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In this example, you will learn how to use emulators
with three.js
renderer. We will create a rotating cube with a digger game.
First, you need to include emulators.js
:
<script src="https://v8.js-dos.com/latest/emulators/emulators.js"></script>
<script src="https://v8.js-dos.com/v7/emulators/emulators.js"></script>
<script src="https://v8.js-dos.com/v7/emulators-ui/emulators-ui.js"></script>
Then set emulators.pathPrefix
pointing to the correct location:
<script type="module">
emulators.pathPrefix = "https://v8.js-dos.com/latest/emulators/";
<script type="module">
emulators.pathPrefix = "https://v8.js-dos.com/v7/emulators/";
Then you need to download js-dos bundle (for example, Digger game), and instantiate emulators:
const bundle = await fetch("https://cdn.dos.zone/original/2X/9/9ed7eb9c2c441f56656692ed4dc7ab28f58503ce.jsdos");
const ci = await emulators.dosWorker(new Uint8Array(await bundle.arrayBuffer()));
Now the DOS program is started in worker, and we need to render it on the screen. To do this, we need to subscribe to frame
event and update texture:
const rgba = new Uint8ClampedArray(320 * 200 * 4);
ci.events().onFrame((rgb) => {
for (let next = 0; next < 320 * 200; ++next) {
rgba[next * 4 + 0] = rgb[next * 3 + 0];
rgba[next * 4 + 1] = rgb[next * 3 + 1];
rgba[next * 4 + 2] = rgb[next * 3 + 2];
rgba[next * 4 + 3] = 255;
}
ctx?.putImageData(new ImageData(rgba, 320, 200), 0, 0);
// ...
}
Where rgb
is an actual DOS screen frame.
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<title>Digger Example</title>
<script src="https://v8.js-dos.com/latest/emulators/emulators.js"></script>
<style>
html, body, #root {
width: 100%;
height: 100%;
padding: 0;
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="root">
</div>
<script type="module">
import * as THREE from 'https://unpkg.com/three@latest/build/three.module.js';
emulators.pathPrefix = "https://v8.js-dos.com/latest/emulators/";
const img = document.createElement("canvas");
img.width = 320;
img.height = 200;
const ctx = img.getContext('2d');
const texture = new THREE.CanvasTexture(img);
const scene = new THREE.Scene();
scene.background = new THREE.Color();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.getElementById("root").appendChild(renderer.domElement);
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial({
map: texture,
});
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 2;
const animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
async function runDigger() {
stop();
const bundle = await fetch("https://cdn.dos.zone/original/2X/9/9ed7eb9c2c441f56656692ed4dc7ab28f58503ce.jsdos");
const ci = await emulators.dosWorker(new Uint8Array(await bundle.arrayBuffer()));
const rgba = new Uint8ClampedArray(320 * 200 * 4);
ci.events().onFrame((rgb, _rgba) => {
for (let next = 0; next < 320 * 200; ++next) {
rgba[next * 4 + 0] = rgb[next * 3 + 0];
rgba[next * 4 + 1] = rgb[next * 3 + 1];
rgba[next * 4 + 2] = rgb[next * 3 + 2];
rgba[next * 4 + 3] = 255;
}
ctx?.putImageData(new ImageData(rgba, 320, 200), 0, 0);
texture.needsUpdate = true;
});
}
runDigger();
</script>
</body>
</html>
Last modified: 18 ноября 2024