Files
sanspie cf68c71f05 Stage 6: coroutines, signals, ScriptRef, workspace CLI, editor tooling
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.
2026-10-12 14:22:08 +03:00

45 lines
1.2 KiB
Go

package native
import "aego/sdk"
type Spinner struct {
Speed float32 `aego:"speed,unit=rad/s"`
Spins int64 `aego:"spins,readonly"`
}
type spinnerSystem struct{}
func (spinnerSystem) Run(ctx *sdk.Context) {
s := sdk.SceneOf(ctx)
if s == nil {
return
}
dt := float32(ctx.Dt)
sdk.Query1[Spinner](s).Each(func(n sdk.NodeHandle, sp *Spinner) {
before := s.Local(n).Rotation
after := before + sp.Speed*dt
s.SetRotation(n, after)
if int64(after/6.2831855) != int64(before/6.2831855) {
sp.Spins++
}
})
}
func registerSpinner(r *sdk.Registry) error {
r.System(sdk.SystemDesc{ID: "rotator.spinner", Phase: sdk.PhaseUpdate, System: spinnerSystem{}})
return sdk.Component[Spinner](r, sdk.Name("game.Spinner")).
Category("Game").
Icon("cat.game").
Default(func() Spinner { return Spinner{Speed: 2} }).
Requires("engine.SpriteRenderer").
Script("Speed").
Proc0("Reset", func(_ *sdk.ScriptCtx, sp *Spinner) { sp.Spins = 0 },
sdk.ScriptDoc("Reset clears the spin counter of the node's Spinner.")).
Template("Spinner", func(s *sdk.Scene, h sdk.NodeHandle) {
if sr, ok := sdk.Get[sdk.SpriteRenderer](s, h); ok {
sr.Size = sdk.Vec2{X: 1, Y: 1}
}
}).
Err()
}