@wasm-gaming/rsdkv3-wasm 0.1.4 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +72 -63
- package/dist/rsdkv3/app/app.css +77 -0
- package/dist/rsdkv3/app/app.js +319 -0
- package/dist/rsdkv3/engine-specs.js +382 -0
- package/dist/rsdkv3/rsdkv3.options.d.ts +63 -15
- package/dist/rsdkv3/rsdkv3.options.d.ts.map +1 -1
- package/dist/rsdkv3/rsdkv3.options.js +36 -37
- package/dist/rsdkv3/rsdkv3.options.js.map +1 -1
- package/dist/rsdkv3/rsdkv3.sdk.d.ts +74 -33
- package/dist/rsdkv3/rsdkv3.sdk.d.ts.map +1 -1
- package/dist/rsdkv3/rsdkv3.sdk.js +355 -184
- package/dist/rsdkv3/rsdkv3.sdk.js.map +1 -1
- package/dist/rsdkv3/rsdkv3.wasm +0 -0
- package/package.json +9 -14
- package/src/app/app.css +77 -0
- package/src/app/app.js +319 -0
- package/src/rsdkv3.options.ts +99 -51
- package/src/rsdkv3.sdk.ts +407 -200
- package/dist/manifest.json +0 -76
- package/dist/rsdkv3/rsdkv3.manifest.d.ts +0 -4
- package/dist/rsdkv3/rsdkv3.manifest.d.ts.map +0 -1
- package/dist/rsdkv3/rsdkv3.manifest.js +0 -39
- package/dist/rsdkv3/rsdkv3.manifest.js.map +0 -1
- package/dist/rsdkv3/wasm-specs.d.ts +0 -71
- package/dist/rsdkv3/wasm-specs.d.ts.map +0 -1
- package/dist/rsdkv3/wasm-specs.js +0 -2
- package/dist/rsdkv3/wasm-specs.js.map +0 -1
- package/src/rsdkv3.manifest.ts +0 -44
- package/src/wasm-specs.ts +0 -72
package/README.md
CHANGED
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@@ -1,89 +1,98 @@
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# @wasm-gaming/rsdkv3-wasm
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RSDKv3 (Retro Software Development Kit v3, Sonic CD 2011 decompilation) compiled
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[wasm-gaming engine contract](https://github.com/wasm-gaming/engine-specs).
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RSDKv3 (Retro Software Development Kit v3, the Sonic CD 2011 decompilation) compiled to
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WebAssembly, wrapped in a self-contained SDK that implements the
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[wasm-gaming engine contract](https://github.com/wasm-gaming/engine-specs) 1.0.
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The engine
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The engine bakes no game data: the host hands over `Data.rsdk` at runtime, so one `rsdkv3.wasm`
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serves any install.
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##
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## Install
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```
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const engine = await load({
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canvas,
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assets: { data: dataRsdkBytes /*, settings: iniBytes */ },
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onEvent: (e) => { /* 'ready' | 'error' */ },
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// Optional override when artifacts are hosted externally:
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// jsUrl, wasmUrl,
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});
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engine.pause();
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engine.resume();
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engine.setInput('rsdkv4');
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engine.destroy();
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```bash
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npm install @wasm-gaming/rsdkv3-wasm
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```
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`getStageList()`, `loadStage(category, stage)`, `setPaused(bool)`.
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The SDK carries the contract's runtime beside it (`dist/rsdkv3/engine-specs.js`) and imports it
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relatively: it loads from any static server, with no bundler and no import map. The wasm and its
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glue are built in CI and shipped in the GitHub Release (`rsdkv3.tar.gz`, layout `rsdkv3/rsdkv3/…`).
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##
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## Use
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```js
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import Rsdkv3SDK from './rsdkv3/rsdkv3.sdk.js';
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const play = await new Rsdkv3SDK({ config: { soundtrack: 1 } }) // US soundtrack
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.assets({ data: () => readDataRsdk() }) // bytes, or a thunk
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.storage({ namespace: 'sonic-cd' }) // → OPFS rsdkv3/sonic-cd/
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.on('saves', ({ detail }) => console.log('saved', detail.files))
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.mount(document.querySelector('#stage'))
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.start();
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play.pause('menu'); play.resume('menu'); // owner-aware; sound stops too
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play.devMenu.getStageList(); // draw your own stage select…
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play.devMenu.loadStage(0, 2); // …and warp
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await play.destroy(); // save flushed, loop stopped, audio closed
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```
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| payload | keys |
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| --- | --- |
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| `config` | `devMenu`, `engineDebugMode`, `vsync`, `soundtrack` (0 JP/EU, 1 US), `language`, `disableTouchControls` (→ generated `settings.ini`), `jsUrl`, `wasmUrl` |
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| `options` | — |
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| `assets` | `data` (`Data.rsdk`, required), `settings` (`settings.ini`, optional) |
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| `storage` | `namespace` (default `default`), `persist` (`'opfs'` \| `null`) |
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Events: the contract's `start`, `error`, `exit`, `pause`, `resume`, plus `saves`.
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RSDKv3 cannot restart in process: after `destroy()`, a new session needs a new page (or iframe).
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##
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## The engine's own app
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A host that would rather not draw menus mounts the app shipped next to the SDK
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([engine-specs](https://github.com/wasm-gaming/engine-specs) `EngineApp`, `UX.md`):
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```
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make preview # serves dist/ at http://localhost:8080
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```js
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const app = await import('@wasm-gaming/rsdkv3-wasm/app'); // dist/rsdkv3/app/app.js
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const handle = await app.mount(element, { game, storage, assets, input, exit });
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await handle.unmount();
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```
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It shows a boot screen, then Sonic CD with its own title and save select. Select + Start or
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Escape opens the pause menu: *Continuar*, the game's own screens found in the stage list (title
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screen, main menu, level select — only those the data has) and *Volver al lanzador* (asks first).
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There is no load-game screen like rsdkv4's yet: that needs a native bridge (see `RECORD/`).
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## Saves live in the engine's own folder
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The working dir is `/data/rsdkv3/<namespace>` (in memory). The SDK seeds `SData.bin` from OPFS
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`rsdkv3/<namespace>/` before boot and mirrors it back when it changes — every 10 s, on pause, when
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the page is hidden and on `destroy()` — so saves survive reloads. `play.storagePath` gives the
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folder; `storagePath(engineId, namespace)` is exported.
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##
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## Build
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```bash
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make build
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make
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#
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make build-sdk # TypeScript → dist/rsdkv3/ (fast, no Docker)
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make test # type-check + tests against the built package
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make build-wasm # RSDKv3 → WebAssembly in emscripten/emsdk:6.0.2 (Docker)
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make demo # dist/index.html: a no-build demo (pick or drop Data.rsdk)
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make preview # serve dist/ on :8023
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```
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The
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The upstream decompilation is pinned (`d1bbec59`, 2026-07-04) together with its submodules, and so
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is the emsdk image, because the build's source patches are written against that exact revision.
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## Project Specs
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- Contract 1.0 class (`Rsdkv3SDK` / `Rsdkv3Play`), self-contained ESM, engine-specs as the one
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dependency; conformance line `RSDKV3_ENGINE` checked by `make test`.
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- Engine-owned storage `rsdkv3/<namespace>/` with an `SData.bin` mirror.
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- Records of decisions in [RECORD/](RECORD/).
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##
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## Todos
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- ⏳ Browser runtime verification with a real `Data.rsdk`
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- ⏳ Full WASM build verification (`make build-wasm`) on this new subproject
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- [ ] Make the build's source patches assert that they applied.
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- [ ] Verify with a real `Data.rsdk` (save written by the game → mirrored → restored).
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## License
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MIT for this wrapper.
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MIT for this wrapper. The upstream engine and the game data keep their own licenses.
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/* rsdkv3 app — boot screen and pause menu (same look as rsdkv4's app).
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Tokens come from engine-specs (UI_TOKENS, `--wg-*`) when the host sets them; the
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fallbacks are the same values, so the app looks right on a bare page too. */
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.rsdk-app {
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--ring: var(--wg-focus-ring, 0 0 0 3px #fff);
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--surface: var(--wg-surface, rgb(18 20 28 / 0.78));
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--line: var(--wg-line, rgb(255 255 255 / 0.12));
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--text: var(--wg-text, #f4f6fb);
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--muted: var(--wg-muted, #8e97a9);
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--danger: var(--wg-danger, #f87171);
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--ui: var(--wg-font-ui, 'Inter Variable', 'Inter', system-ui, sans-serif);
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--display: var(--wg-font-display, 'Unbounded Variable', 'Unbounded', system-ui, sans-serif);
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--ease: var(--wg-ease, cubic-bezier(0.2, 0.8, 0.2, 1));
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position: absolute;
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inset: 0;
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overflow: hidden;
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background: #000;
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color: var(--text);
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font-family: var(--ui);
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user-select: none;
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-webkit-tap-highlight-color: transparent;
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}
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.rsdk-app * { box-sizing: border-box; }
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.rsdk-stage { position: absolute; inset: 0; display: grid; place-items: center; }
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.rsdk-stage canvas { outline: none; }
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.rsdk-overlay { position: absolute; inset: 0; display: grid; place-items: center; pointer-events: none; }
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.rsdk-overlay > * { pointer-events: auto; }
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.rsdk-app[data-screen='game'] .rsdk-overlay { display: none; }
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/* Everything but the game sits on a backdrop that keeps the game visible underneath. */
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.rsdk-app:not([data-screen='game']) .rsdk-overlay {
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background:
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radial-gradient(120% 80% at 50% 0%, color-mix(in srgb, var(--accent) 38%, transparent), transparent 70%),
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rgb(4 6 12 / 0.72);
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backdrop-filter: blur(14px) saturate(1.2);
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-webkit-backdrop-filter: blur(14px) saturate(1.2);
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}
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.rsdk-app[data-screen='boot'] .rsdk-overlay { background-color: rgb(4 6 12 / 0.9); }
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.kicker { margin: 0; font: 600 0.72rem var(--ui); letter-spacing: 0.22em; text-transform: uppercase; color: var(--muted); }
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.rsdk-app h2 { margin: 0; font: 700 clamp(1.4rem, 3vw, 2.1rem) var(--display); letter-spacing: -0.02em; }
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/* ---- boot ---- */
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.rsdk-boot { display: grid; justify-items: center; gap: 22px; }
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.rsdk-boot img { width: min(260px, 50vw); border-radius: 22px; box-shadow: 0 30px 80px -30px #000; animation: rsdk-breathe 2.4s var(--ease) infinite alternate; }
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.rsdk-boot p { margin: 0; color: var(--muted); font-weight: 500; }
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@keyframes rsdk-breathe { from { opacity: 0.55; transform: scale(0.98); } to { opacity: 1; transform: none; } }
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/* ---- pause & confirm ---- */
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.rsdk-panel {
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width: min(440px, 92vw); display: grid; gap: 10px; padding: 26px; border-radius: 28px;
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background: rgb(20 22 31 / 0.9); border: 1px solid var(--line); box-shadow: 0 40px 100px -30px #000;
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}
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.rsdk-panel h2 { margin-bottom: 8px; }
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.rsdk-panel .text { margin: 0 0 8px; color: var(--muted); line-height: 1.5; }
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.item {
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all: unset; box-sizing: border-box; display: grid; gap: 2px; padding: 13px 16px; border-radius: 14px;
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background: rgb(255 255 255 / 0.05); font-weight: 600; cursor: pointer; transition: background 0.15s, box-shadow 0.15s;
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}
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.item small { font-weight: 500; font-size: 0.78rem; color: var(--muted); }
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.item.is-focused { background: #fff; color: #0b0d12; box-shadow: var(--ring); }
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.item.is-focused small { color: #4b5563; }
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.item.is-danger.is-focused { background: var(--danger); color: #1a0505; box-shadow: 0 0 0 3px var(--danger); }
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.rsdk-panel .row { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; }
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.rsdk-panel .row .item { text-align: center; }
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.rsdk-confirm { position: absolute; inset: 0; display: grid; place-items: center; background: rgb(0 0 0 / 0.55); }
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/* ---- hints ---- */
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.rsdk-hints { display: flex; flex-wrap: wrap; gap: 8px 18px; justify-content: center; color: var(--muted); font-size: 0.78rem; font-weight: 500; }
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.rsdk-hints span { display: inline-flex; align-items: center; gap: 7px; }
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.rsdk-hints kbd { display: inline-grid; place-items: center; min-width: 22px; height: 22px; padding: 0 6px; border-radius: 11px; background: rgb(255 255 255 / 0.12); color: var(--text); font: 700 0.68rem var(--ui); }
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.rsdk-panel .rsdk-hints { justify-content: flex-start; margin-top: 6px; }
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@media (prefers-reduced-motion: reduce) {
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.rsdk-boot img { transition: none; animation: none; }
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}
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// rsdkv3's own app: what a host gets when it mounts this engine instead of driving
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// the SDK itself — a boot screen, then the game with its OWN title and save select,
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// and a pause menu on the wasm-gaming usability scheme (engine-specs UX.md).
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//
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// import * as app from '<engines>/rsdkv3/app/app.js'
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// const handle = await app.mount(target, host) // EngineApp.mount
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// await handle.unmount()
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//
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// `host` is engine-specs' EngineAppHost: { game, storage, assets, input, exit }. The
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// input is the host's createInput(): resumed it delivers menu actions; suspended (in
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// game) only Select+Start and Escape come through, as `menu`.
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//
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// Unlike rsdkv4's app there is no load-game screen: Sonic CD's menus are scripts in
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// Data.rsdk, with no native bridge to list or start a save (see RECORD/).
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//
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// Plain JS and DOM on purpose: the app ships inside the engine's package next to the
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+
// SDK and loads from a static server, so it imports nothing but the SDK.
|
|
18
|
+
|
|
19
|
+
import Rsdkv3SDK from '../rsdkv3.sdk.js';
|
|
20
|
+
|
|
21
|
+
const ENGINE = 'rsdkv3';
|
|
22
|
+
const OWNER = 'app';
|
|
23
|
+
|
|
24
|
+
/**
|
|
25
|
+
* The game's own screens worth jumping to from the pause menu, looked up by scene
|
|
26
|
+
* name in the live stage list. Only the ones the loaded Data.rsdk has are offered.
|
|
27
|
+
*/
|
|
28
|
+
export const GAME_SCREENS = [
|
|
29
|
+
{ match: /^TITLE( SCREEN)?$/i, label: 'Pantalla de título' },
|
|
30
|
+
{ match: /^(MAIN MENU|MENU|SAVE SELECT|STAGE MENU)$/i, label: 'Menú del juego' },
|
|
31
|
+
{ match: /^(LEVEL|STAGE) SELECT$/i, label: 'Level select' }, // Sonic CD: STAGE SELECT
|
|
32
|
+
];
|
|
33
|
+
|
|
34
|
+
/** `[{ label, list, scene }]` for the GAME_SCREENS found in a devMenu stage list. */
|
|
35
|
+
export const findGameScreens = (lists) => {
|
|
36
|
+
const found = [];
|
|
37
|
+
for (const screen of GAME_SCREENS) {
|
|
38
|
+
for (let list = 0; list < (lists?.length ?? 0); list++) {
|
|
39
|
+
const scene = (lists[list]?.stages ?? []).findIndex(({ name } = {}) => screen.match.test(String(name ?? '').trim()));
|
|
40
|
+
if (scene >= 0) {
|
|
41
|
+
found.push({ label: screen.label, list, scene });
|
|
42
|
+
break;
|
|
43
|
+
}
|
|
44
|
+
}
|
|
45
|
+
}
|
|
46
|
+
return found;
|
|
47
|
+
};
|
|
48
|
+
|
|
49
|
+
const esc = (text) => String(text ?? '').replace(/[&<>"']/g, (c) => `&#${c.charCodeAt(0)};`);
|
|
50
|
+
|
|
51
|
+
let cssLoaded = null;
|
|
52
|
+
const loadCss = () =>
|
|
53
|
+
(cssLoaded ??= new Promise((resolve) => {
|
|
54
|
+
const link = document.createElement('link');
|
|
55
|
+
link.rel = 'stylesheet';
|
|
56
|
+
link.href = new URL('./app.css', import.meta.url).href;
|
|
57
|
+
link.onload = link.onerror = () => resolve();
|
|
58
|
+
document.head.append(link);
|
|
59
|
+
}));
|
|
60
|
+
|
|
61
|
+
export async function mount(target, host) {
|
|
62
|
+
await loadCss();
|
|
63
|
+
|
|
64
|
+
const root = document.createElement('div');
|
|
65
|
+
root.className = 'rsdk-app';
|
|
66
|
+
root.style.setProperty('--accent', host.game?.accent ?? '#1d4ed8');
|
|
67
|
+
const stage = document.createElement('div');
|
|
68
|
+
stage.className = 'rsdk-stage';
|
|
69
|
+
const overlay = document.createElement('div');
|
|
70
|
+
overlay.className = 'rsdk-overlay';
|
|
71
|
+
root.append(stage, overlay);
|
|
72
|
+
target.append(root);
|
|
73
|
+
|
|
74
|
+
/** screen: 'boot' | 'game' | 'pause' | 'confirm' | 'error' */
|
|
75
|
+
const state = {
|
|
76
|
+
screen: 'boot',
|
|
77
|
+
status: 'Arrancando el motor…',
|
|
78
|
+
error: null,
|
|
79
|
+
pause: { items: [], focus: 0 },
|
|
80
|
+
confirm: null, // { title, text, yes, no, onYes, onNo, focus, under }
|
|
81
|
+
};
|
|
82
|
+
|
|
83
|
+
let play = null;
|
|
84
|
+
let leaving = false;
|
|
85
|
+
let destroyed = false;
|
|
86
|
+
|
|
87
|
+
const canvasFocus = () => stage.querySelector('canvas')?.focus({ preventScroll: true });
|
|
88
|
+
const title = () => host.game?.title ?? 'Sonic CD';
|
|
89
|
+
|
|
90
|
+
// ---- screens ------------------------------------------------------------------
|
|
91
|
+
|
|
92
|
+
const hints = (pairs) =>
|
|
93
|
+
`<footer class="rsdk-hints">${pairs.map(([k, t]) => `<span><kbd>${k}</kbd>${t}</span>`).join('')}</footer>`;
|
|
94
|
+
|
|
95
|
+
const render = () => {
|
|
96
|
+
if (destroyed) return;
|
|
97
|
+
root.dataset.screen = state.screen;
|
|
98
|
+
const s = state.screen;
|
|
99
|
+
if (s === 'game') {
|
|
100
|
+
overlay.innerHTML = '';
|
|
101
|
+
return;
|
|
102
|
+
}
|
|
103
|
+
if (s === 'boot') {
|
|
104
|
+
overlay.innerHTML = `<section class="rsdk-boot">
|
|
105
|
+
${host.game?.art ? `<img src="${esc(host.game.art)}" alt="">` : ''}
|
|
106
|
+
<p>${esc(state.status)}</p>
|
|
107
|
+
</section>`;
|
|
108
|
+
return;
|
|
109
|
+
}
|
|
110
|
+
if (s === 'error') {
|
|
111
|
+
overlay.innerHTML = `<section class="rsdk-panel">
|
|
112
|
+
<p class="kicker">${esc(title())}</p>
|
|
113
|
+
<h2>No se pudo arrancar</h2>
|
|
114
|
+
<p class="text">${esc(state.error)}</p>
|
|
115
|
+
<button class="item is-focused" data-exit>Volver</button>
|
|
116
|
+
</section>`;
|
|
117
|
+
return;
|
|
118
|
+
}
|
|
119
|
+
let html = '';
|
|
120
|
+
const base = s === 'confirm' ? state.confirm.under : s;
|
|
121
|
+
if (base === 'pause') {
|
|
122
|
+
html += `<section class="rsdk-panel">
|
|
123
|
+
<p class="kicker">${esc(title())}</p>
|
|
124
|
+
<h2>Pausa</h2>
|
|
125
|
+
${state.pause.items.map((item, i) => `<button class="item${i === state.pause.focus && s !== 'confirm' ? ' is-focused' : ''}" data-item="${i}">${esc(item.label)}${item.hint ? `<small>${esc(item.hint)}</small>` : ''}</button>`).join('')}
|
|
126
|
+
${hints([['A', 'elegir'], ['B', 'continuar']])}
|
|
127
|
+
</section>`;
|
|
128
|
+
}
|
|
129
|
+
if (s === 'confirm') {
|
|
130
|
+
const c = state.confirm;
|
|
131
|
+
html += `<div class="rsdk-confirm"><section class="rsdk-panel">
|
|
132
|
+
<h2>${esc(c.title)}</h2>
|
|
133
|
+
${c.text ? `<p class="text">${esc(c.text)}</p>` : ''}
|
|
134
|
+
<div class="row">
|
|
135
|
+
<button class="item${c.focus === 0 ? ' is-focused' : ''}" data-confirm="0">${esc(c.no)}</button>
|
|
136
|
+
<button class="item is-danger${c.focus === 1 ? ' is-focused' : ''}" data-confirm="1">${esc(c.yes)}</button>
|
|
137
|
+
</div>
|
|
138
|
+
</section></div>`;
|
|
139
|
+
}
|
|
140
|
+
overlay.innerHTML = html;
|
|
141
|
+
};
|
|
142
|
+
|
|
143
|
+
// ---- transitions --------------------------------------------------------------
|
|
144
|
+
|
|
145
|
+
const enterGame = () => {
|
|
146
|
+
state.screen = 'game';
|
|
147
|
+
render();
|
|
148
|
+
host.input.suspend();
|
|
149
|
+
canvasFocus();
|
|
150
|
+
};
|
|
151
|
+
|
|
152
|
+
const gameScreens = () => {
|
|
153
|
+
try {
|
|
154
|
+
return findGameScreens(play.devMenu.getStageList());
|
|
155
|
+
} catch {
|
|
156
|
+
return [];
|
|
157
|
+
}
|
|
158
|
+
};
|
|
159
|
+
|
|
160
|
+
const openPause = () => {
|
|
161
|
+
play?.pause(OWNER);
|
|
162
|
+
state.pause = {
|
|
163
|
+
focus: 0,
|
|
164
|
+
items: [
|
|
165
|
+
{ label: 'Continuar', run: closePause },
|
|
166
|
+
...gameScreens().map((screen) => ({
|
|
167
|
+
label: screen.label,
|
|
168
|
+
hint: 'pantalla del propio juego',
|
|
169
|
+
run: () => {
|
|
170
|
+
closePause();
|
|
171
|
+
play.devMenu.loadStage(screen.list, screen.scene);
|
|
172
|
+
},
|
|
173
|
+
})),
|
|
174
|
+
{ label: 'Volver al lanzador', run: askExit },
|
|
175
|
+
],
|
|
176
|
+
};
|
|
177
|
+
state.screen = 'pause';
|
|
178
|
+
host.input.resume();
|
|
179
|
+
render();
|
|
180
|
+
};
|
|
181
|
+
|
|
182
|
+
const closePause = () => {
|
|
183
|
+
enterGame();
|
|
184
|
+
play?.resume(OWNER);
|
|
185
|
+
};
|
|
186
|
+
|
|
187
|
+
// A confirm sits on top of the screen it was asked from and goes back to it.
|
|
188
|
+
const ask = (options) => {
|
|
189
|
+
state.confirm = { focus: 0, under: state.screen, ...options };
|
|
190
|
+
state.screen = 'confirm';
|
|
191
|
+
render();
|
|
192
|
+
};
|
|
193
|
+
const answer = (yes) => {
|
|
194
|
+
const c = state.confirm;
|
|
195
|
+
state.screen = c.under;
|
|
196
|
+
state.confirm = null;
|
|
197
|
+
render();
|
|
198
|
+
(yes ? c.onYes : c.onNo)?.();
|
|
199
|
+
};
|
|
200
|
+
|
|
201
|
+
const exit = async () => {
|
|
202
|
+
if (leaving) return;
|
|
203
|
+
leaving = true;
|
|
204
|
+
try {
|
|
205
|
+
await play?.destroy();
|
|
206
|
+
} catch (error) {
|
|
207
|
+
console.warn(`[${ENGINE} app] destroy failed`, error);
|
|
208
|
+
}
|
|
209
|
+
play = null;
|
|
210
|
+
host.exit();
|
|
211
|
+
};
|
|
212
|
+
|
|
213
|
+
const askExit = () =>
|
|
214
|
+
ask({ title: '¿Volver al lanzador?', text: 'La partida se guarda donde la guarde el juego.', yes: 'Salir', no: 'Seguir', onYes: exit });
|
|
215
|
+
|
|
216
|
+
// ---- input ----------------------------------------------------------------------
|
|
217
|
+
|
|
218
|
+
const onPause = (action) => {
|
|
219
|
+
const p = state.pause;
|
|
220
|
+
if (action === 'up') p.focus = (p.focus + p.items.length - 1) % p.items.length;
|
|
221
|
+
else if (action === 'down') p.focus = (p.focus + 1) % p.items.length;
|
|
222
|
+
else if (action === 'accept') return p.items[p.focus].run();
|
|
223
|
+
else if (action === 'back' || action === 'menu') return closePause();
|
|
224
|
+
else return;
|
|
225
|
+
render();
|
|
226
|
+
};
|
|
227
|
+
|
|
228
|
+
const onConfirm = (action) => {
|
|
229
|
+
const c = state.confirm;
|
|
230
|
+
if (action === 'left' || action === 'up') c.focus = 0;
|
|
231
|
+
else if (action === 'right' || action === 'down') c.focus = 1;
|
|
232
|
+
else if (action === 'accept') return answer(c.focus === 1);
|
|
233
|
+
else if (action === 'back') return answer(false);
|
|
234
|
+
else return;
|
|
235
|
+
render();
|
|
236
|
+
};
|
|
237
|
+
|
|
238
|
+
const off = host.input.on((action) => {
|
|
239
|
+
if (leaving) return;
|
|
240
|
+
const s = state.screen;
|
|
241
|
+
if (s === 'game') {
|
|
242
|
+
if (action === 'menu') openPause();
|
|
243
|
+
} else if (s === 'pause') onPause(action);
|
|
244
|
+
else if (s === 'confirm') onConfirm(action);
|
|
245
|
+
else if (s === 'error' && (action === 'accept' || action === 'back')) exit();
|
|
246
|
+
else if (s === 'boot' && action === 'back') exit();
|
|
247
|
+
});
|
|
248
|
+
|
|
249
|
+
// Pointer: hover focuses, click activates — the same paths as the pad. Hover is read
|
|
250
|
+
// from real movement only: every render replaces the buttons, and the browser fires
|
|
251
|
+
// a fresh pointerover for whatever lands under a resting cursor.
|
|
252
|
+
let lastPointer = '';
|
|
253
|
+
const onPointer = (event) => {
|
|
254
|
+
if (event.type === 'pointermove') {
|
|
255
|
+
const at = `${event.clientX},${event.clientY}`;
|
|
256
|
+
if (at === lastPointer) return;
|
|
257
|
+
lastPointer = at;
|
|
258
|
+
}
|
|
259
|
+
const el = event.target.closest('[data-item],[data-confirm],[data-exit]');
|
|
260
|
+
if (!el || leaving) return;
|
|
261
|
+
if (event.type === 'pointermove') {
|
|
262
|
+
if (el.dataset.item != null && state.screen === 'pause' && state.pause.focus !== +el.dataset.item) {
|
|
263
|
+
state.pause.focus = +el.dataset.item;
|
|
264
|
+
render();
|
|
265
|
+
}
|
|
266
|
+
return;
|
|
267
|
+
}
|
|
268
|
+
if (el.dataset.item != null) state.pause.items[+el.dataset.item].run();
|
|
269
|
+
else if (el.dataset.confirm != null) answer(el.dataset.confirm === '1');
|
|
270
|
+
else if (el.dataset.exit != null) exit();
|
|
271
|
+
};
|
|
272
|
+
overlay.addEventListener('click', onPointer);
|
|
273
|
+
overlay.addEventListener('pointermove', onPointer);
|
|
274
|
+
|
|
275
|
+
const handle = {
|
|
276
|
+
async unmount() {
|
|
277
|
+
destroyed = true;
|
|
278
|
+
leaving = true;
|
|
279
|
+
off();
|
|
280
|
+
overlay.removeEventListener('click', onPointer);
|
|
281
|
+
overlay.removeEventListener('pointermove', onPointer);
|
|
282
|
+
try {
|
|
283
|
+
await play?.destroy();
|
|
284
|
+
} catch {
|
|
285
|
+
/* already gone */
|
|
286
|
+
}
|
|
287
|
+
play = null;
|
|
288
|
+
root.remove();
|
|
289
|
+
},
|
|
290
|
+
};
|
|
291
|
+
|
|
292
|
+
// ---- boot -----------------------------------------------------------------------
|
|
293
|
+
|
|
294
|
+
render();
|
|
295
|
+
host.input.resume();
|
|
296
|
+
try {
|
|
297
|
+
play = await new Rsdkv3SDK()
|
|
298
|
+
.mount(stage)
|
|
299
|
+
.assets(host.assets)
|
|
300
|
+
.storage(host.storage)
|
|
301
|
+
.on('error', ({ detail }) => console.error(`[${ENGINE} app]`, detail))
|
|
302
|
+
.on('exit', () => exit())
|
|
303
|
+
.start();
|
|
304
|
+
if (destroyed) {
|
|
305
|
+
// Unmounted while booting: nothing to show any more.
|
|
306
|
+
await play.destroy().catch(() => {});
|
|
307
|
+
play = null;
|
|
308
|
+
return handle;
|
|
309
|
+
}
|
|
310
|
+
enterGame();
|
|
311
|
+
} catch (error) {
|
|
312
|
+
console.error(`[${ENGINE} app]`, error);
|
|
313
|
+
state.error = error?.message ?? String(error);
|
|
314
|
+
state.screen = 'error';
|
|
315
|
+
render();
|
|
316
|
+
}
|
|
317
|
+
|
|
318
|
+
return handle;
|
|
319
|
+
}
|