2023-04-28 12:49:18 -05:00
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"use strict";
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2023-04-24 17:22:18 -05:00
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var Log = {
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set level(x) { cmd(92,x); },
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get level() { return cmd(93); },
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print(msg, lvl) {
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var lg;
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if (typeof msg === 'object') {
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lg = JSON.stringify(msg, null, 2);
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} else {
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lg = msg;
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}
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var stack = (new Error()).stack;
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var n = stack.next('\n',0)+1;
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n = stack.next('\n', n)+1;
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var nnn = stack.slice(n);
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var fmatch = nnn.match(/\(.*\:/);
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var file = fmatch ? fmatch[0].shift(1).shift(-1) : "nofile";
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var lmatch = nnn.match(/\:\d*\)/);
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var line = lmatch ? lmatch[0].shift(1).shift(-1) : "0";
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yughlog(lvl, lg, file, line);
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},
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info(msg) {
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this.print(msg, 0);
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},
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warn(msg) {
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this.print(msg, 1);
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},
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error(msg) {
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this.print(msg, 2);
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this.stack(1);
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},
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critical(msg) {
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this.print(msg,3);
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this.stack(1);
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},
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write(msg) {
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cmd(91,msg);
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},
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2023-04-25 11:55:33 -05:00
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stack(skip = 0) {
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2023-04-28 12:49:18 -05:00
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Log.warn("Printing stack");
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2023-04-24 17:22:18 -05:00
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var stack = (new Error()).stack;
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var n = stack.next('\n',0)+1;
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for (var i = 0; i < skip; i++)
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n = stack.next('\n', n)+1;
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this.write(stack.slice(n));
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},
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};
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2023-04-28 12:49:18 -05:00
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2023-04-22 16:44:26 -05:00
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var files = {};
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function load(file) {
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var modtime = cmd(0, file);
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2023-04-24 17:22:18 -05:00
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if (modtime === 0) {
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Log.stack();
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return false;
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}
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2023-04-22 16:44:26 -05:00
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files[file] = modtime;
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}
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load("scripts/base.js");
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load("scripts/diff.js");
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load("scripts/debug.js");
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function win_icon(str) {
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cmd(90, str);
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};
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function sim_start() {
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sys_cmd(1);
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/*
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Game.objects.forEach(function(x) {
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if (x.start) x.start(); });
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Level.levels.forEach(function(lvl) {
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lvl.run();
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});
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*/
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}
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function sim_stop() { sys_cmd(2); }
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function sim_pause() { sys_cmd(3); }
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function sim_step() { sys_cmd(4); }
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function sim_playing() { return sys_cmd(5); }
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function sim_paused() { return sys_cmd(6); }
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function phys_stepping() { return cmd(79); }
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function quit() { sys_cmd(0); };
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function set_cam(id) {
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cmd(61, id);
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};
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var Window = {
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get width() {
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return cmd(48);
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},
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get height() {
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return cmd(49);
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},
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get dimensions() {
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return [this.width, this.height];
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}
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};
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var Color = {
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white: [255,255,255],
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blue: [84,110,255],
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green: [120,255,10],
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yellow: [251,255,43],
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red: [255,36,20],
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teal: [96, 252, 237],
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gray: [181, 181,181],
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};
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var GUI = {
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text(str, pos, size, color, wrap) {
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size = size ? size : 1;
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color = color ? color : [255,255,255];
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wrap = wrap ? wrap : 500;
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var h = ui_text(str, pos, size, color, wrap);
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return [wrap,h];
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},
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text_cursor(str, pos, size, cursor) {
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cursor_text(str,pos,size,[255,255,255],cursor);
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},
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};
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function listbox(pos, item) {
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pos.y += (item[1] - 20);
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};
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var Yugine = {
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get dt() {
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return cmd(63);
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},
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wait_fns: [],
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wait_exec(fn) {
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if (!phys_stepping())
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fn();
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else
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this.wait_fns.push(fn);
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},
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exec() {
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this.wait_fns.forEach(function(x) { x(); });
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this.wait_fns = [];
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},
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};
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var timer = {
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2023-04-28 12:49:18 -05:00
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make(fn, secs,obj,loop) {
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2023-04-22 16:44:26 -05:00
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if (secs === 0) {
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fn.call(obj);
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return;
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}
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var t = clone(this);
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t.id = make_timer(fn, secs, obj);
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2023-04-28 12:49:18 -05:00
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2023-04-22 16:44:26 -05:00
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return t;
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},
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2023-04-28 12:49:18 -05:00
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oneshot(fn, secs,obj) {
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var t = this.make(() => {
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fn.call();
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2023-04-22 16:44:26 -05:00
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t.kill();
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2023-04-28 12:49:18 -05:00
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},secs);
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2023-04-22 16:44:26 -05:00
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t.loop = 0;
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2023-04-28 12:49:18 -05:00
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t.start();
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2023-04-22 16:44:26 -05:00
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},
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get remain() { return cmd(32, this.id); },
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get on() { return cmd(33, this.id); },
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get loop() { return cmd(34, this.id); },
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set loop(x) { cmd(35, this.id, x); },
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start() { cmd(26, this.id); },
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stop() { cmd(25, this.id); },
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pause() { cmd(24, this.id); },
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kill() { cmd(27, this.id); },
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set time(x) { cmd(28, this.id, x); },
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get time() { return cmd(29, this.id); },
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};
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var animation = {
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time: 0,
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loop: false,
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playtime: 0,
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playing: false,
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keyframes: [],
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create() {
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var anim = Object.create(animation);
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register_update(anim.update, anim);
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return anim;
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},
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start() {
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this.playing = true;
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this.time = this.keyframes.last[1];
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this.playtime = 0;
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},
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interval(a, b, t) {
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return (t - a) / (b - a);
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},
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near_val(t) {
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for (var i = 0; i < this.keyframes.length-1; i++) {
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if (t > this.keyframes[i+1][1]) continue;
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return this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t) >= 0.5 ? this.keyframes[i+1][0] : this.keyframes[i][0];
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}
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return this.keyframes.last[0];
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},
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lerp_val(t) {
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for (var i = 0; i < this.keyframes.length-1; i++) {
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if (t > this.keyframes[i+1][1]) continue;
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var intv = this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t);
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return ((1 - intv) * this.keyframes[i][0]) + (intv * this.keyframes[i+1][0]);
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}
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return this.keyframes.last[0];
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},
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cubic_val(t) {
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},
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mirror() {
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if (this.keyframes.length <= 1) return;
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for (var i = this.keyframes.length-1; i >= 1; i--) {
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this.keyframes.push(this.keyframes[i-1]);
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this.keyframes.last[1] = this.keyframes[i][1] + (this.keyframes[i][1] - this.keyframes[i-1][1]);
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}
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},
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update(dt) {
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if (!this.playing) return;
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this.playtime += dt;
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if (this.playtime >= this.time) {
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if (this.loop)
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this.playtime = 0;
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else {
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this.playing = false;
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return;
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}
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}
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this.fn(this.lerp_val(this.playtime));
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},
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};
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var sound = {
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play() {
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this.id = cmd(14,this.path);
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},
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stop() {
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},
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};
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var Music = {
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play(path) {
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Log.info("Playing " + path);
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cmd(87,path);
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},
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stop() {
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cmd(89);
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},
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pause() {
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cmd(88);
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},
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set volume(x) {
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},
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};
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var Sound = {
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play(file) {
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var s = Object.create(sound);
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s.path = file;
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s.play();
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return s;
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},
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music(midi, sf) {
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cmd(13, midi, sf);
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},
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musicstop() {
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cmd(15);
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},
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/* Between 0 and 100 */
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set volume(x) { cmd(19, x); },
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killall() {
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Music.stop();
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this.musicstop();
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/* TODO: Kill all sound effects that may still be running */
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},
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};
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var Render = {
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normal() {
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cmd(67);
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},
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wireframe() {
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cmd(68);
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},
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};
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var Mouse = {
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get pos() {
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return cmd(45);
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},
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get worldpos() {
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return screen2world(cmd(45));
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},
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disabled() {
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cmd(46, 212995);
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},
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hidden() {
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cmd(46, 212994);
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},
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normal() {
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cmd(46, 212993);
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},
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};
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var Keys = {
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shift() {
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return cmd(50, 340) || cmd(50, 344);
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},
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ctrl() {
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return cmd(50, 341) || cmd(50, 344);
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},
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alt() {
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return cmd(50, 342) || cmd(50, 346);
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},
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};
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var Input = {
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setgame() { cmd(77); },
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setnuke() { cmd(78); },
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};
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function screen2world(screenpos) { return editor.camera.view2world(screenpos); }
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function world2screen(worldpos) { return editor.camera.world2view(worldpos); }
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var physics = {
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set gravity(x) { cmd(8, x); },
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get gravity() { return cmd(72); },
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set damping(x) { cmd(73,Math.clamp(x,0,1)); },
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get damping() { return cmd(74); },
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pos_query(pos) {
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return cmd(44, pos);
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},
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/* Returns a list of body ids that a box collides with */
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box_query(box) {
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var pts = cmd(52,box.pos,box.wh);
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return cmd(52, box.pos, box.wh);
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},
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box_point_query(box, points) {
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if (!box || !points)
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return [];
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return cmd(86, box.pos, box.wh, points, points.length);
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},
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};
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2023-04-25 16:59:12 -05:00
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var Action = {
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add_new(name) {
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var action = Object.create(Action);
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action.name = name;
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|
|
action.inputs = [];
|
|
|
|
this.actions.push(action);
|
|
|
|
|
|
|
|
return action;
|
|
|
|
},
|
|
|
|
actions: [],
|
|
|
|
};
|
|
|
|
|
2023-04-25 14:59:26 -05:00
|
|
|
/* May be a human player; may be an AI player */
|
|
|
|
var Player = {
|
2023-04-25 16:59:12 -05:00
|
|
|
players: [],
|
2023-04-25 14:59:26 -05:00
|
|
|
input(fn, ...args) {
|
2023-05-01 20:58:10 -05:00
|
|
|
this.pawns.forEach(x => x[fn]?.(...args));
|
2023-04-25 14:59:26 -05:00
|
|
|
},
|
|
|
|
|
|
|
|
control(pawn) {
|
2023-04-25 16:59:12 -05:00
|
|
|
this.pawns.push_unique(pawn);
|
2023-04-25 14:59:26 -05:00
|
|
|
},
|
|
|
|
|
|
|
|
uncontrol(pawn) {
|
|
|
|
this.pawns = this.pawns.filter(x => x !== pawn);
|
2023-04-25 16:59:12 -05:00
|
|
|
},
|
2023-04-25 14:59:26 -05:00
|
|
|
};
|
|
|
|
|
2023-04-25 16:59:12 -05:00
|
|
|
for (var i = 0; i < 4; i++) {
|
|
|
|
var player1 = Object.create(Player);
|
|
|
|
player1.pawns = [];
|
|
|
|
player1.gamepads = [];
|
|
|
|
Player.players.push(player1);
|
|
|
|
}
|
|
|
|
|
|
|
|
function state2str(state) {
|
2023-05-01 20:58:10 -05:00
|
|
|
if (typeof state === 'string') return state;
|
2023-04-25 16:59:12 -05:00
|
|
|
switch (state) {
|
|
|
|
case 0:
|
|
|
|
return "down";
|
|
|
|
case 1:
|
|
|
|
return "pressed";
|
|
|
|
case 2:
|
|
|
|
return "released";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-04-22 16:44:26 -05:00
|
|
|
var Register = {
|
|
|
|
updates: [],
|
|
|
|
update(dt) {
|
|
|
|
this.updates.forEach(x => x[0].call(x[1], dt));
|
|
|
|
},
|
|
|
|
|
|
|
|
physupdates: [],
|
|
|
|
physupdate(dt) {
|
|
|
|
this.physupdates.forEach(x => x[0].call(x[1], dt));
|
|
|
|
},
|
|
|
|
|
|
|
|
guis: [],
|
|
|
|
gui() {
|
|
|
|
this.guis.forEach(x => x[0].call(x[1]));
|
|
|
|
},
|
|
|
|
|
|
|
|
nk_guis: [],
|
|
|
|
nk_gui() {
|
|
|
|
this.nk_guis.forEach(x => x[0].call(x[1]));
|
|
|
|
},
|
|
|
|
|
2023-05-03 13:50:37 -05:00
|
|
|
kbm_input(src, btn, state, ...args) {
|
|
|
|
var input = `${src}_${btn}_${state}`;
|
|
|
|
Player.players[0].input(input, ...args);
|
2023-04-22 16:44:26 -05:00
|
|
|
},
|
|
|
|
|
2023-04-25 16:59:12 -05:00
|
|
|
gamepad_playermap: [],
|
|
|
|
gamepad_input(pad, btn, state, ...args) {
|
|
|
|
var player = this.gamepad_playermap[pad];
|
|
|
|
if (!player) return;
|
|
|
|
|
|
|
|
var statestr = state2str(state);
|
|
|
|
|
|
|
|
var rawfn = `gamepad_${btn}_${statestr}`;
|
|
|
|
player.input(rawfn, ...args);
|
|
|
|
|
|
|
|
Action.actions.forEach(x => {
|
|
|
|
if (x.inputs.includes(btn))
|
|
|
|
player.input(`action_${x.name}_${statestr}`, ...args);
|
|
|
|
});
|
|
|
|
},
|
2023-04-25 14:59:26 -05:00
|
|
|
|
2023-04-22 16:44:26 -05:00
|
|
|
debugs: [],
|
|
|
|
debug() {
|
|
|
|
this.debugs.forEach(x => x[0].call(x[1]));
|
|
|
|
},
|
|
|
|
|
|
|
|
unregister_obj(obj) {
|
|
|
|
this.updates = this.updates.filter(x => x[1] !== obj);
|
|
|
|
this.guis = this.guis.filter(x => x[1] !== obj);
|
|
|
|
this.nk_guis = this.nk_guis.filter(x => x[1] !== obj);
|
|
|
|
this.debugs = this.debugs.filter(x => x[1] !== obj);
|
2023-04-25 11:55:33 -05:00
|
|
|
this.physupdates = this.physupdates.filter(x => x[1] !== obj);
|
2023-04-25 16:59:12 -05:00
|
|
|
|
|
|
|
Player.players.forEach(x => x.uncontrol(obj));
|
2023-04-22 16:44:26 -05:00
|
|
|
},
|
|
|
|
};
|
2023-04-28 12:49:18 -05:00
|
|
|
|
|
|
|
Register.unregister_obj(null);
|
2023-04-22 16:44:26 -05:00
|
|
|
register(0, Register.update, Register);
|
|
|
|
register(1, Register.physupdate, Register);
|
|
|
|
register(2, Register.gui, Register);
|
|
|
|
register(3, Register.nk_gui, Register);
|
|
|
|
register(6, Register.debug, Register);
|
2023-04-25 16:59:12 -05:00
|
|
|
register(7, Register.kbm_input, Register);
|
|
|
|
register(8, Register.gamepad_input, Register);
|
2023-04-28 12:49:18 -05:00
|
|
|
register(9, Log.stack, this);
|
2023-04-25 16:59:12 -05:00
|
|
|
|
|
|
|
Register.gamepad_playermap[0] = Player.players[0];
|
2023-04-22 16:44:26 -05:00
|
|
|
|
|
|
|
function register_update(fn, obj) {
|
|
|
|
Register.updates.push([fn, obj ? obj : null]);
|
|
|
|
};
|
|
|
|
|
|
|
|
function register_physupdate(fn, obj) {
|
|
|
|
Register.physupdates.push([fn, obj ? obj : null]);
|
|
|
|
};
|
|
|
|
|
|
|
|
function register_gui(fn, obj) {
|
|
|
|
Register.guis.push([fn, obj ? obj : this]);
|
|
|
|
};
|
|
|
|
|
|
|
|
function register_debug(fn, obj) {
|
|
|
|
Register.debugs.push([fn, obj ? obj : this]);
|
|
|
|
};
|
|
|
|
|
|
|
|
function unregister_gui(fn, obj) {
|
|
|
|
Register.guis = Register.guis.filter(x => x[0] !== fn && x[1] !== obj);
|
|
|
|
};
|
|
|
|
|
|
|
|
function register_nk_gui(fn, obj) {
|
|
|
|
Register.nk_guis.push([fn, obj ? obj : this]);
|
|
|
|
};
|
|
|
|
|
|
|
|
function unregister_nk_gui(fn, obj) {
|
|
|
|
Register.nk_guis = Register.nk_guis.filter(x => x[0] !== fn && x[1] !== obj);
|
|
|
|
};
|
|
|
|
|
|
|
|
register_update(Yugine.exec, Yugine);
|
|
|
|
|
2023-04-25 16:59:12 -05:00
|
|
|
/* These functions are the "defaults", and give control to player0 */
|
|
|
|
function set_pawn(obj, player = Player.players[0]) {
|
|
|
|
player.control(obj);
|
2023-04-22 16:44:26 -05:00
|
|
|
}
|
|
|
|
|
2023-04-25 16:59:12 -05:00
|
|
|
function unset_pawn(obj, player = Player.players[0]) {
|
|
|
|
player.uncontrol(obj);
|
2023-04-22 16:44:26 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
var Signal = {
|
|
|
|
signals: [],
|
|
|
|
obj_begin(fn, obj, go) {
|
|
|
|
this.signals.push([fn, obj]);
|
|
|
|
register_collide(0, fn, obj, go.body);
|
|
|
|
},
|
|
|
|
|
|
|
|
obj_separate(fn, obj, go) {
|
|
|
|
this.signals.push([fn,obj]);
|
|
|
|
register_collide(3,fn,obj,go.body);
|
|
|
|
},
|
|
|
|
|
|
|
|
clear_obj(obj) {
|
|
|
|
this.signals.filter(function(x) { return x[1] !== obj; });
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
|
|
|
var IO = {
|
|
|
|
exists(file) { return cmd(65, file);},
|
2023-04-28 12:49:18 -05:00
|
|
|
slurp(file) {
|
|
|
|
if (!this.exists(file)) {
|
|
|
|
Log.warn(`File ${file} does not exist; can't slurp.`);
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
return cmd(38,file);
|
|
|
|
},
|
2023-04-22 16:44:26 -05:00
|
|
|
slurpwrite(str, file) { return cmd(39, str, file); },
|
|
|
|
extensions(ext) { return cmd(66, "." + ext); },
|
|
|
|
};
|
|
|
|
|
|
|
|
function slurp(file) { return IO.slurp(file);}
|
|
|
|
function slurpwrite(str, file) { return IO.slurpwrite(str, file); }
|
|
|
|
|
|
|
|
function reloadfiles() {
|
|
|
|
Object.keys(files).forEach(function (x) { load(x); });
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function Color(from) {
|
|
|
|
var color = Object.create(Array);
|
|
|
|
Object.defineProperty(color, 'r', setelem(0));
|
|
|
|
Object.defineProperty(color, 'g', setelem(1));
|
|
|
|
Object.defineProperty(color, 'b', setelem(2));
|
|
|
|
Object.defineProperty(color, 'a', setelem(3));
|
|
|
|
|
|
|
|
color.a = color.g = color.b = color.a = 1;
|
|
|
|
Object.assign(color, from);
|
|
|
|
|
|
|
|
return color;
|
|
|
|
};
|
|
|
|
|
|
|
|
load("scripts/components.js");
|
|
|
|
|
|
|
|
function replacer_empty_nil(key, val) {
|
|
|
|
if (typeof val === 'object' && JSON.stringify(val) === '{}')
|
|
|
|
return undefined;
|
|
|
|
|
|
|
|
// if (typeof val === 'number')
|
|
|
|
// return parseFloat(val.toFixed(4));
|
|
|
|
|
|
|
|
return val;
|
|
|
|
};
|
|
|
|
|
|
|
|
function clean_object(obj) {
|
|
|
|
Object.keys(obj).forEach(function(x) {
|
|
|
|
if (!(x in obj.__proto__)) return;
|
|
|
|
|
|
|
|
switch(typeof obj[x]) {
|
|
|
|
case 'object':
|
|
|
|
if (Array.isArray(obj[x])) {
|
|
|
|
if (obj[x].equal(obj.__proto__[x])) {
|
|
|
|
delete obj[x];
|
|
|
|
}
|
|
|
|
} else
|
|
|
|
clean_object(obj[x]);
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 'function':
|
|
|
|
return;
|
|
|
|
|
|
|
|
default:
|
|
|
|
if (obj[x] === obj.__proto__[x])
|
|
|
|
delete obj[x];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
};
|
|
|
|
|
|
|
|
function find_com(objects)
|
|
|
|
{
|
|
|
|
if (!objects || objects.length === 0)
|
|
|
|
return [0,0];
|
|
|
|
var com = [0,0];
|
|
|
|
com[0] = objects.reduce(function(acc, val) {
|
|
|
|
return acc + val.pos[0];
|
|
|
|
}, 0);
|
|
|
|
com[0] /= objects.length;
|
|
|
|
|
|
|
|
com[1] = objects.reduce(function(acc, val) {
|
|
|
|
return acc + val.pos[1];
|
|
|
|
}, 0);
|
|
|
|
com[1] /= objects.length;
|
|
|
|
|
|
|
|
return com;
|
|
|
|
};
|
|
|
|
|
|
|
|
var Game = {
|
|
|
|
objects: [],
|
|
|
|
resolution: [1200,720],
|
|
|
|
name: "Untitled",
|
|
|
|
register_obj(obj) {
|
|
|
|
this.objects[obj.body] = obj;
|
|
|
|
},
|
|
|
|
|
|
|
|
/* Returns an object given an id */
|
|
|
|
object(id) {
|
|
|
|
return this.objects[id];
|
|
|
|
},
|
|
|
|
|
|
|
|
/* Returns a list of objects by name */
|
|
|
|
find(name) {
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/* Return a list of objects derived from a specific prototype */
|
|
|
|
find_proto(proto) {
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/* List of all objects spawned that have a specific tag */
|
|
|
|
find_tag(tag) {
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
groupify(objects, spec) {
|
|
|
|
var newgroup = {
|
|
|
|
locked: true,
|
|
|
|
breakable: true,
|
|
|
|
objs: objects,
|
|
|
|
// get pos() { return find_com(objects); },
|
|
|
|
// set pos(x) { this.objs.forEach(function(obj) { obj.pos = x; }) },
|
|
|
|
};
|
|
|
|
|
|
|
|
Object.assign(newgroup, spec);
|
|
|
|
objects.forEach(function(x) {
|
|
|
|
x.defn('group', newgroup);
|
|
|
|
});
|
|
|
|
|
|
|
|
var bb = bb_from_objects(newgroup.objs);
|
|
|
|
newgroup.startbb = bb2cwh(bb);
|
|
|
|
newgroup.bboffset = newgroup.startbb.c.sub(newgroup.objs[0].pos);
|
|
|
|
|
|
|
|
newgroup.boundingbox = function() {
|
|
|
|
newgroup.startbb.c = newgroup.objs[0].pos.add(newgroup.bboffset);
|
|
|
|
return cwh2bb(newgroup.startbb.c, newgroup.startbb.wh);
|
|
|
|
};
|
|
|
|
|
|
|
|
if (newgroup.file)
|
|
|
|
newgroup.color = [120,255,10];
|
|
|
|
|
|
|
|
return newgroup;
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
2023-05-01 20:58:10 -05:00
|
|
|
|
2023-04-22 16:44:26 -05:00
|
|
|
var Level = {
|
|
|
|
levels: [],
|
|
|
|
objects: [],
|
|
|
|
alive: true,
|
|
|
|
selectable: true,
|
|
|
|
toString() {
|
|
|
|
if (this.file)
|
|
|
|
return this.file;
|
|
|
|
|
|
|
|
return "Loose level";
|
|
|
|
},
|
|
|
|
get boundingbox() {
|
|
|
|
return bb_from_objects(this.objects);
|
|
|
|
},
|
|
|
|
|
|
|
|
varname2obj(varname) {
|
|
|
|
for (var i = 0; i < this.objects.length; i++)
|
|
|
|
if (this.objects[i].varname === varname)
|
|
|
|
return this.objects[i];
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
|
|
|
run() {
|
|
|
|
var objs = this.objects.slice();
|
|
|
|
var scene = {};
|
|
|
|
var self = this;
|
|
|
|
|
|
|
|
objs.forEach(function(x) {
|
|
|
|
if (x.hasOwn('varname')) {
|
|
|
|
scene[x.varname] = x;
|
|
|
|
this[x.varname] = x;
|
|
|
|
}
|
|
|
|
},this);
|
|
|
|
|
|
|
|
eval(this.script);
|
|
|
|
|
|
|
|
if (typeof extern === 'object')
|
|
|
|
Object.assign(this, extern);
|
|
|
|
|
|
|
|
if (typeof update === 'function')
|
|
|
|
register_update(update, this);
|
|
|
|
|
|
|
|
if (typeof gui === 'function')
|
|
|
|
register_gui(gui, this);
|
|
|
|
|
|
|
|
if (typeof nk_gui === 'function')
|
|
|
|
register_nk_gui(nk_gui, this);
|
|
|
|
},
|
|
|
|
|
|
|
|
revert() {
|
|
|
|
delete this.unique;
|
|
|
|
this.load(this.filelvl);
|
|
|
|
},
|
|
|
|
|
|
|
|
/* Returns how many objects this level created are still alive */
|
|
|
|
object_count() {
|
|
|
|
return objects.length();
|
|
|
|
},
|
|
|
|
|
|
|
|
/* Save a list of objects into file, with pos acting as the relative placement */
|
|
|
|
saveas(objects, file, pos) {
|
|
|
|
if (!pos) pos = find_com(objects);
|
|
|
|
|
|
|
|
objects.forEach(function(obj) {
|
|
|
|
obj.pos = obj.pos.sub(pos);
|
|
|
|
});
|
|
|
|
|
|
|
|
var newlvl = Level.create();
|
|
|
|
|
|
|
|
objects.forEach(function(x) { newlvl.register(x); });
|
|
|
|
|
|
|
|
var save = newlvl.save();
|
|
|
|
slurpwrite(save, file);
|
|
|
|
},
|
|
|
|
|
|
|
|
clean() {
|
|
|
|
for (var key in this.objects)
|
|
|
|
clean_object(this.objects[key]);
|
|
|
|
|
|
|
|
for (var key in gameobjects)
|
|
|
|
clean_object(gameobjects[key]);
|
|
|
|
},
|
|
|
|
|
|
|
|
sync_file(file) {
|
|
|
|
var openlvls = this.levels.filter(function(x) { return x.file === file && x !== editor.edit_level; });
|
|
|
|
|
|
|
|
openlvls.forEach(function(x) {
|
|
|
|
x.clear();
|
|
|
|
x.load(IO.slurp(x.file));
|
|
|
|
x.flipdirty = true;
|
|
|
|
x.sync();
|
|
|
|
x.flipdirty = false;
|
|
|
|
x.check_dirty();
|
|
|
|
});
|
|
|
|
},
|
|
|
|
|
|
|
|
save() {
|
|
|
|
this.clean();
|
|
|
|
var pos = this.pos;
|
|
|
|
var angle = this.angle;
|
|
|
|
|
|
|
|
this.pos = [0,0];
|
|
|
|
this.angle = 0;
|
|
|
|
if (this.flipx) {
|
|
|
|
this.objects.forEach(function(obj) {
|
|
|
|
this.mirror_x_obj(obj);
|
|
|
|
}, this);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.flipy) {
|
|
|
|
this.objects.forEach(function(obj) {
|
|
|
|
this.mirror_y_obj(obj);
|
|
|
|
}, this);
|
|
|
|
}
|
|
|
|
|
|
|
|
var savereturn = JSON.stringify(this.objects, replacer_empty_nil, 1);
|
|
|
|
|
|
|
|
if (this.flipx) {
|
|
|
|
this.objects.forEach(function(obj) {
|
|
|
|
this.mirror_x_obj(obj);
|
|
|
|
}, this);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.flipy) {
|
|
|
|
this.objects.forEach(function(obj) {
|
|
|
|
this.mirror_y_obj(obj);
|
|
|
|
}, this);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.pos = pos;
|
|
|
|
this.angle = angle;
|
|
|
|
return savereturn;
|
|
|
|
},
|
|
|
|
|
|
|
|
mirror_x_obj(obj) {
|
|
|
|
obj.flipx = !obj.flipx;
|
|
|
|
var rp = obj.relpos;
|
|
|
|
obj.pos = [-rp.x, rp.y].add(this.pos);
|
|
|
|
obj.angle = -obj.angle;
|
|
|
|
},
|
|
|
|
|
|
|
|
mirror_y_obj(obj) {
|
|
|
|
var rp = obj.relpos;
|
|
|
|
obj.pos = [rp.x, -rp.y].add(this.pos);
|
|
|
|
obj.angle = -obj.angle;
|
|
|
|
},
|
|
|
|
|
|
|
|
toJSON() {
|
|
|
|
var obj = {};
|
|
|
|
obj.file = this.file;
|
|
|
|
obj.pos = this._pos;
|
|
|
|
obj.angle = this._angle;
|
|
|
|
obj.from = "group";
|
|
|
|
obj.flipx = this.flipx;
|
|
|
|
obj.flipy = this.flipy;
|
|
|
|
obj.scale = this.scale;
|
|
|
|
|
|
|
|
if (this.varname)
|
|
|
|
obj.varname = this.varname;
|
|
|
|
|
|
|
|
if (!this.unique)
|
|
|
|
return obj;
|
|
|
|
|
|
|
|
obj.objects = {};
|
|
|
|
|
|
|
|
this.objects.forEach(function(x,i) {
|
|
|
|
obj.objects[i] = {};
|
|
|
|
var adiff = Math.abs(x.relangle - this.filelvl[i]._angle) > 1e-5;
|
|
|
|
if (adiff)
|
|
|
|
obj.objects[i].angle = x.relangle;
|
|
|
|
|
|
|
|
var pdiff = Vector.equal(x.relpos, this.filelvl[i]._pos, 1e-5);
|
|
|
|
if (!pdiff)
|
|
|
|
obj.objects[i].pos = x._pos.sub(this.pos);
|
|
|
|
|
|
|
|
if (obj.objects[i].empty)
|
|
|
|
delete obj.objects[i];
|
|
|
|
}, this);
|
|
|
|
|
|
|
|
return obj;
|
|
|
|
},
|
|
|
|
|
|
|
|
register(obj) {
|
|
|
|
if (obj.level)
|
|
|
|
obj.level.unregister(obj);
|
|
|
|
|
|
|
|
this.objects.push(obj);
|
|
|
|
},
|
|
|
|
|
|
|
|
make() {
|
|
|
|
return Level.loadfile(this.file, this.pos);
|
|
|
|
},
|
|
|
|
|
|
|
|
spawn(prefab) {
|
|
|
|
var newobj = prefab.make();
|
|
|
|
newobj.defn('level', this);
|
|
|
|
this.objects.push(newobj);
|
|
|
|
Game.register_obj(newobj);
|
2023-05-01 20:58:10 -05:00
|
|
|
newobj.setup?.();
|
|
|
|
newobj.start?.();
|
2023-04-22 16:44:26 -05:00
|
|
|
return newobj;
|
|
|
|
},
|
|
|
|
|
|
|
|
create() {
|
|
|
|
var newlevel = Object.create(this);
|
|
|
|
newlevel.objects = [];
|
|
|
|
newlevel._pos = [0,0];
|
|
|
|
newlevel._angle = 0;
|
|
|
|
newlevel.color = Color.green;
|
|
|
|
newlevel.toString = function() {
|
|
|
|
return (newlevel.unique ? "#" : "") + newlevel.file;
|
|
|
|
};
|
|
|
|
newlevel.filejson = newlevel.save();
|
|
|
|
return newlevel;
|
|
|
|
},
|
|
|
|
|
|
|
|
addfile(file) {
|
|
|
|
var lvl = this.loadfile(file);
|
|
|
|
this.objects.push(lvl);
|
|
|
|
lvl.level = this;
|
|
|
|
return lvl;
|
|
|
|
},
|
|
|
|
|
|
|
|
check_dirty() {
|
|
|
|
this.dirty = this.save() !== this.filejson;
|
|
|
|
},
|
|
|
|
|
|
|
|
start() {
|
|
|
|
this.objects.forEach(function(x) { if ('start' in x) x.start(); });
|
|
|
|
},
|
|
|
|
|
|
|
|
loadlevel(file) {
|
|
|
|
var lvl = Level.loadfile(file);
|
|
|
|
if (lvl && sim_playing())
|
|
|
|
lvl.start();
|
|
|
|
|
|
|
|
return lvl;
|
|
|
|
},
|
|
|
|
|
|
|
|
loadfile(file) {
|
|
|
|
if (!file.endsWith(".lvl")) file = file + ".lvl";
|
|
|
|
var newlevel = Level.create();
|
|
|
|
|
|
|
|
if (IO.exists(file)) {
|
|
|
|
newlevel.filejson = IO.slurp(file);
|
|
|
|
|
|
|
|
try {
|
|
|
|
newlevel.filelvl = JSON.parse(newlevel.filejson);
|
|
|
|
newlevel.load(newlevel.filelvl);
|
|
|
|
} catch (e) {
|
|
|
|
newlevel.ed_gizmo = function() { GUI.text("Invalid level file: " + newlevel.file, world2screen(newlevel.pos), 1, Color.red); };
|
|
|
|
newlevel.selectable = false;
|
|
|
|
}
|
|
|
|
newlevel.file = file;
|
|
|
|
newlevel.dirty = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
var scriptfile = file.replace('.lvl', '.js');
|
|
|
|
if (IO.exists(scriptfile))
|
|
|
|
newlevel.script = IO.slurp(scriptfile);
|
|
|
|
|
|
|
|
newlevel.run();
|
|
|
|
|
|
|
|
return newlevel;
|
|
|
|
},
|
|
|
|
|
|
|
|
/* Spawns all objects specified in the lvl json object */
|
|
|
|
load(lvl) {
|
|
|
|
this.clear();
|
|
|
|
this.levels.push_unique(this);
|
|
|
|
|
|
|
|
if (!lvl) {
|
|
|
|
Log.warn("Level is " + lvl + ". Need a better formed one.");
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
var opos = this.pos;
|
|
|
|
var oangle = this.angle;
|
|
|
|
this.pos = [0,0];
|
|
|
|
this.angle = 0;
|
|
|
|
|
|
|
|
var objs;
|
|
|
|
var created = [];
|
|
|
|
|
|
|
|
if (typeof lvl === 'string')
|
|
|
|
objs = JSON.parse(lvl);
|
|
|
|
else
|
|
|
|
objs = lvl;
|
|
|
|
|
|
|
|
if (typeof objs === 'object')
|
|
|
|
objs = objs.array();
|
|
|
|
|
|
|
|
objs.forEach(function(x) {
|
|
|
|
if (x.from === 'group') {
|
|
|
|
var loadedlevel = Level.loadfile(x.file);
|
|
|
|
if (!loadedlevel) {
|
|
|
|
Log.error("Error loading level: file " + x.file + " not found.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!IO.exists(x.file)) {
|
|
|
|
loadedlevel.ed_gizmo = function() { GUI.text("MISSING LEVEL " + x.file, world2screen(loadedlevel.pos) ,1, Color.red) };
|
|
|
|
}
|
|
|
|
var objs = x.objects;
|
|
|
|
delete x.objects;
|
|
|
|
Object.assign(loadedlevel, x);
|
|
|
|
|
|
|
|
if (objs) {
|
|
|
|
objs.array().forEach(function(x, i) {
|
|
|
|
if (x.pos)
|
|
|
|
loadedlevel.objects[i].pos = x.pos.add(loadedlevel.pos);
|
|
|
|
|
|
|
|
if (x.angle)
|
|
|
|
loadedlevel.objects[i].angle = x.angle + loadedlevel.angle;
|
|
|
|
});
|
|
|
|
|
|
|
|
loadedlevel.unique = true;
|
|
|
|
}
|
|
|
|
loadedlevel.level = this;
|
|
|
|
loadedlevel.sync();
|
|
|
|
created.push(loadedlevel);
|
|
|
|
this.objects.push(loadedlevel);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
var newobj = this.spawn(gameobjects[x.from]);
|
|
|
|
|
|
|
|
dainty_assign(newobj, x);
|
|
|
|
if (x._pos)
|
|
|
|
newobj.pos = x._pos;
|
|
|
|
|
|
|
|
if (x._angle)
|
|
|
|
newobj.angle = x._angle;
|
|
|
|
for (var key in newobj.components)
|
|
|
|
if ('sync' in newobj.components[key]) newobj.components[key].sync();
|
|
|
|
|
|
|
|
newobj.sync();
|
|
|
|
|
|
|
|
created.push(newobj);
|
|
|
|
}, this);
|
|
|
|
|
|
|
|
created.forEach(function(x) {
|
|
|
|
if (x.varname)
|
|
|
|
this[x.varname] = x;
|
|
|
|
},this);
|
|
|
|
|
|
|
|
this.pos = opos;
|
|
|
|
this.angle = oangle;
|
|
|
|
|
|
|
|
return created;
|
|
|
|
},
|
|
|
|
|
|
|
|
clear() {
|
|
|
|
for (var i = this.objects.length-1; i >= 0; i--)
|
|
|
|
if (this.objects[i].alive)
|
|
|
|
this.objects[i].kill();
|
|
|
|
|
|
|
|
this.levels.remove(this);
|
|
|
|
},
|
|
|
|
|
|
|
|
clear_all() {
|
|
|
|
this.levels.forEach(function(x) { x.kill(); });
|
|
|
|
},
|
|
|
|
|
|
|
|
kill() {
|
|
|
|
if (this.level)
|
|
|
|
this.level.unregister(this);
|
|
|
|
|
|
|
|
Register.unregister_obj(this);
|
|
|
|
|
|
|
|
this.clear();
|
|
|
|
},
|
|
|
|
|
|
|
|
unregister(obj) {
|
|
|
|
var removed = this.objects.remove(obj);
|
|
|
|
|
|
|
|
if (removed && obj.varname)
|
|
|
|
delete this[obj.varname];
|
|
|
|
},
|
|
|
|
|
|
|
|
get pos() { return this._pos; },
|
|
|
|
set pos(x) {
|
|
|
|
var diff = x.sub(this._pos);
|
|
|
|
this.objects.forEach(function(x) { x.pos = x.pos.add(diff); });
|
|
|
|
this._pos = x;
|
|
|
|
},
|
|
|
|
|
|
|
|
get angle() { return this._angle; },
|
|
|
|
set angle(x) {
|
|
|
|
var diff = x - this._angle;
|
|
|
|
this.objects.forEach(function(x) {
|
|
|
|
x.angle = x.angle + diff;
|
|
|
|
var pos = x.pos.sub(this.pos);
|
|
|
|
var r = Vector.length(pos);
|
|
|
|
var p = Math.rad2deg(Math.atan2(pos.y, pos.x));
|
|
|
|
p += diff;
|
|
|
|
p = Math.deg2rad(p);
|
|
|
|
x.pos = this.pos.add([r*Math.cos(p), r*Math.sin(p)]);
|
|
|
|
},this);
|
|
|
|
this._angle = x;
|
|
|
|
},
|
|
|
|
|
|
|
|
flipdirty: false,
|
|
|
|
|
|
|
|
sync() {
|
|
|
|
this.flipx = this.flipx;
|
|
|
|
this.flipy = this.flipy;
|
|
|
|
},
|
|
|
|
|
|
|
|
_flipx: false,
|
|
|
|
get flipx() { return this._flipx; },
|
|
|
|
set flipx(x) {
|
|
|
|
if (this._flipx === x && (!x || !this.flipdirty)) return;
|
|
|
|
this._flipx = x;
|
|
|
|
|
|
|
|
this.objects.forEach(function(obj) {
|
|
|
|
obj.flipx = !obj.flipx;
|
|
|
|
var rp = obj.relpos;
|
|
|
|
obj.pos = [-rp.x, rp.y].add(this.pos);
|
|
|
|
obj.angle = -obj.angle;
|
|
|
|
},this);
|
|
|
|
},
|
|
|
|
|
|
|
|
_flipy: false,
|
|
|
|
get flipy() { return this._flipy; },
|
|
|
|
set flipy(x) {
|
|
|
|
if (this._flipy === x && (!x || !this.flipdirty)) return;
|
|
|
|
this._flipy = x;
|
|
|
|
|
|
|
|
this.objects.forEach(function(obj) {
|
|
|
|
var rp = obj.relpos;
|
|
|
|
obj.pos = [rp.x, -rp.y].add(this.pos);
|
|
|
|
obj.angle = -obj.angle;
|
|
|
|
},this);
|
|
|
|
},
|
|
|
|
|
|
|
|
_scale: 1.0,
|
|
|
|
get scale() { return this._scale; },
|
|
|
|
set scale(x) {
|
|
|
|
var diff = (x - this._scale) + 1;
|
|
|
|
this._scale = x;
|
|
|
|
|
|
|
|
this.objects.forEach(function(obj) {
|
|
|
|
obj.scale *= diff;
|
|
|
|
obj.relpos = obj.relpos.scale(diff);
|
|
|
|
}, this);
|
|
|
|
},
|
|
|
|
|
|
|
|
get up() {
|
|
|
|
return [0,1].rotate(Math.deg2rad(this.angle));
|
|
|
|
},
|
|
|
|
|
|
|
|
get down() {
|
|
|
|
return [0,-1].rotate(Math.deg2rad(this.angle));
|
|
|
|
},
|
|
|
|
|
|
|
|
get right() {
|
|
|
|
return [1,0].rotate(Math.deg2rad(this.angle));
|
|
|
|
},
|
|
|
|
|
|
|
|
get left() {
|
|
|
|
return [-1,0].rotate(Math.deg2rad(this.angle));
|
|
|
|
},
|
|
|
|
};
|
|
|
|
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2023-05-01 20:58:10 -05:00
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var World = Level.create();
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World.name = "World";
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2023-04-22 16:44:26 -05:00
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var gameobjects = {};
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/* Returns the index of the smallest element in array, defined by a function that returns a number */
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Object.defineProperty(Array.prototype, 'min', {
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value: function(fn) {
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},
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});
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function grab_from_points(pos, points, slop) {
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var shortest = slop;
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var idx = -1;
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points.forEach(function(x,i) {
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if (Vector.length(pos.sub(x)) < shortest) {
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shortest = Vector.length(pos.sub(x));
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idx = i;
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}
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});
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return idx;
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};
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var gameobject = {
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get scale() { return this._scale; },
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2023-05-01 20:58:10 -05:00
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set scale(x) {
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this._scale = Math.max(0,x);
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if (this.body > -1)
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cmd(36, this.body, this._scale);
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this.sync();
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},
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2023-04-22 16:44:26 -05:00
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_scale: 1.0,
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save: true,
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selectable: true,
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layer: 0, /* Collision layer; should probably have been called "mask" */
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layer_nuke() {
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Nuke.label("Collision layer");
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Nuke.newline(Collision.num);
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for (var i = 0; i < Collision.num; i++)
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this.layer = Nuke.radio(i, this.layer, i);
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},
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_draw_layer: 1,
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set draw_layer(x) {
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if (x < 0) x = 0;
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if (x > 4) x = 4;
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this._draw_layer = x;
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},
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_draw_layer_nuke() {
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Nuke.label("Draw layer");
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Nuke.newline(5);
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for (var i = 0; i < 5; i++)
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this.draw_layer = Nuke.radio(i, this.draw_layer, i);
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},
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in_air() {
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return q_body(7, this.body);
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},
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get draw_layer() { return this._draw_layer; },
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name: "gameobject",
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toString() { return this.name; },
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clone(name, ext) {
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var obj = Object.create(this);
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complete_assign(obj, ext);
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gameobjects[name] = obj;
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obj.defc('name', name);
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obj.from = this.name;
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obj.defn('instances', []);
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return obj;
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},
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ed_locked: false,
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_visible: true,
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get visible(){ return this._visible; },
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set visible(x) {
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this._visible = x;
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for (var key in this.components) {
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if ('visible' in this.components[key]) {
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this.components[key].visible = x;
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}
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}
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},
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_mass: 1,
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set mass(x) { this._mass = Math.max(0,x); },
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get mass() { return this._mass; },
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bodytype: {
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dynamic: 0,
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kinematic: 1,
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static: 2
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},
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get moi() { return q_body(6, this.body); },
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phys: 2,
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phys_nuke() {
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Nuke.newline(1);
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Nuke.label("phys");
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Nuke.newline(3);
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this.phys = Nuke.radio("dynamic", this.phys, 0);
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this.phys = Nuke.radio("kinematic", this.phys, 1);
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this.phys = Nuke.radio("static", this.phys, 2);
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},
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_friction: 0,
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set friction(x) { this._friction = Math.max(0,x); },
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get friction() { return this._friction; },
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_elasticity: 0,
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set elasticity(x) { this._elasticity = Math.max(0, x); },
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get elasticity() { return this._elasticity; },
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_flipx: false,
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_flipy: false,
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get flipx() { return this._flipx; },
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set flipx(x) { this._flipx = x; if (this.alive) cmd(55, this.body, x); this.sync(); },
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get flipy() { return this._flipy; },
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set flipy(x) { this._flipy = x; if (this.alive) cmd(56, this.body, x); this.sync(); },
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body: -1,
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controlled: false,
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2023-05-01 20:58:10 -05:00
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get properties() {
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var keys = [];
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for (var key of Object.keys(this)) {
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if (key.startsWith("_"))
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keys.push(key.substring(1));
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else
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keys.push(key);
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}
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return keys;
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},
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toJSON() {
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var obj = {};
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for (var key of this.properties)
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obj[key] = this[key];
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return obj;
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},
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2023-04-22 16:44:26 -05:00
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set_center(pos) {
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var change = pos.sub(this.pos);
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this.pos = pos;
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for (var key in this.components) {
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this.components[key].finish_center(change);
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}
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},
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varname: "",
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_pos: [0,0],
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set pos(x) { this._pos = x; set_body(2, this.body, x); this.sync(); },
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get pos() {
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if (this.body !== -1)
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return q_body(1, this.body);
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else
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return this._pos;
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},
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set relpos(x) {
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if (!this.level) {
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this.pos = x;
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return;
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}
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this.pos = Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.pos);
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},
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get relpos() {
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if (!this.level) return this.pos;
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var offset = this.pos.sub(this.level.pos);
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return Vector.rotate(offset, -Math.deg2rad(this.level.angle));
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},
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_angle: 0,
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set angle(x) { this._angle = x; set_body(0, this.body, Math.deg2rad(x)); this.sync(); },
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get angle() {
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if (this.body !== -1)
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return Math.rad2deg(q_body(2, this.body)) % 360;
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else
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return this._angle;
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},
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get relangle() {
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if (!this.level) return this.angle;
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return this.angle - this.level.angle;
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},
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get velocity() { return q_body(3, this.body); },
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set velocity(x) { set_body(9, this.body, x); },
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get angularvelocity() { return Math.rad2deg(q_body(4, this.body)); },
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set angularvelocity(x) { if (this.alive) set_body(8, this.body, Math.deg2rad(x)); },
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get alive() { return this.body >= 0; },
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disable() {
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this.components.forEach(function(x) { x.disable(); });
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},
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enable() {
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this.components.forEach(function(x) { x.enable(); });
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},
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sync() {
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if (this.body === -1) return;
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cmd(55, this.body, this.flipx);
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cmd(56, this.body, this.flipy);
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set_body(2, this.body, this.pos);
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set_body(0, this.body, Math.deg2rad(this.angle));
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cmd(36, this.body, this.scale);
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set_body(10,this.body,this.elasticity);
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set_body(11,this.body,this.friction);
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set_body(1, this.body, this.phys);
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cmd(75,this.body,this.layer);
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cmd(54, this.body);
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if (this.components)
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for (var key in this.components)
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this.components[key].sync();
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},
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syncall() {
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this.instances.forEach(function(x) { x.sync(); });
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},
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pulse(vec) {
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set_body(4, this.body, vec);
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},
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push(vec) {
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set_body(12,this.body,vec);
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},
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gizmo: "", /* Path to an image to draw for this gameobject */
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set_pawn() {
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this.controlled = true;
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set_pawn(this);
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},
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uncontrol() {
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if (!this.controlled) return;
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unset_pawn(this);
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},
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/* Bounding box of the object in world dimensions */
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get boundingbox() {
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var boxes = [];
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boxes.push({t:0, r:0,b:0,l:0});
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for (var key in this.components) {
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if ('boundingbox' in this.components[key])
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boxes.push(this.components[key].boundingbox);
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}
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if (boxes.empty) return;
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var bb = boxes[0];
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boxes.forEach(function(x) {
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bb = bb_expand(bb, x);
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});
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var cwh = bb2cwh(bb);
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if (!bb) return;
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if (this.flipx) cwh.c.x *= -1;
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if (this.flipy) cwh.c.y *= -1;
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cwh.c = cwh.c.add(this.pos);
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bb = cwh2bb(cwh.c, cwh.wh);
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return bb ? bb : cwh2bb([0,0], [0,0]);
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},
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kill() {
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2023-04-28 12:49:18 -05:00
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Log.warn(`Killing ${this.toString()}`);
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2023-04-22 16:44:26 -05:00
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cmd(2, this.body);
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delete Game.objects[this.body];
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if (this.level)
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this.level.unregister(this);
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this.uncontrol();
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this.instances.remove(this);
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Register.unregister_obj(this);
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Signal.clear_obj(this);
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this.body = -1;
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for (var key in this.components) {
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Register.unregister_obj(this.components[key]);
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this.components[key].kill();
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}
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},
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prop_obj() {
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var obj = JSON.parse(JSON.stringify(this));
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delete obj.name;
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delete obj._pos;
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delete obj._angle;
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delete obj.from;
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return obj;
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},
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get up() {
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return [0,1].rotate(Math.deg2rad(this.angle));
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},
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get down() {
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return [0,-1].rotate(Math.deg2rad(this.angle));
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},
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get right() {
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return [1,0].rotate(Math.deg2rad(this.angle));
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},
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get left() {
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return [-1,0].rotate(Math.deg2rad(this.angle));
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},
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/* Make a unique object the same as its prototype */
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revert() {
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unmerge(this, this.prop_obj());
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this.sync();
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},
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gui() {
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var go_guis = walk_up_get_prop(this, 'go_gui');
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Nuke.newline();
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go_guis.forEach(function(x) { x.call(this); }, this);
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|
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for (var key in this) {
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if (typeof this[key] === 'object' && 'gui' in this[key]) this[key].gui();
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}
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},
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world2this(pos) { return cmd(70, this.body, pos); },
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this2world(pos) { return cmd(71, this.body,pos); },
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|
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make(props, level) {
|
2023-05-01 20:58:10 -05:00
|
|
|
level ??= World;
|
2023-04-22 16:44:26 -05:00
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|
|
var obj = Object.create(this);
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this.instances.push(obj);
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obj.toString = function() {
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var props = obj.prop_obj();
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for (var key in props)
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|
if (typeof props[key] === 'object' && props[key].empty)
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delete props[key];
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var edited = !props.empty;
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return (edited ? "#" : "") + obj.name + " object " + obj.body + ", layer " + obj.draw_layer + ", phys " + obj.layer;
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};
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|
|
obj.deflock('toString');
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|
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obj.defc('from', this.name);
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|
|
obj.defn('body', make_gameobject(this.scale,
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|
|
this.phys,
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|
this.mass,
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|
this.friction,
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|
|
this.elasticity) );
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|
|
complete_assign(obj, props);
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|
|
obj.sync();
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|
|
obj.defn('components', {});
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|
|
for (var prop in obj) {
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|
|
if (typeof obj[prop] === 'object' && 'make' in obj[prop]) {
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|
|
if (prop === 'flipper') return;
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|
|
obj[prop] = obj[prop].make(obj.body);
|
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|
|
obj[prop].defn('gameobject', obj);
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|
|
obj.components[prop] = obj[prop];
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|
|
}
|
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|
|
};
|
|
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|
|
if (typeof obj.update !== 'undefined')
|
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|
|
register_update(obj.update, obj);
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|
|
|
|
if (typeof obj.physupdate === 'function')
|
|
|
|
register_physupdate(obj.physupdate, obj);
|
|
|
|
|
|
|
|
if (typeof obj.collide === 'function')
|
|
|
|
obj.register_hit(obj.collide, obj);
|
|
|
|
|
|
|
|
if (typeof obj.separate === 'function')
|
|
|
|
obj.register_separate(obj.separate, obj);
|
|
|
|
|
|
|
|
obj.components.forEach(function(x) {
|
|
|
|
if (typeof x.collide === 'function')
|
|
|
|
register_collide(1, x.collide, x, obj.body, x.shape);
|
|
|
|
});
|
|
|
|
|
|
|
|
if ('begin' in obj) obj.begin();
|
|
|
|
|
|
|
|
return obj;
|
|
|
|
},
|
|
|
|
|
|
|
|
register_hit(fn, obj) {
|
|
|
|
if (!obj)
|
|
|
|
obj = this;
|
|
|
|
|
|
|
|
Signal.obj_begin(fn, obj, this);
|
|
|
|
},
|
|
|
|
|
|
|
|
register_separate(fn, obj) {
|
|
|
|
if (!obj)
|
|
|
|
obj = this;
|
|
|
|
|
|
|
|
Signal.obj_separate(fn,obj,this);
|
|
|
|
},
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2023-05-01 20:58:10 -05:00
|
|
|
var locks = ['draw_layer', 'friction','elasticity', 'visible', 'body', 'flipx', 'flipy', 'controlled', 'selectable', 'save', 'velocity', 'angularvelocity', 'alive', 'boundingbox', 'name', 'scale', 'angle', 'properties', 'moi', 'relpos', 'relangle', 'up', 'down', 'right', 'left', 'bodytype', 'gizmo', 'pos'];
|
2023-04-22 16:44:26 -05:00
|
|
|
locks.forEach(function(x) {
|
|
|
|
Object.defineProperty(gameobject, x, {enumerable:false});
|
|
|
|
});
|
|
|
|
|
|
|
|
/* Load configs */
|
|
|
|
function load_configs(file) {
|
|
|
|
var configs = JSON.parse(IO.slurp(file));
|
|
|
|
for (var key in configs) {
|
2023-04-28 12:49:18 -05:00
|
|
|
Object.assign(globalThis[key], configs[key]);
|
2023-04-22 16:44:26 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
Collision.sync();
|
|
|
|
Game.objects.forEach(function(x) { x.sync(); });
|
|
|
|
|
|
|
|
if (!local_conf.mouse) {
|
|
|
|
Log.info("disabling mouse features");
|
|
|
|
Mouse.disabled = function() {};
|
|
|
|
Mouse.hidden = function() {};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
var local_conf = {
|
|
|
|
mouse: true,
|
|
|
|
};
|
|
|
|
|
|
|
|
/* Save configs */
|
|
|
|
function save_configs() {
|
|
|
|
Log.info("saving configs");
|
|
|
|
var configs = {};
|
|
|
|
configs.editor_config = editor_config;
|
|
|
|
configs.Nuke = Nuke;
|
|
|
|
configs.local_conf = local_conf;
|
|
|
|
IO.slurpwrite(JSON.stringify(configs, null, 1), "editor.config");
|
|
|
|
|
|
|
|
save_game_configs();
|
|
|
|
};
|
|
|
|
|
|
|
|
function save_game_configs() {
|
|
|
|
var configs = {};
|
|
|
|
configs.physics = physics;
|
|
|
|
configs.Collision = Collision;
|
|
|
|
Log.info(configs);
|
|
|
|
IO.slurpwrite(JSON.stringify(configs,null,1), "game.config");
|
|
|
|
|
|
|
|
Collision.sync();
|
|
|
|
Game.objects.forEach(function(x) { x.sync(); });
|
|
|
|
};
|
|
|
|
|
2023-04-28 12:49:18 -05:00
|
|
|
var Collision = {
|
2023-04-22 16:44:26 -05:00
|
|
|
types: {},
|
|
|
|
num: 10,
|
|
|
|
set_collide(a, b, x) {
|
|
|
|
this.types[a][b] = x;
|
|
|
|
this.types[b][a] = x;
|
|
|
|
},
|
|
|
|
sync() {
|
|
|
|
for (var i = 0; i < this.num; i++)
|
|
|
|
cmd(76,i,this.types[i]);
|
|
|
|
},
|
|
|
|
types_nuke() {
|
|
|
|
Nuke.newline(this.num+1);
|
|
|
|
Nuke.label("");
|
|
|
|
for (var i = 0; i < this.num; i++) Nuke.label(i);
|
|
|
|
|
|
|
|
for (var i = 0; i < this.num; i++) {
|
|
|
|
Nuke.label(i);
|
|
|
|
for (var j = 0; j < this.num; j++) {
|
|
|
|
if (j < i)
|
|
|
|
Nuke.label("");
|
|
|
|
else {
|
|
|
|
this.types[i][j] = Nuke.checkbox(this.types[i][j]);
|
|
|
|
this.types[j][i] = this.types[i][j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
|
|
|
for (var i = 0; i < Collision.num; i++) {
|
|
|
|
Collision.types[i] = [];
|
|
|
|
for (var j = 0; j < Collision.num; j++)
|
|
|
|
Collision.types[i][j] = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
if (IO.exists("game.config"))
|
|
|
|
load_configs("game.config");
|
|
|
|
|
|
|
|
var camera2d = gameobject.clone("camera2d", {
|
|
|
|
phys: gameobject.bodytype.kinematic,
|
|
|
|
speed: 300,
|
|
|
|
|
|
|
|
get zoom() { return this._zoom; },
|
|
|
|
set zoom(x) {
|
|
|
|
if (x <= 0) return;
|
|
|
|
this._zoom = x;
|
|
|
|
cmd(62, this._zoom);
|
|
|
|
},
|
|
|
|
_zoom: 1.0,
|
|
|
|
speedmult: 1.0,
|
|
|
|
|
|
|
|
selectable: false,
|
|
|
|
|
|
|
|
view2world(pos) {
|
|
|
|
return pos.mapc(mult, [1,-1]).add([-Window.width,Window.height].scale(0.5)).scale(this.zoom).add(this.pos);
|
|
|
|
},
|
|
|
|
|
|
|
|
world2view(pos) {
|
|
|
|
return pos.sub(this.pos).scale(1/this.zoom).add(Window.dimensions.scale(0.5));
|
|
|
|
},
|
|
|
|
});
|
|
|
|
|
|
|
|
win_make(Game.title, Game.resolution[0], Game.resolution[1]);
|
2023-05-04 17:07:00 -05:00
|
|
|
//win_icon("icon.png");
|
2023-04-28 12:49:18 -05:00
|
|
|
|
|
|
|
/* Default objects */
|
|
|
|
gameobject.clone("polygon2d", {
|
|
|
|
polygon2d: polygon2d.clone(),
|
|
|
|
});
|
|
|
|
|
|
|
|
gameobject.clone("edge2d", {
|
|
|
|
edge2d: bucket.clone(),
|
|
|
|
});
|
|
|
|
|
|
|
|
gameobject.clone("sprite", {
|
|
|
|
sprite: sprite.clone(),
|
|
|
|
});
|
|
|
|
|
|
|
|
load("config.js");
|
|
|
|
|
|
|
|
var prototypes = JSON.parse(slurp("proto.json"));
|
|
|
|
for (var key in prototypes) {
|
|
|
|
if (key in gameobjects)
|
|
|
|
dainty_assign(gameobjects[key], prototypes[key]);
|
|
|
|
else {
|
|
|
|
/* Create this gameobject fresh */
|
|
|
|
Log.info("Making new prototype: " + key + " from " + prototypes[key].from);
|
|
|
|
var newproto = gameobjects[prototypes[key].from].clone(key);
|
|
|
|
gameobjects[key] = newproto;
|
|
|
|
|
|
|
|
for (var pkey in newproto)
|
|
|
|
if (typeof newproto[pkey] === 'object' && newproto[pkey] && 'clone' in newproto[pkey])
|
|
|
|
newproto[pkey] = newproto[pkey].clone();
|
|
|
|
|
|
|
|
dainty_assign(gameobjects[key], prototypes[key]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function save_gameobjects_as_prototypes() { slurpwrite(JSON.stringify(gameobjects,null,2), "proto.json"); };
|