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lulz with Aspectus\Terminal
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{ | |
"minimum-stability": "dev", | |
"prefer-stable": true, | |
"config": { | |
"preferred-install": { | |
"netherphp/*": "source", | |
"*": "dist" | |
}, | |
"allow-plugins": { | |
"dealerdirect/phpcodesniffer-composer-installer": true, | |
"netherphp/composer-plugin": true | |
} | |
}, | |
"require-dev": { | |
"dealerdirect/phpcodesniffer-composer-installer": "^1.0", | |
"netherphp/standards": "^0.2.9" | |
}, | |
"require": { | |
"aspectus/terminal": "^0.1.4", | |
"ozdemirburak/iris": "^3.1" | |
} | |
} |
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<?php | |
require('vendor/autoload.php'); | |
use Aspectus\Terminal\Xterm; | |
use Aspectus\Terminal\Xterm\Event\MouseInputEvent; | |
use OzdemirBurak\Iris\Color; | |
use function Amp\async; | |
use function Amp\delay; | |
class Roflwalker { | |
protected Xterm | |
$X; | |
protected int | |
$Width; | |
protected int | |
$Height; | |
protected int | |
$MX = -1; | |
protected int | |
$MY = -1; | |
protected Color\Hex | |
$Colour; | |
protected int | |
$Iter = 0; | |
protected float | |
$Time = 0.0; | |
protected int | |
$Framelimit = 60; | |
protected int | |
$Pace = 4; | |
public function | |
__Construct(Xterm $X, int $Width, int $Height) { | |
$this->X = $X; | |
$this->Width = $Width; | |
$this->Height = $Height; | |
$this->Colour = new Color\Hex('#FF0000'); | |
$this->Time = microtime(TRUE); | |
return; | |
} | |
public function | |
__Destroy() { | |
//$this->Reset(); | |
return; | |
} | |
public function | |
OnMouseInput(MouseInputEvent $Event): | |
void { | |
$this->MX = $Event->x; | |
$this->MY = $Event->y; | |
return; | |
} | |
public function | |
Next(): | |
void { | |
$Time = microtime(TRUE); | |
$Frametime = ($Time - $this->Time); | |
$Framerate = 1 / $Frametime; | |
$Framemult = 1 + (1 - ($Framerate / 60)); | |
if($Frametime < 1 / $this->Framelimit) | |
return; | |
$PosX = 0; | |
$PosY = 0; | |
$R = 0; | |
$G = 0; | |
$B = 0; | |
$Spun = 0; | |
$Spin = 0; | |
while($PosX < $this->Width) { | |
$PosY = 0; | |
$Spin = (int)(1 * $Framemult); | |
$this->Colour = $this->Colour->Spin($Spin); | |
$Spun += $Spin; | |
$R = hexdec($this->Colour->Red()); | |
$G = hexdec($this->Colour->Green()); | |
$B = hexdec($this->Colour->Blue()); | |
while($PosY < $this->Height) { | |
($this->X) | |
->RGB($R, $G, $B) | |
->MoveCursorTo($PosY, $PosX) | |
->Write('#'); | |
$PosY += 1; | |
} | |
$PosX += 1; | |
} | |
($this->X) | |
->MoveCursorTo(0, 0) | |
->Write(sprintf( | |
'Iteration: %d %.2f %.2f ', | |
$this->Iter, | |
$Framerate, | |
$Framemult | |
)); | |
$this->Colour = $this->Colour->Spin( | |
(int)($Spun * 0.9) | |
* -1 | |
); | |
$this->Iter += 1; | |
$this->Time = $Time; | |
$this->X->Flush(); | |
return; | |
} | |
public function | |
Prepare(): | |
static { | |
($this->X) | |
->EraseDisplay() | |
->BgDefault() | |
->Default() | |
->SetPrivateModeHideCursor() | |
->SetPrivateModeTrackMouseOnPressAndRelease() | |
->SetPrivateModeTrackMouseAll() | |
//->Subscribe( | |
// MouseInputEvent::class, | |
// $this->OnMouseInput(...) | |
//) | |
->Flush(); | |
return $this; | |
} | |
}; | |
class Terminlol { | |
protected Aspectus\Terminal\Xterm | |
$X; | |
protected int | |
$Width; | |
protected int | |
$Height; | |
public function | |
__Construct() { | |
$this->X = new Aspectus\Terminal\Xterm; | |
$this->Width = (int)`tput cols`; | |
$this->Height = (int)`tput lines`; | |
$this->X | |
->Write(sprintf('Ready: %d x %d', $this->Width, $this->Height)) | |
->Flush(); | |
return; | |
} | |
public function | |
Run(): | |
void { | |
$Func = async(function () { | |
$Game = new Roflwalker($this->X, $this->Width, $this->Height); | |
$Game->Prepare(); | |
while(TRUE) { | |
$Game->Next(); | |
delay(0.0); | |
} | |
return; | |
}); | |
$Func->Await(); | |
return; | |
} | |
}; | |
$Term = new Terminlol; | |
$Term->Run(); |
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Yea been playing around with manual framerate limiter but ended up recreating what
delay
is. Can't avoid the drift when it happens anyway, except if you suspend every other line.I will put a framebuffer implementation in Aspectus eventually (i had a different design and now im left with "migrating" the code to the new one). Said framebuffer you COULD use a tick method (repeat) that renders it, in the meantime, things write on it. But that does not save you from drift when the processing is taking longer than the interval.