Language: yield/signal/coroutine become keywords, start is contextual. Coroutine methods (func Name() coroutine) with start and yield / wait / frames / fixed / await; signals with Emit/Connect and Connection handles; ScriptRef<T> and node.GetScript<T>() for fields, plain methods and signals of other scripts. Diagnostics AES2050-AES2059. Bytecode v3: ScriptRefs, XFields, XMethods and Connects tables resolved by name in vm.Link, per-script signals, coroutine flag on functions; new opcodes START/YIELD/EMIT/CONNECT/DISCONNECT/CONNECTED/COSTOP/CORUN/ SELFREF/GETSCRIPT/GETXF/SETXF/CALLR, checked by verify. Runtime: script/coroutine scheduler (frames/fixed counters, time heap, await lists; only due coroutines are visited) and script/signal registry (snapshot per Emit, deferred removal, no allocations in steady state). Hot reload cancels coroutines of changed scripts, rebinds connections by name and signature, then runs Reloaded. Tooling: script/build removed, aego check/test/dump run on the workspace (test builds include _test.aes); langsvc completion, hover, signatures and semantic tokens for the new syntax; editor highlighting, snippets with placeholders, coroutine/signal profiler graphs and stats. Docs (script.md sections 16-19, editor.md, ARCHITECTURE), test fixtures and golden files, platformer enemies wired to the player, scriptreload demo, and run.Config.FrameTime for deterministic headless fixed steps. Modules (6.5): engine/module registry and ComponentBuilder are the one registration path for engine subsystems and native code; render2d, render3d and script/engine are modules over scene/frame, the script component moved to scene/scriptcomp, and scene/components and scene/systems are gone. Editor inspector, templates, picking shapes and extension hooks are driven by descriptors and editor/builtins; sdk gains Component/EditorHook; depcheck checks the module graph and the aego_runtime graph. Also: stop tracking built tool binaries; gl33 activates the scratch unit before binding for texture updates. Verification: typed component method adapters (Method0..2, Proc0..2) with direct field access and no allocations; app.Build as the single construction path for run and the editor; modules attach per scene document; depcheck aego_editor pass; diagnostic codes in one place and every code covered by a test; indexed coroutine heaps with eager cancel; dead component references and nil intrinsics fault with AES6004, host faults keep their code; GC roots of struct fields checked in verify and vm.Link; 255-field limit; AES4010 for script packages shadowing host modules; architecture registry D111-D147. Golden: the harness renders on the thread that owns the GL context, ReadPixels returns rows in memory order (render targets are top-down per D17), and the first rendering references are committed.
45 lines
1.2 KiB
Go
45 lines
1.2 KiB
Go
package native
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import "aego/sdk"
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type Spinner struct {
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Speed float32 `aego:"speed,unit=rad/s"`
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Spins int64 `aego:"spins,readonly"`
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}
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type spinnerSystem struct{}
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func (spinnerSystem) Run(ctx *sdk.Context) {
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s := sdk.SceneOf(ctx)
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if s == nil {
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return
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}
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dt := float32(ctx.Dt)
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sdk.Query1[Spinner](s).Each(func(n sdk.NodeHandle, sp *Spinner) {
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before := s.Local(n).Rotation
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after := before + sp.Speed*dt
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s.SetRotation(n, after)
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if int64(after/6.2831855) != int64(before/6.2831855) {
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sp.Spins++
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}
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})
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}
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func registerSpinner(r *sdk.Registry) error {
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r.System(sdk.SystemDesc{ID: "rotator.spinner", Phase: sdk.PhaseUpdate, System: spinnerSystem{}})
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return sdk.Component[Spinner](r, sdk.Name("game.Spinner")).
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Category("Game").
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Icon("cat.game").
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Default(func() Spinner { return Spinner{Speed: 2} }).
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Requires("engine.SpriteRenderer").
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Script("Speed").
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Proc0("Reset", func(_ *sdk.ScriptCtx, sp *Spinner) { sp.Spins = 0 },
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sdk.ScriptDoc("Reset clears the spin counter of the node's Spinner.")).
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Template("Spinner", func(s *sdk.Scene, h sdk.NodeHandle) {
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if sr, ok := sdk.Get[sdk.SpriteRenderer](s, h); ok {
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sr.Size = sdk.Vec2{X: 1, Y: 1}
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}
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}).
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Err()
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}
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