prosperon/source/scripts/entity.js

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function grab_from_points(pos, points, slop) {
var shortest = slop;
var idx = -1;
points.forEach(function(x,i) {
if (Vector.length(pos.sub(x)) < shortest) {
shortest = Vector.length(pos.sub(x));
idx = i;
}
});
return idx;
};
var gameobject = {
scale: 1.0,
save: true,
selectable: true,
spawn(ur) {
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if (typeof ur === 'string')
ur = prototypes.get_ur(ur);
return ur.type.make(this);
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},
layer: 0, /* Collision layer; should probably have been called "mask" */
layer_nuke() {
Nuke.label("Collision layer");
Nuke.newline(Collision.num);
for (var i = 0; i < Collision.num; i++)
this.layer = Nuke.radio(i, this.layer, i);
},
draw_layer: 1,
draw_layer_nuke() {
Nuke.label("Draw layer");
Nuke.newline(5);
for (var i = 0; i < 5; i++)
this.draw_layer = Nuke.radio(i, this.draw_layer, i);
},
in_air() {
return q_body(7, this.body);
},
on_ground() { return !this.in_air(); },
name: "gameobject",
toString() { return this.name; },
clone(name, ext) {
var obj = Object.create(this);
complete_assign(obj, ext);
return obj;
},
dup(diff) {
var dup = World.spawn(gameobjects[this.from]);
Object.assign(dup, diff);
return dup;
},
instandup() {
var dup = World.spawn(gameobjects[this.from]);
dup.pos = this.pos;
dup.velocity = this.velocity;
},
ed_locked: false,
_visible: true,
get visible(){ return this._visible; },
set visible(x) {
this._visible = x;
for (var key in this.components) {
if ('visible' in this.components[key]) {
this.components[key].visible = x;
}
}
},
mass: 1,
bodytype: {
dynamic: 0,
kinematic: 1,
static: 2
},
get moi() { return q_body(6, this.body); },
set moi(x) { set_body(13, this.body, x); },
phys: 2,
phys_nuke() {
Nuke.newline(1);
Nuke.label("phys");
Nuke.newline(3);
this.phys = Nuke.radio("dynamic", this.phys, 0);
this.phys = Nuke.radio("kinematic", this.phys, 1);
this.phys = Nuke.radio("static", this.phys, 2);
},
friction: 0,
elasticity: 0,
flipx: false,
flipy: false,
body: -1,
get controlled() {
return Player.obj_controlled(this);
},
set_center(pos) {
var change = pos.sub(this.pos);
this.pos = pos;
for (var key in this.components) {
this.components[key].finish_center(change);
}
},
varname: "",
pos: [0,0],
set relpos(x) {
if (!this.level) {
this.pos = x;
return;
}
this.pos = Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.pos);
},
get relpos() {
if (!this.level) return this.pos;
var offset = this.pos.sub(this.level.pos);
return Vector.rotate(offset, -Math.deg2rad(this.level.angle));
},
angle: 0,
get relangle() {
if (!this.level) return this.angle;
return this.angle - this.level.angle;
},
get velocity() { return q_body(3, this.body); },
set velocity(x) { set_body(9, this.body, x); },
get angularvelocity() { return Math.rad2deg(q_body(4, this.body)); },
set angularvelocity(x) { if (this.alive) set_body(8, this.body, Math.deg2rad(x)); },
get alive() { return this.body >= 0; },
disable() {
this.components.forEach(function(x) { x.disable(); });
},
enable() {
this.components.forEach(function(x) { x.enable(); });
},
sync() {
if (this.body === -1) return;
cmd(55, this.body, this.flipx);
cmd(56, this.body, this.flipy);
set_body(2, this.body, this.pos);
set_body(0, this.body, Math.deg2rad(this.angle));
cmd(36, this.body, this.scale);
set_body(10,this.body,this.elasticity);
set_body(11,this.body,this.friction);
set_body(1, this.body, this.phys);
cmd(75,this.body,this.layer);
cmd(54, this.body);
},
syncall() {
this.instances.forEach(function(x) { x.sync(); });
},
pulse(vec) { /* apply impulse */
set_body(4, this.body, vec);
},
push(vec) { /* apply force */
set_body(12,this.body,vec);
},
gizmo: "", /* Path to an image to draw for this gameobject */
/* Bounding box of the object in world dimensions */
get boundingbox() {
var boxes = [];
boxes.push({t:0, r:0,b:0,l:0});
for (var key in this.components) {
if ('boundingbox' in this.components[key])
boxes.push(this.components[key].boundingbox);
}
if (boxes.empty) return cwh2bb([0,0], [0,0]);
var bb = boxes[0];
boxes.forEach(function(x) {
bb = bb_expand(bb, x);
});
var cwh = bb2cwh(bb);
if (!bb) return;
if (this.flipx) cwh.c.x *= -1;
if (this.flipy) cwh.c.y *= -1;
cwh.c = cwh.c.add(this.pos);
bb = cwh2bb(cwh.c, cwh.wh);
return bb ? bb : cwh2bb([0,0], [0,0]);
},
set width(x) {},
get width() {
var bb = this.boundingbox;
return bb.r - bb.l;
},
set height(x) {},
get height() {
var bb = this.boundingbox;
return bb.t-bb.b;
},
stop() {},
kill() {
if (this.body === -1) {
Log.warn(`Object is already dead!`);
return;
}
Register.endofloop(() => {
cmd(2, this.body);
delete Game.objects[this.body];
if (this.level)
this.level.unregister(this);
Player.uncontrol(this);
this.instances.remove(this);
Register.unregister_obj(this);
// Signal.clear_obj(this);
this.body = -1;
for (var key in this.components) {
Register.unregister_obj(this.components[key]);
this.components[key].kill();
}
this.stop();
});
},
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));
},
/* Make a unique object the same as its prototype */
revert() {
unmerge(this, this.prop_obj());
this.sync();
},
gui() {
var go_guis = walk_up_get_prop(this, 'go_gui');
Nuke.newline();
go_guis.forEach(function(x) { x.call(this); }, this);
for (var key in this) {
if (typeof this[key] === 'object' && 'gui' in this[key]) this[key].gui();
}
},
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body,pos); },
check_registers(obj) {
Register.unregister_obj(this);
if (typeof obj.update === 'function')
Register.update.register(obj.update, obj);
if (typeof obj.physupdate === 'function')
Register.physupdate.register(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);
if (typeof obj.draw === 'function')
Register.draw.register(obj.draw,obj);
if (typeof obj.debug === 'function')
Register.debug.register(obj.debug, obj);
obj.components.forEach(function(x) {
if (typeof x.collide === 'function')
register_collide(1, x.collide, x, obj.body, x.shape);
});
},
instances: [],
make(level) {
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level ??= Primum;
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var obj = Object.create(this);
this.instances.push(obj);
obj.toString = function() {
var props = obj.prop_obj();
for (var key in props)
if (typeof props[key] === 'object' && !props[key] === null && props[key].empty)
delete props[key];
var edited = !props.empty;
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// return (edited ? "#" : "") + obj.name + " object " + obj.body + ", layer " + obj.draw_layer + ", phys " + obj.layer;
return obj.ur.tag;
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};
obj.fullpath = function() {
return `${obj.level.fullpath()}.${obj.name}`;
};
obj.deflock('toString');
obj.defc('from', this.name);
obj.defn('body', make_gameobject(this.scale,
this.phys,
this.mass,
this.friction,
this.elasticity) );
obj.sync();
obj.defn('components', {});
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Game.register_obj(obj);
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var objects = [];
obj.objects = objects;
obj.remove_child = function(child) {
objects.remove(child);
}
obj.add_child = function(child) {
child.unparent();
objects.push(child);
child.level = obj;
}
/* Reparent this object to a new one */
obj.reparent = function(parent) {
if (parent === obj.level)
return;
parent.add_child(obj);
}
obj.unparent = function() {
if (!obj.level) return;
obj.level.remove_child(obj);
}
cmd(113, obj.body, obj);
/* Now that it's concrete in the engine, these functions update to return engine data */
complete_assign(obj, {
set scale(x) { cmd(36, obj.body, x); },
get scale() { return cmd(103, obj.body); },
get flipx() { return cmd(104,obj.body); },
set flipx(x) { cmd(55, obj.body, x); },
get flipy() { return cmd(105,obj.body); },
set flipy(x) { cmd(56, obj.body, x); },
get angle() { return Math.rad2deg(q_body(2,obj.body))%360; },
set angle(x) { set_body(0,obj.body, Math.deg2rad(x)); },
set pos(x) {
var diff = x.sub(this.pos);
objects.forEach(function(x) { x.pos = x.pos.add(diff); });
set_body(2,obj.body,x); },
get pos() { return q_body(1,obj.body); },
get elasticity() { return cmd(107,obj.body); },
set elasticity(x) { cmd(106,obj.body,x); },
get friction() { return cmd(109,obj.body); },
set friction(x) { cmd(108,obj.body,x); },
set mass(x) { set_body(7,obj.body,x); },
get mass() { return q_body(5, obj.body); },
set phys(x) { set_body(1, obj.body, x); },
get phys() { return q_body(0,obj.body); },
});
for (var prop in obj) {
if (typeof obj[prop] === 'object' && 'make' in obj[prop]) {
if (prop === 'flipper') return;
obj[prop] = obj[prop].make(obj.body);
obj[prop].defn('gameobject', obj);
obj.components[prop] = obj[prop];
}
};
obj.check_registers(obj);
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/* Spawn subobjects defined */
if (obj.$) {
for (var e in obj.$)
obj.$[e] = obj.spawn(prototypes.get_ur(obj.$[e].ur));
}
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if (typeof obj.start === 'function') obj.start();
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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);
},
}
var locks = ['height', 'width', 'visible', 'body', 'controlled', 'selectable', 'save', 'velocity', 'angularvelocity', 'alive', 'boundingbox', 'name', 'scale', 'angle', 'properties', 'moi', 'relpos', 'relangle', 'up', 'down', 'right', 'left', 'bodytype', 'gizmo', 'pos'];
locks.forEach(x => gameobject.obscure(x));