance.
|
||||
| `entity` (entity)
|
||||
|
|
||||
|
||||
| `die`
|
||||
| A death: a message, then the game starts over.
|
||||
| `text` (expression)
|
||||
| yes
|
||||
|
||||
| `discPause`
|
||||
| Hold the disc on its frame: a still behind a title.
|
||||
| --
|
||||
|
|
||||
|
||||
| `discPlay`
|
||||
| Play the disc from where it stands.
|
||||
| --
|
||||
|
|
||||
|
||||
| `discTo`
|
||||
| Send the disc to a frame -- the branch a QTE takes.
|
||||
| `frame` (number)
|
||||
|
|
||||
|
||||
| `emit`
|
||||
| A burst of particles at an instance: an explosion, sparks, a puff.
|
||||
| `b` (number), `count` (number), `entity` (entity), `g` (number), `r` (number), `speed` (number)
|
||||
|
|
||||
|
||||
| `face`
|
||||
| Turn a walker to face left or right, or toward an instance.
|
||||
| `direction` (string), `entity` (entity), `target` (entity)
|
||||
|
|
||||
|
||||
| `fade`
|
||||
| Fade the picture to black, or back (with out false), and wait.
|
||||
| `out` (boolean), `seconds` (number)
|
||||
| yes
|
||||
|
||||
| `flash`
|
||||
| Flash the screen a colour.
|
||||
| `b` (number), `g` (number), `r` (number), `seconds` (number)
|
||||
|
|
||||
|
||||
| `gameOver`
|
||||
| End the game: rules stop, the gameOver event fires, restart begins again.
|
||||
| --
|
||||
|
|
||||
|
||||
| `give`
|
||||
| Put an item in the inventory.
|
||||
| `item` (string)
|
||||
|
|
||||
|
||||
| `goTo`
|
||||
| Go to a room, taking the named entity along and placing it at a point there -- or where the entity called at stands in that room.
|
||||
| `at` (string), `entity` (entity), `room` (room), `x` (number), `y` (number), `z` (number)
|
||||
|
|
||||
|
||||
| `jump`
|
||||
| Ask a platformer to jump.
|
||||
| `entity` (entity)
|
||||
|
|
||||
|
||||
| `loadGame`
|
||||
| Bring a slot back.
|
||||
| `slot` (number)
|
||||
|
|
||||
|
||||
| `lookAt`
|
||||
| Turn an instance toward another.
|
||||
| `entity` (entity), `target` (entity)
|
||||
|
|
||||
|
||||
| `lua`
|
||||
| Anything the vocabulary cannot say. The way out, and it is meant to be used.
|
||||
| `code` (lua)
|
||||
|
|
||||
|
||||
| `moveTo`
|
||||
| Put an instance somewhere.
|
||||
| `entity` (entity), `x` (number), `y` (number), `z` (number)
|
||||
|
|
||||
|
||||
| `nextVerb`
|
||||
| Cycle to the next verb in the game's list.
|
||||
| --
|
||||
|
|
||||
|
||||
| `pathNext`
|
||||
| Send a rail camera on from its stop.
|
||||
| `entity` (entity)
|
||||
|
|
||||
|
||||
| `playAnimation`
|
||||
| Play a model's clip, once or looping.
|
||||
| `clip` (string), `entity` (entity), `loop` (boolean)
|
||||
|
|
||||
|
||||
| `playMusic`
|
||||
| Play a track, looping.
|
||||
| `file` (file)
|
||||
|
|
||||
|
||||
| `playSound`
|
||||
| Play a clip, at a volume of its own (0 to 100) under the game's.
|
||||
| `file` (file), `volume` (number)
|
||||
|
|
||||
|
||||
| `push`
|
||||
| Shove a body, or a ragdoll's bone, along a direction.
|
||||
| `bone` (string), `entity` (entity), `x` (number), `y` (number), `z` (number)
|
||||
|
|
||||
|
||||
| `reload`
|
||||
| Fill a gun's ammo.
|
||||
| `entity` (entity)
|
||||
|
|
||||
|
||||
| `restart`
|
||||
| Begin the game again from its first room.
|
||||
| --
|
||||
|
|
||||
|
||||
| `run`
|
||||
| Drive a platformer left (-1) or right (1) this frame.
|
||||
| `direction` (number), `entity` (entity)
|
||||
|
|
||||
|
||||
| `saveGame`
|
||||
| Keep the whole game -- room, positions, vars, inventory -- in a numbered slot.
|
||||
| `slot` (number)
|
||||
|
|
||||
|
||||
| `say`
|
||||
| Show a line for a while, and wait for it. With a hud it goes in the element called say; otherwise it is drawn.
|
||||
| `seconds` (number), `text` (expression)
|
||||
| yes
|
||||
|
||||
| `setState`
|
||||
| Change an instance's state.
|
||||
| `entity` (entity), `state` (state)
|
||||
|
|
||||
|
||||
| `setText`
|
||||
| Change what a text instance says.
|
||||
| `entity` (entity), `text` (expression)
|
||||
|
|
||||
|
||||
| `setVar`
|
||||
| Set a var on an instance, or on the game with no entity.
|
||||
| `entity` (entity), `name` (string), `value` (expression)
|
||||
|
|
||||
|
||||
| `setVerb`
|
||||
| Choose the verb the next click uses.
|
||||
| `verb` (string)
|
||||
|
|
||||
|
||||
| `shake`
|
||||
| Shake the camera for a moment.
|
||||
| `amount` (number), `seconds` (number)
|
||||
|
|
||||
|
||||
| `show`
|
||||
| Show or hide an instance.
|
||||
| `entity` (entity), `visible` (boolean)
|
||||
|
|
||||
|
||||
| `spawn`
|
||||
| Make an instance of a type at a point.
|
||||
| `type` (type), `x` (number), `y` (number), `z` (number)
|
||||
|
|
||||
|
||||
| `spawnAtPointer`
|
||||
| Make an instance of a type where the player's pointer is: on the overlay in 2D, on the floor the ray meets in 3D.
|
||||
| `player` (number), `type` (type)
|
||||
|
|
||||
|
||||
| `stopMusic`
|
||||
| Stop the track that is playing.
|
||||
| --
|
||||
|
|
||||
|
||||
| `submitScore`
|
||||
| Send the score to the master service's board for this game, queued until it can go.
|
||||
| `board` (string)
|
||||
|
|
||||
|
||||
| `take`
|
||||
| Take an item out of the inventory.
|
||||
| `item` (string)
|
||||
|
|
||||
|
||||
| `talk`
|
||||
| Run a dialogue from the game's dialogues, and wait for it to end.
|
||||
| `dialogue` (string)
|
||||
| yes
|
||||
|
||||
| `timerStart`
|
||||
| Start a named timer on an instance.
|
||||
| `after` (number), `entity` (entity), `name` (string)
|
||||
|
|
||||
|
||||
| `useItem`
|
||||
| Choose an inventory item for the next click: "use key on ...".
|
||||
| `item` (string)
|
||||
|
|
||||
|
||||
| `wait`
|
||||
| Wait some seconds before the next action.
|
||||
| `seconds` (number)
|
||||
| yes
|
||||
|
||||
| `walkTo`
|
||||
| Send a walker to a point, and wait until it gets there.
|
||||
| `entity` (entity), `x` (number), `y` (number), `z` (number)
|
||||
| yes
|
||||
|
||||
| `walkToHotspot`
|
||||
| Send a walker to a hotspot's walk point (the one the verb was used on, with self), and wait.
|
||||
| `entity` (entity), `target` (entity)
|
||||
| yes
|
||||
|
||||
| `walkToPointer`
|
||||
| Send a walker where the player's pointer is, and wait.
|
||||
| `entity` (entity), `player` (number)
|
||||
| yes
|
||||
|
||||
|===
|
||||
|
||||
9
docs/images/preview.svg
Normal file
9
docs/images/preview.svg
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!-- The proofreading watermark: laid under every page of a PDF built with ./build-docs.sh
|
||||
preview, and never under a release build. One word, diagonal, faint enough to read through. -->
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="595" height="842" viewBox="0 0 595 842">
|
||||
<text x="297" y="421" text-anchor="middle" dominant-baseline="middle"
|
||||
font-family="Helvetica" font-weight="bold" font-size="150"
|
||||
fill="#000000" fill-opacity="0.11"
|
||||
transform="rotate(-50 297 421)">PREVIEW</text>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 565 B |
BIN
docs/images/singeLogo.png
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BIN
docs/images/tutorials/10-released.png
(Stored with Git LFS)
Normal file
Binary file not shown.
20
docs/preview/docinfo.html
Normal file
20
docs/preview/docinfo.html
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
<!-- The proofreading watermark for the HTML books: ./build-docs.sh preview adds this to every
|
||||
page's head, and a release build never does. Fixed to the window, so it is on every screen of
|
||||
the document, and it lets clicks through. -->
|
||||
<style>
|
||||
body::before {
|
||||
content: "PREVIEW";
|
||||
position: fixed;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%) rotate(-50deg);
|
||||
font-family: Helvetica, Arial, sans-serif;
|
||||
font-weight: bold;
|
||||
font-size: 22vw;
|
||||
color: #000000;
|
||||
opacity: 0.11;
|
||||
pointer-events: none;
|
||||
z-index: 1000;
|
||||
white-space: nowrap;
|
||||
}
|
||||
</style>
|
||||
14807
forge/Author.singe
Normal file
14807
forge/Author.singe
Normal file
File diff suppressed because it is too large
Load diff
896
forge/AuthorCompile.singe
Normal file
896
forge/AuthorCompile.singe
Normal file
|
|
@ -0,0 +1,896 @@
|
|||
--[[
|
||||
*
|
||||
* Singe 3
|
||||
* Copyright (C) 2006-2026 Scott Duensing <scott@kangaroopunch.com>
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 3
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
|
||||
* 02110-1301, USA.
|
||||
*
|
||||
*
|
||||
--]]
|
||||
|
||||
|
||||
|
||||
-- The compiler: a game description to a Singe game (FORGE.md).
|
||||
--
|
||||
-- A description is data -- types, rooms, and rules -- and what comes out is a Lua script that
|
||||
-- calls the runtime in Author.singe. The rules become real functions: a condition is a Lua
|
||||
-- expression, an action a statement, and a rule with an action that takes time a coroutine. The
|
||||
-- description travels with the game so it can be opened again; nothing is lost in either
|
||||
-- direction.
|
||||
--
|
||||
-- Written in Lua rather than as a util/ script because the editor is itself a Singe game and has to
|
||||
-- compile what it is editing without leaving the engine. It lives with Forge rather than in Singe/
|
||||
-- because only building needs it; Author.singe, the runtime a built game loads, travels with the
|
||||
-- game -- a copy is written beside it when it is built -- so a game handed to someone who has never
|
||||
-- installed Forge still runs.
|
||||
|
||||
-- Where the runtime is taken from when a game is built. Forge carries it; a game gets a copy.
|
||||
AUTHOR_RUNTIME = "Forge/Author.singe"
|
||||
|
||||
dofile(AUTHOR_RUNTIME)
|
||||
|
||||
|
||||
local INDENT = "\t"
|
||||
|
||||
|
||||
-- ===== Expressions ============================================================================
|
||||
--
|
||||
-- A small, safe language where a number goes: numbers, strings, arithmetic, comparison, and, or,
|
||||
-- not, self.var, other.var, event.field, an entity's field by name, the game's vars by name, and a
|
||||
-- few functions. Anything else is a compile error naming the expression, and the lua action is
|
||||
-- the way past it.
|
||||
|
||||
local FUNCTIONS = {
|
||||
count = "authorCount",
|
||||
random = "authorRandom",
|
||||
distance = "authorDistance",
|
||||
has = "authorHas",
|
||||
abs = "math.abs",
|
||||
min = "math.min",
|
||||
max = "math.max",
|
||||
floor = "math.floor",
|
||||
time = "authorTime",
|
||||
frame = "discGetFrame",
|
||||
pointerX = "authorPointerX",
|
||||
pointerY = "authorPointerY"
|
||||
}
|
||||
|
||||
local NAMES = {
|
||||
self = "self",
|
||||
other = "other",
|
||||
event = "event",
|
||||
time = "authorTime()",
|
||||
frame = "discGetFrame()"
|
||||
}
|
||||
|
||||
local OPERATORS = {
|
||||
["=="] = "==", ["~="] = "~=", ["!="] = "~=", ["<="] = "<=", [">="] = ">=", ["<"] = "<", [">"] = ">",
|
||||
["+"] = "+", ["-"] = "-", ["*"] = "*", ["/"] = "/", ["%"] = "%", ["^"] = "^", [".."] = ".."
|
||||
}
|
||||
|
||||
|
||||
-- The keys of a table in name order, so anything written from one is written the same way each time.
|
||||
local function sortedKeys(t)
|
||||
local keys = {}
|
||||
|
||||
for key in pairs(t or {}) do
|
||||
keys[#keys + 1] = key
|
||||
end
|
||||
table.sort(keys, function(a, b) return tostring(a) < tostring(b) end)
|
||||
|
||||
return keys
|
||||
end
|
||||
|
||||
|
||||
local function tokenize(text)
|
||||
local tokens = {}
|
||||
local at = 1
|
||||
|
||||
while at <= #text do
|
||||
local c = text:sub(at, at)
|
||||
|
||||
if c:match("%s") then
|
||||
at = at + 1
|
||||
elseif c:match("[%d%.]") and text:sub(at):match("^%d") or text:sub(at):match("^%.%d") then
|
||||
local number = text:sub(at):match("^%d*%.?%d+[eE][-+]?%d+") or text:sub(at):match("^%d*%.?%d+") or text:sub(at):match("^%d+")
|
||||
|
||||
tokens[#tokens + 1] = { kind = "number", value = number }
|
||||
at = at + #number
|
||||
elseif c:match("[%a_]") then
|
||||
local name = text:sub(at):match("^[%a_][%w_]*")
|
||||
|
||||
tokens[#tokens + 1] = { kind = "name", value = name }
|
||||
at = at + #name
|
||||
elseif (c == '"') or (c == "'") then
|
||||
-- A backslash escapes the next character, so a line can hold its own quote marks.
|
||||
local value = {}
|
||||
local scan = at + 1
|
||||
|
||||
while (scan <= #text) and (text:sub(scan, scan) ~= c) do
|
||||
local ch = text:sub(scan, scan)
|
||||
|
||||
if ch == "\\" then
|
||||
local escaped = text:sub(scan + 1, scan + 1)
|
||||
|
||||
value[#value + 1] = (escaped == "n") and "\n" or escaped
|
||||
scan = scan + 2
|
||||
else
|
||||
value[#value + 1] = ch
|
||||
scan = scan + 1
|
||||
end
|
||||
end
|
||||
if scan > #text then
|
||||
error("unterminated string in: " .. text)
|
||||
end
|
||||
tokens[#tokens + 1] = { kind = "string", value = table.concat(value) }
|
||||
at = scan + 1
|
||||
else
|
||||
local two = text:sub(at, at + 1)
|
||||
|
||||
if OPERATORS[two] then
|
||||
tokens[#tokens + 1] = { kind = "op", value = two }
|
||||
at = at + 2
|
||||
elseif OPERATORS[c] or c == "(" or c == ")" or c == "," or c == "." then
|
||||
tokens[#tokens + 1] = { kind = "op", value = c }
|
||||
at = at + 1
|
||||
else
|
||||
error("cannot read '" .. c .. "' in: " .. text)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return tokens
|
||||
end
|
||||
|
||||
|
||||
-- Recursive descent, lowest precedence first. Every level returns Lua source.
|
||||
local function parser(text)
|
||||
local tokens = tokenize(text)
|
||||
local at = 1
|
||||
local p = {}
|
||||
|
||||
local function peek(kind, value)
|
||||
local token = tokens[at]
|
||||
|
||||
return token and (token.kind == kind) and ((value == nil) or (token.value == value))
|
||||
end
|
||||
|
||||
local function take()
|
||||
at = at + 1
|
||||
return tokens[at - 1]
|
||||
end
|
||||
|
||||
local function expect(kind, value)
|
||||
if not peek(kind, value) then
|
||||
error("expected " .. (value or kind) .. " in: " .. text)
|
||||
end
|
||||
return take()
|
||||
end
|
||||
|
||||
function p.primary()
|
||||
local token = take()
|
||||
|
||||
if token == nil then
|
||||
error("expression ends early: " .. text)
|
||||
end
|
||||
if token.kind == "number" then
|
||||
return token.value
|
||||
elseif token.kind == "string" then
|
||||
return string.format("%q", token.value)
|
||||
elseif token.kind == "op" and token.value == "(" then
|
||||
local inner = p.expression()
|
||||
|
||||
expect("op", ")")
|
||||
return "(" .. inner .. ")"
|
||||
elseif token.kind == "op" and token.value == "-" then
|
||||
return "(-" .. p.unary() .. ")"
|
||||
elseif token.kind == "name" then
|
||||
local name = token.value
|
||||
|
||||
if name == "true" or name == "false" or name == "nil" then
|
||||
return name
|
||||
end
|
||||
if name == "not" then
|
||||
return "(not " .. p.unary() .. ")"
|
||||
end
|
||||
if peek("op", "(") then
|
||||
local target = FUNCTIONS[name]
|
||||
local args = {}
|
||||
|
||||
if target == nil then
|
||||
error("no function called " .. name .. " in: " .. text)
|
||||
end
|
||||
take()
|
||||
if not peek("op", ")") then
|
||||
args[#args + 1] = p.expression()
|
||||
while peek("op", ",") do
|
||||
take()
|
||||
args[#args + 1] = p.expression()
|
||||
end
|
||||
end
|
||||
expect("op", ")")
|
||||
return target .. "(" .. table.concat(args, ", ") .. ")"
|
||||
end
|
||||
if peek("op", ".") then
|
||||
take()
|
||||
local field = expect("name").value
|
||||
|
||||
if name == "event" then
|
||||
return "event[" .. string.format("%q", field) .. "]"
|
||||
elseif NAMES[name] and (name == "self" or name == "other") then
|
||||
return "authorField(" .. name .. ", " .. string.format("%q", field) .. ")"
|
||||
end
|
||||
return "authorField(authorEntity(" .. string.format("%q", name) .. "), " .. string.format("%q", field) .. ")"
|
||||
end
|
||||
if NAMES[name] then
|
||||
return NAMES[name]
|
||||
end
|
||||
return "AUTHOR_VARS[" .. string.format("%q", name) .. "]"
|
||||
end
|
||||
error("unexpected '" .. tostring(token.value) .. "' in: " .. text)
|
||||
end
|
||||
|
||||
function p.unary()
|
||||
return p.primary()
|
||||
end
|
||||
|
||||
function p.power()
|
||||
local left = p.unary()
|
||||
|
||||
while peek("op", "^") do
|
||||
take()
|
||||
left = "(" .. left .. " ^ " .. p.unary() .. ")"
|
||||
end
|
||||
return left
|
||||
end
|
||||
|
||||
function p.product()
|
||||
local left = p.power()
|
||||
|
||||
while peek("op", "*") or peek("op", "/") or peek("op", "%") do
|
||||
local op = take().value
|
||||
|
||||
left = "(" .. left .. " " .. op .. " " .. p.power() .. ")"
|
||||
end
|
||||
return left
|
||||
end
|
||||
|
||||
function p.sum()
|
||||
local left = p.product()
|
||||
|
||||
while peek("op", "+") or peek("op", "-") or peek("op", "..") do
|
||||
local op = take().value
|
||||
|
||||
left = "(" .. left .. " " .. op .. " " .. p.product() .. ")"
|
||||
end
|
||||
return left
|
||||
end
|
||||
|
||||
function p.comparison()
|
||||
local left = p.sum()
|
||||
|
||||
while peek("op") and OPERATORS[tokens[at].value] and tokens[at].value:match("[=<>~!]") do
|
||||
local op = OPERATORS[take().value]
|
||||
|
||||
left = "(" .. left .. " " .. op .. " " .. p.sum() .. ")"
|
||||
end
|
||||
return left
|
||||
end
|
||||
|
||||
function p.conjunction()
|
||||
local left = p.comparison()
|
||||
|
||||
while peek("name", "and") do
|
||||
take()
|
||||
left = "(" .. left .. " and " .. p.comparison() .. ")"
|
||||
end
|
||||
return left
|
||||
end
|
||||
|
||||
function p.expression()
|
||||
local left = p.conjunction()
|
||||
|
||||
while peek("name", "or") do
|
||||
take()
|
||||
left = "(" .. left .. " or " .. p.conjunction() .. ")"
|
||||
end
|
||||
return left
|
||||
end
|
||||
|
||||
local out = p.expression()
|
||||
|
||||
if at <= #tokens then
|
||||
error("unexpected '" .. tostring(tokens[at].value) .. "' in: " .. text)
|
||||
end
|
||||
|
||||
return out
|
||||
end
|
||||
|
||||
|
||||
-- An expression as Lua. A number or a boolean given as a value is itself.
|
||||
function authorExpression(value)
|
||||
if type(value) == "number" then
|
||||
return tostring(value)
|
||||
elseif type(value) == "boolean" then
|
||||
return tostring(value)
|
||||
elseif value == nil then
|
||||
return "nil"
|
||||
end
|
||||
|
||||
return parser(tostring(value))
|
||||
end
|
||||
|
||||
|
||||
-- ===== Parameters =============================================================================
|
||||
--
|
||||
-- A parameter's value as a Lua fragment, by the type the manifest declares for it.
|
||||
|
||||
local function fragment(kind, value)
|
||||
if value == nil then
|
||||
return nil
|
||||
end
|
||||
if kind == "number" or kind == "expression" then
|
||||
return authorExpression(value)
|
||||
elseif kind == "boolean" then
|
||||
return value and "true" or "false"
|
||||
elseif kind == "entity" then
|
||||
if value == "self" or value == "other" then
|
||||
return value
|
||||
end
|
||||
return "authorEntity(" .. string.format("%q", value) .. ")"
|
||||
elseif kind == "scancode" then
|
||||
return "SCANCODE." .. value .. ".value"
|
||||
elseif kind == "switch" then
|
||||
return value
|
||||
elseif kind == "lua" then
|
||||
return value
|
||||
end
|
||||
|
||||
return string.format("%q", tostring(value))
|
||||
end
|
||||
|
||||
|
||||
-- A part's parameters as Lua. One the author left empty takes the manifest's default for it,
|
||||
-- and one with neither becomes nil, which the checker has already pointed out.
|
||||
local function fragments(entry, item)
|
||||
local out = {}
|
||||
|
||||
for key, kind in pairs(entry.params or {}) do
|
||||
local value = item[key]
|
||||
|
||||
if (value == nil) and entry.defaults then
|
||||
value = entry.defaults[key]
|
||||
end
|
||||
out[key] = fragment(kind, value) or "nil"
|
||||
end
|
||||
|
||||
return out
|
||||
end
|
||||
|
||||
|
||||
-- ===== Rules ==================================================================================
|
||||
|
||||
local function emitOne(set, item, what)
|
||||
local name = item[1]
|
||||
local entry = set[name]
|
||||
|
||||
if entry == nil then
|
||||
debugPrint("Author: no " .. what .. " called '" .. tostring(name) .. "'; skipped")
|
||||
return nil
|
||||
end
|
||||
|
||||
return entry.emit(fragments(entry, item))
|
||||
end
|
||||
|
||||
|
||||
-- A condition list is an AND; an entry named any is an OR of what it holds, and an entry named
|
||||
-- all an AND, nesting as deep as the author likes.
|
||||
local function emitConditions(list)
|
||||
local parts = {}
|
||||
|
||||
for _, item in ipairs(list or {}) do
|
||||
local test = emitOne(AUTHOR.conditions, item, "condition")
|
||||
|
||||
if test ~= nil then
|
||||
parts[#parts + 1] = test
|
||||
end
|
||||
end
|
||||
if list and list.any then
|
||||
local inner = {}
|
||||
|
||||
for _, item in ipairs(list.any) do
|
||||
if item[1] then
|
||||
local test = emitOne(AUTHOR.conditions, item, "condition")
|
||||
|
||||
if test then
|
||||
inner[#inner + 1] = test
|
||||
end
|
||||
else
|
||||
inner[#inner + 1] = emitConditions(item)
|
||||
end
|
||||
end
|
||||
if #inner > 0 then
|
||||
parts[#parts + 1] = "(" .. table.concat(inner, " or ") .. ")"
|
||||
end
|
||||
end
|
||||
if list and list.all then
|
||||
parts[#parts + 1] = emitConditions(list.all)
|
||||
end
|
||||
if #parts == 0 then
|
||||
return "true"
|
||||
end
|
||||
|
||||
return table.concat(parts, " and ")
|
||||
end
|
||||
|
||||
|
||||
local function ruleWaits(rule)
|
||||
for _, item in ipairs(rule.act or {}) do
|
||||
local entry = AUTHOR.actions[item[1]]
|
||||
|
||||
if entry and entry.waits then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
local function emitRule(out, rule, index)
|
||||
local event = AUTHOR.events[rule.on or "frame"]
|
||||
local filter = {}
|
||||
|
||||
if event == nil then
|
||||
debugPrint("Author: no event called '" .. tostring(rule.on) .. "'; rule " .. index .. " skipped")
|
||||
return
|
||||
end
|
||||
for key, kind in pairs(event.filter) do
|
||||
if rule[key] ~= nil then
|
||||
filter[#filter + 1] = key .. " = " .. fragment(kind, rule[key])
|
||||
end
|
||||
end
|
||||
out[#out + 1] = INDENT .. "{"
|
||||
out[#out + 1] = INDENT .. INDENT .. string.format("note = %q, on = %q,", rule.note or ("rule " .. index), rule.on or "frame")
|
||||
out[#out + 1] = INDENT .. INDENT .. "filter = { " .. table.concat(filter, ", ") .. " },"
|
||||
out[#out + 1] = INDENT .. INDENT .. string.format("each = %s, room = %s, waits = %s, controls = %s, interrupt = %s, guarded = %s,",
|
||||
rule.each and string.format("%q", rule.each) or "nil",
|
||||
rule.room and string.format("%q", rule.room) or "nil",
|
||||
tostring(ruleWaits(rule)),
|
||||
tostring(rule.controls ~= false),
|
||||
tostring(rule.interrupt == true),
|
||||
tostring((rule.when ~= nil) and ((#rule.when > 0) or (rule.when.any ~= nil) or (rule.when.all ~= nil))))
|
||||
out[#out + 1] = INDENT .. INDENT .. "run = function(self, other, event)"
|
||||
out[#out + 1] = INDENT .. INDENT .. INDENT .. "if " .. emitConditions(rule.when) .. " then"
|
||||
for _, item in ipairs(rule.act or {}) do
|
||||
local statement = emitOne(AUTHOR.actions, item, "action")
|
||||
|
||||
if statement ~= nil then
|
||||
out[#out + 1] = INDENT .. INDENT .. INDENT .. INDENT .. statement
|
||||
end
|
||||
end
|
||||
out[#out + 1] = INDENT .. INDENT .. INDENT .. INDENT .. "return true"
|
||||
out[#out + 1] = INDENT .. INDENT .. INDENT .. "end"
|
||||
out[#out + 1] = INDENT .. INDENT .. INDENT .. "return false"
|
||||
out[#out + 1] = INDENT .. INDENT .. "end"
|
||||
out[#out + 1] = INDENT .. "},"
|
||||
end
|
||||
|
||||
|
||||
-- A dialogue: its start and its nodes; a choice's when is an expression and its act a list of
|
||||
-- actions, compiled as a rule's are, with self and other absent.
|
||||
local function emitDialogue(out, name, dialogue)
|
||||
out[#out + 1] = INDENT .. string.format("[%q] = { start = %q, nodes = {", name, dialogue.start or "start")
|
||||
-- Nodes in name order, so the same description compiles to the same text every time.
|
||||
for _, nodeName in ipairs(sortedKeys(dialogue.nodes or {})) do
|
||||
local node = dialogue.nodes[nodeName]
|
||||
|
||||
out[#out + 1] = INDENT .. INDENT .. string.format("[%q] = { name = %q, who = %s, text = %s, seconds = %s, next = %s, choices = {",
|
||||
nodeName, nodeName,
|
||||
node.who and string.format("%q", node.who) or "nil",
|
||||
node.text and string.format("%q", node.text) or "nil",
|
||||
node.seconds and tostring(node.seconds) or "nil",
|
||||
node.next and string.format("%q", node.next) or "nil")
|
||||
for _, choice in ipairs(node.choices or {}) do
|
||||
local parts = { string.format("text = %q", choice.text or "..."), "next = " .. (choice.next and string.format("%q", choice.next) or "nil"), "once = " .. tostring(choice.once == true) }
|
||||
|
||||
if choice.when then
|
||||
parts[#parts + 1] = "when = function() local self, other, event = nil, nil, {} return " .. emitConditions(type(choice.when) == "table" and choice.when or { { "test", expr = choice.when } }) .. " end"
|
||||
end
|
||||
if choice.act then
|
||||
local body = {}
|
||||
|
||||
for _, item in ipairs(choice.act) do
|
||||
local statement = emitOne(AUTHOR.actions, item, "action")
|
||||
|
||||
if statement then
|
||||
body[#body + 1] = statement
|
||||
end
|
||||
end
|
||||
parts[#parts + 1] = "run = function() local self, other, event = nil, nil, {} " .. table.concat(body, " ") .. " end"
|
||||
end
|
||||
out[#out + 1] = INDENT .. INDENT .. INDENT .. "{ " .. table.concat(parts, ", ") .. " },"
|
||||
end
|
||||
out[#out + 1] = INDENT .. INDENT .. "} },"
|
||||
end
|
||||
out[#out + 1] = INDENT .. "} },"
|
||||
end
|
||||
|
||||
|
||||
-- ===== Reading and writing a description ======================================================
|
||||
--
|
||||
-- The editor produces descriptions, so the format has to survive a round trip: load, change
|
||||
-- nothing, save, and the result must compile to the same game.
|
||||
|
||||
local function literal(value)
|
||||
if type(value) == "string" then
|
||||
return string.format("%q", value)
|
||||
end
|
||||
|
||||
return tostring(value)
|
||||
end
|
||||
|
||||
|
||||
local function indentOf(depth)
|
||||
return string.rep(INDENT, depth)
|
||||
end
|
||||
|
||||
|
||||
-- Whether a table holds only leaves, in which case it is written on one line. A condition reads
|
||||
-- far better as { "keyHeld", key = "LEFT" } than as six lines, and it is what an author typed.
|
||||
local function isLeaf(t)
|
||||
for _, value in pairs(t) do
|
||||
if type(value) == "table" then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
-- A value written back as Lua source. A condition or an action is a mixed table -- an array part
|
||||
-- naming it, plus named parameters -- so both parts have to be written or the name survives and
|
||||
-- the parameters do not. The array part keeps its order; the named keys are sorted, because a
|
||||
-- description that reorders itself on every save makes every diff unreadable.
|
||||
local function valueSource(value, depth)
|
||||
local parts = {}
|
||||
local keys = {}
|
||||
local count = 0
|
||||
|
||||
if type(value) ~= "table" then
|
||||
return literal(value)
|
||||
end
|
||||
count = #value
|
||||
for _, item in ipairs(value) do
|
||||
parts[#parts + 1] = valueSource(item, depth + 1)
|
||||
end
|
||||
for key in pairs(value) do
|
||||
-- Skip the array part, which has already been written in order.
|
||||
if not (type(key) == "number" and key >= 1 and key <= count and key == math.floor(key)) then
|
||||
keys[#keys + 1] = key
|
||||
end
|
||||
end
|
||||
table.sort(keys, function(a, b) return tostring(a) < tostring(b) end)
|
||||
for _, key in ipairs(keys) do
|
||||
local name = tostring(key)
|
||||
|
||||
if not name:match("^[%a_][%w_]*$") then
|
||||
name = "[" .. literal(key) .. "]"
|
||||
end
|
||||
parts[#parts + 1] = string.format("%s = %s", name, valueSource(value[key], depth + 1))
|
||||
end
|
||||
if #parts == 0 then
|
||||
return "{}"
|
||||
end
|
||||
if isLeaf(value) then
|
||||
return "{ " .. table.concat(parts, ", ") .. " }"
|
||||
end
|
||||
|
||||
return "{\n" .. indentOf(depth + 1) .. table.concat(parts, ",\n" .. indentOf(depth + 1)) .. "\n" .. indentOf(depth) .. "}"
|
||||
end
|
||||
|
||||
|
||||
function authorLoad(path)
|
||||
local chunk, problem = loadfile(path)
|
||||
|
||||
if chunk == nil then
|
||||
debugPrint("Author: cannot read " .. tostring(path) .. ": " .. tostring(problem))
|
||||
return nil
|
||||
end
|
||||
|
||||
return chunk()
|
||||
end
|
||||
|
||||
|
||||
function authorSave(game, path)
|
||||
local file = assert(io.open(path, "w"))
|
||||
local copy = {}
|
||||
|
||||
-- source says where a description came from and is set by the loader, so writing it back out
|
||||
-- would make a description that had been through the editor differ from one that had not.
|
||||
for key in pairs(game) do
|
||||
if key ~= "source" then
|
||||
copy[key] = game[key]
|
||||
end
|
||||
end
|
||||
file:write("-- Written by Forge/AuthorCompile.singe. Edit by hand or in the editor; either is fine.\n")
|
||||
file:write("return " .. valueSource(copy, 0) .. "\n")
|
||||
file:close()
|
||||
|
||||
return path
|
||||
end
|
||||
|
||||
|
||||
function authorCopy(fromPath, toPath)
|
||||
local input = io.open(fromPath, "rb")
|
||||
local output
|
||||
|
||||
if input == nil then
|
||||
return false
|
||||
end
|
||||
output = io.open(toPath, "wb")
|
||||
if output == nil then
|
||||
input:close()
|
||||
return false
|
||||
end
|
||||
output:write(input:read("a"))
|
||||
input:close()
|
||||
output:close()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
-- ===== Checking ===============================================================================
|
||||
--
|
||||
-- What the compiler can tell an author before the game runs: a type that is not declared, a
|
||||
-- condition the manifest does not have, an expression that does not parse. Returns a list of
|
||||
-- messages, empty when the description is sound.
|
||||
|
||||
function authorCheck(game)
|
||||
local problems = {}
|
||||
local types = game.types or {}
|
||||
|
||||
local function problem(text)
|
||||
problems[#problems + 1] = text
|
||||
end
|
||||
|
||||
local function checkItems(set, list, what, where)
|
||||
for _, item in ipairs(list or {}) do
|
||||
local entry = set[item[1]]
|
||||
|
||||
if entry == nil then
|
||||
problem(where .. ": no " .. what .. " called '" .. tostring(item[1]) .. "'")
|
||||
else
|
||||
for key, kind in pairs(entry.params) do
|
||||
if (kind == "number" or kind == "expression") and (type(item[key]) == "string") then
|
||||
local ok, err = pcall(parser, item[key])
|
||||
|
||||
if not ok then
|
||||
problem(where .. ": " .. tostring(err))
|
||||
end
|
||||
elseif (kind == "type") and (item[key] ~= nil) and (types[item[key]] == nil) then
|
||||
problem(where .. ": no type called '" .. tostring(item[key]) .. "'")
|
||||
elseif (item[key] == nil) and (kind ~= "entity") and ((entry.defaults or {})[key] == nil) and not (entry.optional or {})[key] then
|
||||
problem(where .. ": " .. key .. " is empty")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- A field the manifest does not declare is a misspelling nine times in ten, and it is
|
||||
-- otherwise silently ignored.
|
||||
local function checkFields(t, declared, skip, where)
|
||||
for key in pairs(t or {}) do
|
||||
if (type(key) == "string") and (declared[key] == nil) and not skip[key] then
|
||||
problem(where .. ": '" .. key .. "' is not something it takes")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for name, entityType in pairs(types) do
|
||||
local look = entityType.look and AUTHOR.looks[entityType.look.kind] or nil
|
||||
|
||||
if entityType.look and (look == nil) then
|
||||
problem("type " .. name .. ": no look called '" .. tostring(entityType.look.kind) .. "'")
|
||||
elseif look then
|
||||
checkFields(entityType.look, look.params, { kind = true }, "type " .. name .. "'s look")
|
||||
end
|
||||
for _, b in ipairs(entityType.behaviours or {}) do
|
||||
local behaviour = AUTHOR.behaviours[b.kind]
|
||||
|
||||
if behaviour == nil then
|
||||
problem("type " .. name .. ": no behaviour called '" .. tostring(b.kind) .. "'")
|
||||
else
|
||||
checkFields(b, behaviour.params, { kind = true }, "type " .. name .. "'s " .. b.kind)
|
||||
end
|
||||
end
|
||||
checkFields(entityType, { look = true, vars = true, behaviours = true }, {}, "type " .. name)
|
||||
end
|
||||
if #(game.rooms or {}) == 0 then
|
||||
problem("the game has no rooms")
|
||||
end
|
||||
for _, room in ipairs(game.rooms or {}) do
|
||||
for _, entry in ipairs(room.entities or {}) do
|
||||
if types[entry.type] == nil then
|
||||
problem("room " .. tostring(room.name) .. ": no type called '" .. tostring(entry.type) .. "'")
|
||||
end
|
||||
end
|
||||
-- A waves track's keys name a type, and are at a moment -- or at a stop, when keyed by one.
|
||||
for _, track in ipairs(room.tracks or {}) do
|
||||
for index, key in ipairs(track.spawns or {}) do
|
||||
local where = "room " .. tostring(room.name) .. ", track " .. tostring(track.name) .. ", wave " .. index
|
||||
|
||||
if types[key.type] == nil then
|
||||
problem(where .. ": no type called '" .. tostring(key.type) .. "'")
|
||||
end
|
||||
if (track.key == "stop") and (type(key.at) ~= "string") then
|
||||
problem(where .. ": at should name a stop")
|
||||
elseif (track.key ~= "stop") and (type(key.at) ~= "number") then
|
||||
problem(where .. ": at should be a number")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
for index, rule in ipairs(game.rules or {}) do
|
||||
local where = "rule " .. index .. " (" .. tostring(rule.note or "") .. ")"
|
||||
|
||||
if rule.on and (AUTHOR.events[rule.on] == nil) then
|
||||
problem(where .. ": no event called '" .. tostring(rule.on) .. "'")
|
||||
elseif AUTHOR.events[rule.on or "frame"] then
|
||||
checkFields(rule, AUTHOR.events[rule.on or "frame"].filter, { note = true, on = true, each = true, room = true, when = true, act = true, controls = true, interrupt = true }, where)
|
||||
end
|
||||
if rule.each and (types[rule.each] == nil) then
|
||||
problem(where .. ": no type called '" .. tostring(rule.each) .. "'")
|
||||
end
|
||||
checkItems(AUTHOR.conditions, rule.when, "condition", where)
|
||||
checkItems(AUTHOR.conditions, rule.when and rule.when.any, "condition", where)
|
||||
checkItems(AUTHOR.actions, rule.act, "action", where)
|
||||
end
|
||||
|
||||
return problems
|
||||
end
|
||||
|
||||
|
||||
-- ===== The whole game =========================================================================
|
||||
|
||||
-- The whole game, as source. Returns a string; the caller decides where it goes.
|
||||
--
|
||||
-- Every built game loads the runtime sitting beside it. There is no other copy to load: nothing
|
||||
-- of Forge ships inside Singe, so Author.singe travels with the game that needs it. Framework is
|
||||
-- the engine's, as it is for every game ever written for Singe.
|
||||
function authorCompile(game)
|
||||
local out = {}
|
||||
local data = {}
|
||||
|
||||
for key, value in pairs(game) do
|
||||
if (key ~= "rules") and (key ~= "source") and (key ~= "dialogues") then
|
||||
data[key] = value
|
||||
end
|
||||
end
|
||||
-- A type's empty vars table says nothing the runtime does not assume; left out, so a
|
||||
-- description that has one and one that has none compile the same.
|
||||
if game.types then
|
||||
data.types = {}
|
||||
for name, entityType in pairs(game.types) do
|
||||
local copy = {}
|
||||
|
||||
for key, value in pairs(entityType) do
|
||||
if not ((key == "vars") and (type(value) == "table") and (next(value) == nil)) then
|
||||
copy[key] = value
|
||||
end
|
||||
end
|
||||
data.types[name] = copy
|
||||
end
|
||||
end
|
||||
out[#out + 1] = "-- Generated by Forge/AuthorCompile.singe from " .. (game.source or "a game description")
|
||||
out[#out + 1] = "-- " .. (game.title or "Untitled")
|
||||
out[#out + 1] = "--"
|
||||
out[#out + 1] = "-- This is an ordinary Singe game and can be edited by hand. Doing so and then"
|
||||
out[#out + 1] = "-- recompiling the description will overwrite it, so keep one or the other."
|
||||
out[#out + 1] = ""
|
||||
out[#out + 1] = 'dofile("Singe/Framework.singe")'
|
||||
-- The game finds its own directory rather than trusting DIR. Framework sets DIR from the
|
||||
-- script the *engine was launched with*, which is this file only when the game is played
|
||||
-- directly; a game reached by dofile -- a test, a launcher, a menu that previews it -- would
|
||||
-- otherwise look for its runtime beside the caller and not find it. debug.getinfo names the
|
||||
-- chunk actually running, either way.
|
||||
out[#out + 1] = 'local here = ((debug.getinfo(1, "S").source:gsub("^@", "")):match("^(.*[/\\\\])") or "")'
|
||||
out[#out + 1] = 'dofile(here .. "Author.singe")'
|
||||
out[#out + 1] = "AUTHOR_DIR = here -- Files the description names are looked for here first."
|
||||
-- A description built where it lives -- a port beside its game's own files, a test -- names
|
||||
-- files beside itself, which is not where the built script sits; they are looked for there
|
||||
-- second. A released game has them beside the script, and a packed one inside the pack.
|
||||
local sourceDir = game.source and string.match(game.source, "^(.*[/\\])") or ""
|
||||
|
||||
if sourceDir ~= "" then
|
||||
out[#out + 1] = "AUTHOR_SOURCE_DIR = " .. string.format("%q", sourceDir) .. " -- Then beside the description this was built from."
|
||||
end
|
||||
if game.vocabulary then
|
||||
out[#out + 1] = "authorVocabulary(" .. string.format("%q", game.vocabulary) .. ") -- The game's own looks, behaviours, conditions, and actions."
|
||||
end
|
||||
out[#out + 1] = ""
|
||||
out[#out + 1] = "-- The description, as the runtime wants it: everything but the rules, which follow as code."
|
||||
out[#out + 1] = "authorBegin(" .. valueSource(data, 0) .. ")"
|
||||
out[#out + 1] = ""
|
||||
out[#out + 1] = "-- The rules. Each is a trigger, its filter, and a function that tests the conditions and"
|
||||
out[#out + 1] = "-- does the actions; one with an action that waits runs as a coroutine."
|
||||
out[#out + 1] = "authorRules({"
|
||||
for index, rule in ipairs(game.rules or {}) do
|
||||
emitRule(out, rule, index)
|
||||
end
|
||||
out[#out + 1] = "})"
|
||||
out[#out + 1] = ""
|
||||
if game.dialogues then
|
||||
out[#out + 1] = "-- The dialogues: nodes of a line and choices, each choice's condition and actions as code."
|
||||
out[#out + 1] = "authorDialogues({"
|
||||
for _, name in ipairs(sortedKeys(game.dialogues)) do
|
||||
emitDialogue(out, name, game.dialogues[name])
|
||||
end
|
||||
out[#out + 1] = "})"
|
||||
out[#out + 1] = ""
|
||||
end
|
||||
out[#out + 1] = "onKeyPressed = authorKeyDown"
|
||||
out[#out + 1] = "onKeyReleased = authorKeyUp"
|
||||
out[#out + 1] = "onInputPressed = authorSwitchDown"
|
||||
out[#out + 1] = "onInputReleased = authorSwitchUp"
|
||||
out[#out + 1] = "onMouseMoved = authorMouseMoved"
|
||||
out[#out + 1] = "onCollision = authorCollision"
|
||||
out[#out + 1] = "onTrigger = authorTrigger"
|
||||
out[#out + 1] = "onNavArrived = authorNavArrived"
|
||||
out[#out + 1] = "onMidiMessage = authorMidi"
|
||||
out[#out + 1] = "onSoundCompleted = authorSoundDone"
|
||||
out[#out + 1] = ""
|
||||
out[#out + 1] = "function onOverlayUpdate()"
|
||||
out[#out + 1] = INDENT .. "authorFrame()"
|
||||
out[#out + 1] = ""
|
||||
out[#out + 1] = INDENT .. "return OVERLAY_UPDATED"
|
||||
out[#out + 1] = "end"
|
||||
out[#out + 1] = ""
|
||||
|
||||
return table.concat(out, "\n")
|
||||
end
|
||||
|
||||
|
||||
local function directoryOf(path)
|
||||
return (string.match(path, "^(.*[/\\])") or "")
|
||||
end
|
||||
|
||||
|
||||
-- Compiles a description file to a game beside it, with the runtime beside that, because that is
|
||||
-- what the result loads. Returns the path written.
|
||||
function authorBuild(descriptionFile, outputFile)
|
||||
local chunk = assert(loadfile(descriptionFile))
|
||||
local game = chunk()
|
||||
local file
|
||||
|
||||
game.source = descriptionFile
|
||||
-- The game's own vocabulary, before the checker reads the manifest.
|
||||
if game.vocabulary then
|
||||
authorVocabulary(game.vocabulary, string.match(descriptionFile, "^(.*[/\\])") or "")
|
||||
end
|
||||
for _, problem in ipairs(authorCheck(game)) do
|
||||
debugPrint("Author: " .. problem)
|
||||
end
|
||||
file = assert(io.open(outputFile, "w"))
|
||||
file:write(authorCompile(game))
|
||||
file:close()
|
||||
authorCopy(AUTHOR_RUNTIME, directoryOf(outputFile) .. "Author.singe")
|
||||
|
||||
return outputFile
|
||||
end
|
||||
63
forge/Forge.rml
Normal file
63
forge/Forge.rml
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
<rml>
|
||||
<!--
|
||||
Singe 3
|
||||
Copyright (C) 2026 Scott Duensing <scott@kangaroopunch.com>
|
||||
|
||||
Forge's chrome. Only the panels are RmlUi; the canvas beside them is drawn
|
||||
into the overlay, because that is where Singe already tracks a pointer against rectangles.
|
||||
pointer-events keeps the canvas clickable through the document.
|
||||
Licensed under the GNU General Public License, version 3 or later.
|
||||
-->
|
||||
<head>
|
||||
<title>forge</title>
|
||||
<link type="text/rcss" href="Singe/gui.rcss"/>
|
||||
<style>
|
||||
/* The body is the whole overlay, so the panel's 100% is a height: without it the panel
|
||||
was nothing tall, everything in it overflow, and overflow: auto on it hid it all. */
|
||||
body { pointer-events: none; width: 100%; height: 100%; font-family: FreeSans; font-size: 13px; color: #e6e6ee; }
|
||||
/* Rows stay focusable: RmlUi delivers a click to the nearest focusable element under the
|
||||
pointer, so a row that could not take focus could not be clicked either. ENTER and SPACE
|
||||
on a focused element only become a click when its tab-index is auto, and no row's is. */
|
||||
/* The panel is a column: the grip and the title, then the list and the fields box, which
|
||||
share what is left and each scroll (the wheel, or the bar) rather than pushing the other
|
||||
off the screen. */
|
||||
#panel { pointer-events: auto; position: absolute; left: 0px; top: 0px; width: 190px; height: 100%; background-color: #161620ff; display: flex; flex-direction: column; }
|
||||
#grip, #title { flex: 0 0 auto; }
|
||||
#list { flex: 0 1 auto; min-height: 0px; overflow-y: auto; }
|
||||
scrollbarvertical { width: 5px; }
|
||||
scrollbarvertical slidertrack { background-color: #1b1b28ff; }
|
||||
scrollbarvertical sliderbar { background-color: #6a5a9aff; }
|
||||
#grip { pointer-events: auto; background-color: #2a2a3cff; padding: 6px 10px; color: #ffcf4a; font-size: 15px; }
|
||||
#grip:hover { background-color: #3a3a52ff; }
|
||||
#title { margin: 0px 10px 8px 10px; color: #9aa0b4; }
|
||||
.row { margin: 2px 8px; padding: 4px 6px; background-color: #242433ff; }
|
||||
.row:hover { background-color: #32324aff; }
|
||||
.row.selected { background-color: #c03c96ff; color: #ffffff; }
|
||||
.thumb { display: inline-block; vertical-align: middle; margin-right: 6px; width: 24px; text-align: center; color: #ffcf4a; }
|
||||
.thumb.dim { color: #6a6a80; }
|
||||
.thumb.swatch { height: 16px; width: 16px; margin-left: 4px; margin-right: 10px; }
|
||||
.part { margin: 1px 8px 1px 18px; padding: 2px 5px; background-color: #1b1b28ff; color: #aeb4c8; font-size: 12px; }
|
||||
.part:hover { background-color: #2a2a40ff; color: #e6e6ee; }
|
||||
.picked { background-color: #6a5a9aff; color: #ffffff; }
|
||||
#title:hover { color: #ffcf4a; }
|
||||
.part.here { background-color: #4a3a6aff; color: #ffffff; }
|
||||
/* A field's list, unfolded under its row and floating over the rows beneath, as a dropdown
|
||||
does: absolute with no top or left takes the place it would have had in the flow. */
|
||||
.drop { position: absolute; z-index: 2; clip: none; width: 140px; margin: 0px 0px 0px 26px; padding: 2px 0px; background-color: #0b0b12ff; border-width: 1px; border-color: #6a5a9aff; }
|
||||
.choice { margin: 0px; padding: 2px 8px; color: #aeb4c8; font-size: 12px; }
|
||||
.choice:hover { background-color: #32324aff; color: #e6e6ee; }
|
||||
.choice.selected { background-color: #c03c96ff; color: #ffffff; }
|
||||
.choice.more { color: #6a6a80; }
|
||||
.choice.more:hover { background-color: #0b0b12ff; color: #6a6a80; }
|
||||
#detail { flex: 0 1 auto; min-height: 0px; overflow-y: auto; margin: 14px 8px; padding: 6px; background-color: #10101aff; color: #b9bfd4; }
|
||||
</style>
|
||||
</head>
|
||||
<body id="forge">
|
||||
<div id="panel">
|
||||
<div id="grip">≡ Entities</div>
|
||||
<div id="title"></div>
|
||||
<div id="list"></div>
|
||||
<div id="detail"></div>
|
||||
</div>
|
||||
</body>
|
||||
</rml>
|
||||
5248
forge/Forge.singe
Normal file
5248
forge/Forge.singe
Normal file
File diff suppressed because it is too large
Load diff
26
forge/games.dat
Normal file
26
forge/games.dat
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
-- Forge appears in the menu like anything else, so it is reached the same way a game is and packs
|
||||
-- to Forge.game with -P. It needs no disc of its own; the menu background stands in, because the
|
||||
-- engine wants a video and Forge draws over all of it anyway.
|
||||
GAMES = {
|
||||
{
|
||||
TITLE = "Forge",
|
||||
SCRIPT = "Forge/Forge.singe",
|
||||
REQUIRES = { "GUI" },
|
||||
LEGACY_SPRITE_ARGS = false,
|
||||
VIDEO = "Singe/menuBackground.mkv",
|
||||
STRETCH = false,
|
||||
NO_MOUSE = false,
|
||||
RESOLUTION_X = 720,
|
||||
RESOLUTION_Y = 480,
|
||||
SINDEN_GUN = "",
|
||||
ATTRACT = "Singe/menuBackground.mkv",
|
||||
ATTRACT_START = 180,
|
||||
ATTRACT_END = 359,
|
||||
YEAR = 2026,
|
||||
PLATFORM = "Singe",
|
||||
DEVELOPER = "Kangaroo Punch Studios",
|
||||
PUBLISHER = "Kangaroo Punch Studios",
|
||||
GENRE = "Tool",
|
||||
DESCRIPTION = "Build a game by describing it: place things, write rules, press play. Forge writes ordinary Singe Lua, so nothing it makes is locked inside it."
|
||||
}
|
||||
}
|
||||
8
forge/kit/LICENSE
Normal file
8
forge/kit/LICENSE
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
The Forge tutorial kit.
|
||||
|
||||
Everything here except fox.glb was drawn or synthesised by util/forgeKit.py in the
|
||||
Singe source tree and is released under CC0: use it in your own games as you like.
|
||||
|
||||
fox.glb is the Fox from the Khronos glTF sample models, CC-BY 4.0: model by PixelMannen,
|
||||
rigging and animation by tomkranis, glTF conversion by AsoboStudio and scurest.
|
||||
A game that ships it should carry this credit.
|
||||
11
forge/kit/README.txt
Normal file
11
forge/kit/README.txt
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
The Forge tutorial kit, addressed from a game as Forge/kit/<name>.
|
||||
|
||||
hero.png a sprite sheet, 8 columns of 32 x 48, facing right: idle, walk x4, jump, fall, hit
|
||||
enemy.png a sheet, 4 columns of 32 x 32, flapping
|
||||
tiles.png a tile sheet, 4 columns of 32 x 32: grass, dirt, stone, brick
|
||||
coin.png key.png crate.png door.png spike.png ship.png shot.png rock.png target.png stills
|
||||
yard.png hall.png painted rooms, 720 x 480, for the adventures
|
||||
jump.wav coin.wav shot.wav hit.wav click.wav door.wav clips
|
||||
loop.ogg eight seconds of music that loops
|
||||
clip.mkv twelve seconds of 720 x 480 video at 24 frames a second: a door opens at 3 s, a target rises at 6 s, a hand reaches at 9 s
|
||||
fox.glb an animated model (see LICENSE)
|
||||
BIN
forge/kit/click.wav
(Stored with Git LFS)
Normal file
BIN
forge/kit/click.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/clip.mkv
(Stored with Git LFS)
Normal file
BIN
forge/kit/clip.mkv
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/coin.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/coin.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/coin.wav
(Stored with Git LFS)
Normal file
BIN
forge/kit/coin.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/crate.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/crate.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/door.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/door.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/door.wav
(Stored with Git LFS)
Normal file
BIN
forge/kit/door.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/enemy.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/enemy.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/fox.glb
(Stored with Git LFS)
Normal file
BIN
forge/kit/fox.glb
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/hall.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/hall.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/hero.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/hero.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/hit.wav
(Stored with Git LFS)
Normal file
BIN
forge/kit/hit.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/jump.wav
(Stored with Git LFS)
Normal file
BIN
forge/kit/jump.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/key.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/key.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/loop.ogg
(Stored with Git LFS)
Normal file
BIN
forge/kit/loop.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/rock.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/rock.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/ship.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/ship.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/shot.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/shot.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/shot.wav
(Stored with Git LFS)
Normal file
BIN
forge/kit/shot.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
forge/kit/spike.png
(Stored with Git LFS)
Normal file
BIN
forge/kit/spike.png
(Stored with Git LFS)
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Reference in a new issue