feat: game-pong.ds + two compiler improvements

- Native DreamStack pong game with visual court (stack container),
  CSS-positioned paddles/ball, 30fps game loop, AI tracking, auto-serve
- Parser: containers (column/row/stack) now support leading props
  e.g. column { style: '...' } [children]
- Codegen: fixed signal detection for container layout props
  (strip .value suffix for signal graph lookup)
- All 136 tests pass, 45 examples compile
This commit is contained in:
enzotar 2026-02-27 00:02:58 -08:00
parent 62830fa82a
commit 0e23ddd88b
3 changed files with 148 additions and 4 deletions

View file

@ -563,9 +563,12 @@ impl JsEmitter {
_ => {
// Layout props (x, y, width, height) or arbitrary style
let js_val = self.emit_expr(val);
if graph.name_to_id.contains_key(&js_val) || self.is_signal_ref(&js_val) {
// Check if this is a signal reference: emit_expr on signal `foo`
// returns `foo.value`, so also check with `.value` stripped
let raw_name = js_val.strip_suffix(".value").unwrap_or(&js_val);
if graph.name_to_id.contains_key(raw_name) || graph.name_to_id.contains_key(&js_val) || self.is_signal_ref(&js_val) {
self.emit_line(&format!(
"DS.effect(() => {{ {}.style.{} = {}.value + 'px'; }});",
"DS.effect(() => {{ {}.style.{} = {} + 'px'; }});",
node_var, key, js_val
));
} else {

View file

@ -1445,6 +1445,27 @@ impl Parser {
fn parse_container(&mut self, kind: ContainerKind) -> Result<Expr, ParseError> {
self.advance(); // consume container keyword
// Optional LEADING props: `column { style: "..." } [children]`
let mut props = Vec::new();
if self.check(&TokenKind::LBrace) {
self.advance();
self.skip_newlines();
while !self.check(&TokenKind::RBrace) && !self.is_at_end() {
self.skip_newlines();
let key = self.expect_ident()?;
self.expect(&TokenKind::Colon)?;
let val = self.parse_expr()?;
props.push((key, val));
self.skip_newlines();
if self.check(&TokenKind::Comma) {
self.advance();
}
self.skip_newlines();
}
self.expect(&TokenKind::RBrace)?;
}
self.expect(&TokenKind::LBracket)?;
self.skip_newlines();
@ -1462,8 +1483,7 @@ impl Parser {
self.expect(&TokenKind::RBracket)?;
// Optional trailing props: `column [ ... ] { variant: "card" }`
let mut props = Vec::new();
// Optional TRAILING props: `column [ ... ] { variant: "card" }`
if self.check(&TokenKind::LBrace) {
self.advance();
self.skip_newlines();

121
examples/game-pong.ds Normal file
View file

@ -0,0 +1,121 @@
-- DreamStack Pong
-- DOM-based pong with reactive signals driving the game loop
-- Court is a stack with positioned paddles and ball
--
-- Run:
-- Tab 1: cargo run -p ds-stream (relay)
-- Tab 2: dreamstack dev examples/game-pong.ds (player)
import { Badge } from "../registry/components/badge"
-- ── State ──
let p1y = 160
let p2y = 160
let ballX = 290
let ballY = 190
let bvx = 3
let bvy = 2
let score1 = 0
let score2 = 0
let rally = 0
let paused = 0
let ticks = 0
-- ── Game loop at ~30fps (33ms) ──
every 33 -> ticks = ticks + 1
-- Ball movement (only when not paused)
every 33 -> ballX = if paused then ballX else ballX + bvx
every 33 -> ballY = if paused then ballY else ballY + bvy
-- Wall bounces (top/bottom)
every 33 -> bvy = if ballY < 6 then 2 else bvy
every 33 -> bvy = if ballY > 382 then -2 else bvy
-- P1 paddle hit (left)
every 33 -> bvx = if ballX < 26 then (if ballY > p1y then (if ballY < p1y + 80 then 3 else bvx) else bvx) else bvx
every 33 -> rally = if ballX < 26 then (if ballY > p1y then (if ballY < p1y + 80 then rally + 1 else rally) else rally) else rally
-- P2/AI paddle hit (right)
every 33 -> bvx = if ballX > 566 then (if ballY > p2y then (if ballY < p2y + 80 then -3 else bvx) else bvx) else bvx
every 33 -> rally = if ballX > 566 then (if ballY > p2y then (if ballY < p2y + 80 then rally + 1 else rally) else rally) else rally
-- AI paddle tracking (moves toward ball)
every 33 -> p2y = if paused then p2y else (if bvx > 0 then (if ballY > p2y + 44 then p2y + 2 else (if ballY < p2y + 36 then p2y - 2 else p2y)) else p2y)
-- Scoring: ball exits left -> AI scores, auto-reset
every 33 -> score2 = if ballX < -8 then score2 + 1 else score2
every 33 -> ballX = if ballX < -8 then 290 else ballX
every 33 -> ballY = if ballX < -8 then 190 else ballY
every 33 -> bvx = if ballX < -8 then 3 else bvx
every 33 -> bvy = if ballX < -8 then 2 else bvy
-- Scoring: ball exits right -> P1 scores, auto-reset
every 33 -> score1 = if ballX > 604 then score1 + 1 else score1
every 33 -> ballX = if ballX > 604 then 290 else ballX
every 33 -> ballY = if ballX > 604 then 190 else ballY
every 33 -> bvx = if ballX > 604 then -3 else bvx
every 33 -> bvy = if ballX > 604 then -2 else bvy
-- Stream for viewers
stream pong on "ws://localhost:9100/peer/pong" {
mode: signal,
output: p1y, p2y, ballX, ballY, score1, score2, rally, paused
}
view pong_game = column [
text "🏓 DreamStack Pong" { variant: "title" }
-- Score bar
row [
Badge { label: "P1: {score1}", variant: "info" }
Badge { label: "Rally: {rally}", variant: "warning" }
Badge { label: "AI: {score2}", variant: "error" }
]
-- ── The Court ──
stack { style: "position:relative; width:600px; height:400px; background:linear-gradient(180deg,#0f172a,#1e293b); border:2px solid #334155; border-radius:16px; margin:0.5rem auto; overflow:hidden; box-shadow:0 0 40px rgba(99,102,241,0.15)" } [
-- Center line
column { style: "position:absolute; left:298px; top:0; width:4px; height:400px; background:repeating-linear-gradient(to bottom, #475569 0px, #475569 12px, transparent 12px, transparent 24px)" } []
-- Center circle
column { style: "position:absolute; left:260px; top:160px; width:80px; height:80px; border:2px solid #475569; border-radius:50%" } []
-- P1 paddle (blue, left)
column { style: "position:absolute; left:8px; width:12px; height:80px; background:linear-gradient(180deg,#818cf8,#6366f1); border-radius:6px; box-shadow:0 0 12px rgba(129,140,248,0.5); transition:top 0.05s", top: p1y } []
-- P2/AI paddle (red, right)
column { style: "position:absolute; left:580px; width:12px; height:80px; background:linear-gradient(180deg,#f87171,#ef4444); border-radius:6px; box-shadow:0 0 12px rgba(248,113,113,0.5); transition:top 0.05s", top: p2y } []
-- Ball (yellow glow)
column { style: "position:absolute; width:14px; height:14px; background:radial-gradient(circle,#fde68a,#f59e0b); border-radius:50%; box-shadow:0 0 16px #fbbf24,0 0 4px #fbbf24", top: ballY, left: ballX } []
-- Score overlay on court
row { style: "position:absolute; top:12px; left:0; width:100%; justify-content:center; gap:140px; pointer-events:none" } [
text "{score1}" { style: "font-size:56px; color:rgba(129,140,248,0.2); font-weight:900; font-family:monospace" }
text "{score2}" { style: "font-size:56px; color:rgba(248,113,113,0.2); font-weight:900; font-family:monospace" }
]
]
-- Controls
row [
button (if paused then "▶ Resume" else "⏸ Pause") {
click: paused = if paused then 0 else 1,
variant: "primary"
}
button "⬆️ Up" {
click: p1y = if p1y > 0 then p1y - 25 else p1y,
variant: "secondary"
}
button "⬇️ Down" {
click: p1y = if p1y < 320 then p1y + 25 else p1y,
variant: "secondary"
}
button "🔄 Reset" {
click: score1 = 0; score2 = 0; rally = 0; paused = 0; bvx = 3; bvy = 2; ballX = 290; ballY = 190; p1y = 160; p2y = 160,
variant: "destructive"
}
]
text "Ball auto-serves after each point • ⬆⬇ keys move P1 paddle" { variant: "muted" }
]