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function obj _unique _name ( name , obj )
{
name = name . replaceAll ( '.' , '_' ) ;
if ( ! ( name in obj ) ) return name ;
var t = 1 ;
var n = name + t ;
while ( n in obj ) {
t ++ ;
n = name + t ;
}
return n ;
}
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var actor = { } ;
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actor . spawn = function ( script , config ) {
if ( typeof script !== 'string' ) return ;
var padawan = Object . create ( actor ) ;
compile _env ( script , padawan , "script" ) ;
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if ( typeof config === 'object' )
Object . merge ( padawan , config ) ;
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padawan . padawans = [ ] ;
padawan . timers = [ ] ;
padawan . master = this ;
Object . hide ( padawan , "master" , "timers" ) ;
this . padawans . push ( padawan ) ;
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return padawan ;
} ;
actor . die = function ( actor ) {
} ;
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actor . timers = [ ] ;
actor . kill = function ( ) {
this . timers . forEach ( t => t . kill ( ) ) ;
this . master . remove ( this ) ;
this . padawans . forEach ( p => p . kill ( ) ) ;
this . _ _dead _ _ = true ;
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} ;
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actor . delay = function ( fn , seconds ) {
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var t = Object . create ( timer ) ;
t . remain = seconds ;
t . kill = ( ) => {
timer . kill . call ( t ) ;
this . timers . remove ( t ) ;
}
t . fire = ( ) => {
if ( this . _ _dead _ _ ) return ;
fn ( ) ;
t . kill ( ) ;
} ;
Register . appupdate . register ( t . update , t ) ;
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this . timers . push ( t ) ;
return function ( ) { t . kill ( ) ; } ;
} ;
actor . clock = function ( fn ) { } ;
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actor . master = undefined ;
actor . padawans = [ ] ;
actor . remaster = function ( to ) {
this . master . padawans . remove ( this ) ;
this . master = to ;
to . padawans . push ( this ) ;
} ;
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var gameobject _impl = {
get pos ( ) {
Debug . assert ( this . level , ` Entity ${ this . toString ( ) } has no level. ` ) ;
return this . level . world2this ( this . worldpos ( ) ) ;
} ,
set pos ( x ) {
Debug . assert ( this . level , ` Entity ${ this . toString ( ) } has no level. ` ) ;
this . set _worldpos ( this . level . this2world ( x ) ) ;
} ,
get angle ( ) {
Debug . assert ( this . level , ` No level set on ${ this . toString ( ) } ` ) ;
return this . worldangle ( ) - this . level . worldangle ( ) ;
} ,
set angle ( x ) {
var diff = x - this . angle ;
this . objects . forEach ( function ( x ) {
x . rotate ( diff ) ;
x . pos = Vector . rotate ( x . pos , diff ) ;
} ) ;
this . sworldangle ( x - this . level . worldangle ( ) ) ;
} ,
get scale ( ) {
Debug . assert ( this . level , ` No level set on ${ this . toString ( ) } ` ) ;
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var pscale ;
if ( typeof this . _ _proto _ _ . scale === 'object' )
pscale = this . _ _proto _ _ . scale ;
else
pscale = [ 1 , 1 , 1 ] ;
return this . gscale ( ) . map ( ( x , i ) => x / ( this . level . gscale ( ) [ i ] * pscale [ i ] ) ) ;
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} ,
set scale ( x ) {
if ( typeof x === 'number' )
x = [ x , x ] ;
var pct = this . scale . map ( ( s , i ) => x [ i ] / s ) ;
this . spread ( pct ) ;
/* TRANSLATE ALL SUB OBJECTS */
this . objects . forEach ( obj => {
obj . spread ( pct ) ;
obj . pos = obj . pos . map ( ( x , i ) => x * pct [ i ] ) ;
} ) ;
} ,
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get draw _layer ( ) { return cmd ( 171 , this . body ) ; } ,
set draw _layer ( x ) { cmd ( 172 , this . body , x ) ; } ,
set layer ( x ) { cmd ( 75 , this . body , x ) ; } ,
get layer ( ) { cmd ( 77 , this . body ) ; } ,
set mass ( x ) { set _body ( 7 , this . body , x ) ; } ,
get mass ( ) {
if ( ! ( this . phys === Physics . dynamic ) )
return this . _ _proto _ _ . mass ;
return q _body ( 5 , this . body ) ;
} ,
get elasticity ( ) { return cmd ( 107 , this . body ) ; } ,
set elasticity ( x ) { cmd ( 106 , this . body , x ) ; } ,
get friction ( ) { return cmd ( 109 , this . body ) ; } ,
set friction ( x ) { cmd ( 108 , this . body , x ) ; } ,
set gravity ( x ) { cmd ( 167 , this . body , x ) ; } ,
get gravity ( ) { return cmd ( 159 , this . body ) ; } ,
set timescale ( x ) { cmd ( 168 , this . body , x ) ; } ,
get timescale ( ) { return cmd ( 169 , this . body ) ; } ,
set phys ( x ) { set _body ( 1 , this . body , x ) ; } ,
get phys ( ) { return q _body ( 0 , this . body ) ; } ,
get velocity ( ) { return q _body ( 3 , this . body ) ; } ,
set velocity ( x ) { set _body ( 9 , this . body , x ) ; } ,
get damping ( ) { return cmd ( 157 , this . body ) ; } ,
set damping ( x ) { cmd ( 156 , this . body , x ) ; } ,
get angularvelocity ( ) { return Math . rad2turn ( q _body ( 4 , this . body ) ) ; } ,
set angularvelocity ( x ) { set _body ( 8 , this . body , Math . turn2rad ( x ) ) ; } ,
get max _velocity ( ) { return cmd ( 152 , this . body ) ; } ,
set max _velocity ( x ) { cmd ( 151 , this . body , x ) ; } ,
get max _angularvelocity ( ) { return cmd ( 155 , this . body ) ; } ,
set max _angularvelocity ( x ) { cmd ( 154 , this . body , x ) ; } ,
get _moi ( ) { return q _body ( 6 , this . body ) ; } ,
set _moi ( x ) {
if ( x <= 0 ) {
Log . error ( "Cannot set moment of inertia to 0 or less." ) ;
return ;
}
set _body ( 13 , this . body , x ) ;
} ,
} ;
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var gameobject = {
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get _comp _by _name ( name ) {
var comps = [ ] ;
for ( var c of Object . values ( this . components ) )
if ( c . comp === name ) comps . push ( c ) ;
if ( comps . length ) return comps ;
return undefined ;
} ,
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check _dirty ( ) {
this . _ed . urdiff = this . json _obj ( ) ;
this . _ed . dirty = ! this . _ed . urdiff . empty ;
var lur = ur [ this . level . ur ] ;
if ( ! lur ) return ;
var lur = lur . objects [ this . toString ( ) ] ;
var d = ediff ( this . _ed . urdiff , lur ) ;
if ( ! d || d . empty )
this . _ed . inst = true ;
else
this . _ed . inst = false ;
} ,
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_ed : {
selectable : false ,
dirty : false
} ,
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namestr ( ) {
var s = this . toString ( ) ;
if ( this . _ed . dirty )
if ( this . _ed . inst ) s += "#" ;
else s += "*" ;
return s ;
} ,
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full _path ( ) {
return this . path _from ( Primum ) ;
} ,
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/* pin this object to the to object */
pin ( to ) {
var p = cmd ( 222 , this . body , to . body ) ;
} ,
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slide ( to , a , b , min , max ) {
a ? ? = [ 0 , 0 ] ;
b ? ? = [ 0 , 0 ] ;
min ? ? = 0 ;
max ? ? = 50 ;
var p = cmd ( 229 , this . body , to . body , a , b , min , max ) ;
} ,
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pivot ( to , piv ) {
piv ? ? = this . worldpos ( ) ;
var p = cmd ( 221 , this . body , to . body , piv ) ;
} ,
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/* groove is on to, from local points a and b, anchored to this at local anchor */
groove ( to , a , b , anchor ) {
anchor ? ? = [ 0 , 0 ] ;
var p = cmd ( 228 , to . body , this . body , a , b , anchor ) ;
} ,
damped _spring ( to , length , stiffness , damping ) {
length ? ? = Vector . length ( this . worldpos ( ) , to . worldpos ( ) ) ;
stiffness ? ? = 1 ;
damping ? ? = 1 ;
var dc = 2 * Math . sqrt ( stiffness * this . mass ) ;
var p = cmd ( 227 , this . body , to . body , [ 0 , 0 ] , [ 0 , 0 ] , stiffness , damping * dc ) ;
} ,
damped _rotary _spring ( to , angle , stiffness , damping ) {
angle ? ? = 0 ;
stiffness ? ? = 1 ;
damping ? ? = 1 ;
/* calculate actual damping value from the damping ratio */
/* damping = 1 is critical */
var dc = 2 * Math . sqrt ( stiffness * this . get _moi ( ) ) ; /* critical damping number */
/* zeta = actual/critical */
var p = cmd ( 226 , this . body , to . body , angle , stiffness , damping * dc ) ;
} ,
rotary _limit ( to , min , max ) {
var p = cmd ( 225 , this . body , to . body , Math . turn2rad ( min ) , Math . turn2rad ( max ) ) ;
} ,
ratchet ( to , ratch ) {
var phase = this . angle - to . angle ;
var p = cmd ( 230 , this . body , to . body , phase , Math . turn2rad ( ratch ) ) ;
} ,
gear ( to , ratio ) {
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phase ? ? = 1 ;
ratio ? ? = 1 ;
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var phase = this . angle - to . angle ;
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var p = cmd ( 223 , this . body , to . body , phase , ratio ) ;
} ,
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motor ( to , rate ) {
var p = cmd ( 231 , this . body , to . body , rate ) ;
} ,
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path _from ( o ) {
var p = this . toString ( ) ;
var c = this . level ;
while ( c && c !== o && c !== Primum ) {
p = c . toString ( ) + "." + p ;
c = c . level ;
}
if ( c === Primum ) p = "Primum." + p ;
return p ;
} ,
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clear ( ) {
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for ( var k in this . objects ) {
this . objects [ k ] . kill ( ) ;
} ;
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this . objects = { } ;
} ,
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delay ( fn , seconds ) {
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var t = timer . delay ( fn . bind ( this ) , seconds ) ;
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this . timers . push ( t ) ;
return t ;
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} ,
tween ( prop , values , def ) {
var t = Tween . make ( this , prop , values , def ) ;
t . play ( ) ;
var k = function ( ) { t . pause ( ) ; }
this . timers . push ( k ) ;
return k ;
} ,
cry ( file ) {
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var p = Sound . play ( file , Sound . bus . sfx ) ;
var killfn = p . kill . bind ( p ) ;
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p . end = killfn ;
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this . timers . push ( killfn ) ;
return killfn ;
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} ,
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set torque ( x ) { if ( ! ( x >= 0 && x <= Infinity ) ) return ; cmd ( 153 , this . body , x ) ; } ,
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gscale ( ) { return cmd ( 103 , this . body ) ; } ,
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sgscale ( x ) {
if ( typeof x === 'number' )
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x = [ x , x ] ;
cmd ( 36 , this . body , x )
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} ,
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phys _material ( ) {
var mat = { } ;
mat . elasticity = this . elasticity ;
mat . friction = this . friction ;
return mat ;
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} ,
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worldpos ( ) { return q _body ( 1 , this . body ) ; } ,
set _worldpos ( x ) {
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var poses = this . objects . map ( x => x . pos ) ;
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set _body ( 2 , this . body , x ) ;
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this . objects . forEach ( ( o , i ) => o . set _worldpos ( this . this2world ( poses [ i ] ) ) ) ;
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} ,
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screenpos ( ) { return world2screen ( this . worldpos ( ) ) ; } ,
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worldangle ( ) { return Math . rad2turn ( q _body ( 2 , this . body ) ) ; } ,
sworldangle ( x ) { set _body ( 0 , this . body , Math . turn2rad ( x ) ) ; } ,
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spawn _from _instance ( inst ) {
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return this . spawn ( inst . ur , inst ) ;
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} ,
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spawn ( ur , data ) {
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ur ? ? = gameobject ;
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if ( typeof ur === 'string' )
ur = prototypes . get _ur ( ur ) ;
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var go = ur . make ( this , data ) ;
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Object . hide ( this , go . toString ( ) ) ;
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return go ;
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} ,
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/* Reparent 'this' to be 'parent's child */
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reparent ( parent ) {
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Debug . assert ( parent , ` Tried to reparent ${ this . toString ( ) } to nothing. ` ) ;
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if ( this . level === parent ) {
console . warn ( "not reparenting ..." ) ;
console . warn ( ` ${ this . level } is the same as ${ parent } ` ) ;
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return ;
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}
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this . level ? . remove _obj ( this ) ;
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this . level = parent ;
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function unique _name ( list , obj ) {
var str = obj . toString ( ) . replaceAll ( '.' , '_' ) ;
var n = 1 ;
var t = str ;
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while ( t in list ) {
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t = str + n ;
n ++ ;
}
return t ;
} ;
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var name = unique _name ( parent , this . ur ) ;
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parent . objects [ name ] = this ;
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parent [ name ] = this ;
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this . toString = function ( ) { return name ; } ;
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} ,
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remove _obj ( obj ) {
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if ( this [ obj . toString ( ) ] === this . objects [ obj . toString ( ) ] )
delete this [ obj . toString ( ) ] ;
delete this . objects [ obj . toString ( ) ] ;
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delete this [ obj . toString ( ) ] ;
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} ,
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components : { } ,
objects : { } ,
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level : undefined ,
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pulse ( vec ) { set _body ( 4 , this . body , vec ) ; } ,
shove ( vec ) { set _body ( 12 , this . body , vec ) ; } ,
shove _at ( vec , at ) { set _body ( 14 , this . body , vec , at ) ; } ,
world2this ( pos ) { return cmd ( 70 , this . body , pos ) ; } ,
this2world ( pos ) { return cmd ( 71 , this . body , pos ) ; } ,
this2screen ( pos ) { return world2screen ( this . this2world ( pos ) ) ; } ,
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screen2this ( pos ) { return this . world2this ( screen2world ( pos ) ) ; } ,
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dir _world2this ( dir ) { return cmd ( 160 , this . body , dir ) ; } ,
dir _this2world ( dir ) { return cmd ( 161 , this . body , dir ) ; } ,
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alive ( ) { return this . body >= 0 ; } ,
in _air ( ) { return q _body ( 7 , this . body ) ; } ,
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hide ( ) { this . components . forEach ( x => x . hide ( ) ) ; this . objects . forEach ( x => x . hide ( ) ) ; } ,
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show ( ) { this . components . forEach ( function ( x ) { x . show ( ) ; } ) ; this . objects . forEach ( function ( x ) { x . show ( ) ; } ) ; } ,
width ( ) {
var bb = this . boundingbox ( ) ;
return bb . r - bb . l ;
} ,
height ( ) {
var bb = this . boundingbox ( ) ;
return bb . t - bb . b ;
} ,
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/* Moving, rotating, scaling functions, world relative */
move ( vec ) { this . set _worldpos ( this . worldpos ( ) . add ( vec ) ) ; } ,
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rotate ( x ) { this . sworldangle ( this . worldangle ( ) + x ) ; } ,
spread ( vec ) { this . sgscale ( this . gscale ( ) . map ( ( x , i ) => x * vec [ i ] ) ) ; } ,
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/* Make a unique object the same as its prototype */
revert ( ) {
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var jobj = this . json _obj ( ) ;
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var lobj = this . level . _ _proto _ _ . objects [ this . toString ( ) ] ;
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delete jobj . objects ;
Object . keys ( jobj ) . forEach ( function ( x ) {
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if ( lobj && x in lobj )
this [ x ] = lobj [ x ] ;
else
this [ x ] = this . _ _proto _ _ [ x ] ;
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} , this ) ;
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this . sync ( ) ;
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} ,
check _registers ( obj ) {
Register . unregister _obj ( obj ) ;
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 ) ;
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if ( typeof obj . gui === 'function' )
Register . gui . register ( obj . gui , obj ) ;
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for ( var k in obj ) {
if ( ! k . startswith ( "on_" ) ) continue ;
var signal = k . fromfirst ( "on_" ) ;
Event . observe ( signal , obj , obj [ k ] ) ;
} ;
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obj . components . forEach ( function ( x ) {
if ( typeof x . collide === 'function' )
register _collide ( 1 , x . collide , x , obj . body , x . shape ) ;
} ) ;
} ,
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toString ( ) { return "new_object" ; } ,
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flipx ( ) { return this . scale . x < 0 ; } ,
flipy ( ) { return this . scale . y < 0 ; } ,
mirror ( plane ) {
this . scale = Vector . reflect ( this . scale , plane ) ;
} ,
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save : true ,
selectable : true ,
ed _locked : false ,
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disable ( ) { this . components . forEach ( function ( x ) { x . disable ( ) ; } ) ; } ,
enable ( ) { this . components . forEach ( function ( x ) { x . enable ( ) ; } ) ; } ,
sync ( ) {
this . components . forEach ( function ( x ) { x . sync ( ) ; } ) ;
this . objects . forEach ( function ( x ) { x . sync ( ) ; } ) ;
} ,
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/* Bounding box of the object in world dimensions */
boundingbox ( ) {
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 ) {
if ( 'boundingbox' in this . components [ key ] )
boxes . push ( this . components [ key ] . boundingbox ( ) ) ;
}
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for ( var key in this . objects )
boxes . push ( this . objects [ key ] . boundingbox ( ) ) ;
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var bb = boxes . shift ( ) ;
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boxes . forEach ( function ( x ) { bb = bb _expand ( bb , x ) ; } ) ;
bb = movebb ( bb , this . pos ) ;
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return bb ? bb : cwh2bb ( [ 0 , 0 ] , [ 0 , 0 ] ) ;
} ,
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/* The unique components of this object. Its diff. */
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json _obj ( ) {
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var d = ediff ( this , this . _ _proto _ _ ) ;
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d ? ? = { } ;
var objects = { } ;
this . _ _proto _ _ . objects ? ? = { } ;
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var curobjs = { } ;
for ( var o in this . objects )
curobjs [ o ] = this . objects [ o ] . instance _obj ( ) ;
var odiff = ediff ( curobjs , this . _ _proto _ _ . objects ) ;
if ( odiff )
d . objects = curobjs ;
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delete d . pos ;
delete d . angle ;
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delete d . scale ;
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delete d . velocity ;
delete d . angularvelocity ;
return d ;
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} ,
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/* The object needed to store an object as an instance of a level */
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instance _obj ( ) {
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var t = this . transform ( ) ;
var j = this . json _obj ( ) ;
Object . assign ( t , j ) ;
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t . ur = this . ur ;
return t ;
} ,
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transform ( ) {
var t = { } ;
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t . pos = this . pos ;
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if ( t . pos . every ( x => x === 0 ) ) delete t . pos ;
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t . angle = Math . places ( this . angle , 4 ) ;
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if ( t . angle === 0 ) delete t . angle ;
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t . scale = this . scale ;
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t . scale = t . scale . map ( ( x , i ) => x / this . _ _proto _ _ . scale [ i ] ) ;
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t . scale = t . scale . map ( x => Math . places ( x , 3 ) ) ;
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if ( t . scale . every ( x => x === 1 ) ) delete t . scale ;
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return t ;
} ,
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/* Velocity and angular velocity of the object */
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phys _obj ( ) {
var phys = { } ;
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phys . velocity = this . velocity ;
phys . angularvelocity = this . angularvelocity ;
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return phys ;
} ,
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dup ( diff ) {
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var n = this . level . spawn ( this . _ _proto _ _ ) ;
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Object . totalmerge ( n , this . instance _obj ( ) ) ;
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return n ;
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} ,
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kill ( ) {
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if ( this . _ _kill ) return ;
this . _ _kill = true ;
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this . timers . forEach ( t => t ( ) ) ;
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this . timers = undefined ;
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if ( this . level ) {
this . level . remove _obj ( this ) ;
this . level = undefined ;
}
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Player . do _uncontrol ( this ) ;
Register . unregister _obj ( this ) ;
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if ( this . _ _proto _ _ . instances )
this . _ _proto _ _ . instances . remove ( this ) ;
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for ( var key in this . components ) {
Register . unregister _obj ( this . components [ key ] ) ;
this . components [ key ] . kill ( ) ;
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this . components [ key ] . gameobject = undefined ;
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delete this . components [ key ] ;
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}
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this . clear ( ) ;
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this . objects = undefined ;
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Event . rm _obj ( this ) ;
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if ( typeof this . stop === 'function' )
this . stop ( ) ;
} ,
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up ( ) { return [ 0 , 1 ] . rotate ( this . angle ) ; } ,
down ( ) { return [ 0 , - 1 ] . rotate ( this . angle ) ; } ,
right ( ) { return [ 1 , 0 ] . rotate ( this . angle ) ; } ,
left ( ) { return [ - 1 , 0 ] . rotate ( this . angle ) ; } ,
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make ( level , data ) {
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var obj = Object . create ( this ) ;
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obj . make = undefined ;
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Object . mixin ( obj , gameobject _impl ) ;
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// if (this.instances)
// this.instances.push(obj);
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obj . body = make _gameobject ( ) ;
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obj . components = { } ;
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obj . objects = { } ;
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obj . timers = [ ] ;
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obj . _ed = {
selectable : true ,
dirty : false ,
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inst : false ,
urdiff : { } ,
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} ;
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obj . ur = this . toString ( ) ;
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obj . level = undefined ;
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obj . reparent ( level ) ;
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cmd ( 113 , obj . body , obj ) ; // set the internal obj reference to this obj
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for ( var [ prop , p ] of Object . entries ( this ) ) {
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if ( ! p ) continue ;
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if ( component . isComponent ( p ) ) {
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obj [ prop ] = p . make ( obj ) ;
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obj . components [ prop ] = obj [ prop ] ;
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}
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} ;
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Object . hide ( obj , 'ur' , 'body' , 'components' , 'objects' , '_ed' , 'level' , 'timers' ) ;
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if ( this . objects )
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obj . make _objs ( this . objects )
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Object . dainty _assign ( obj , this ) ;
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obj . sync ( ) ;
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gameobject . check _registers ( obj ) ;
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if ( data )
Object . dainty _assign ( obj , data ) ;
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if ( typeof obj . load === 'function' ) obj . load ( ) ;
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if ( Game . playing ( ) && typeof obj . start === 'function' ) obj . start ( ) ;
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return obj ;
} ,
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make _objs ( objs ) {
for ( var prop in objs ) {
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var newobj = this . spawn _from _instance ( objs [ prop ] ) ;
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if ( ! newobj ) continue ;
this . rename _obj ( newobj . toString ( ) , prop ) ;
}
} ,
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rename _obj ( name , newname ) {
if ( ! this . objects [ name ] ) {
Log . warn ( ` No object with name ${ name } . Could not rename to ${ newname } . ` ) ;
return ;
}
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if ( name === newname ) {
Object . hide ( this , name ) ;
return ;
}
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if ( this . objects [ newname ] )
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return ;
this . objects [ newname ] = this . objects [ name ] ;
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this [ newname ] = this [ name ] ;
this [ newname ] . toString = function ( ) { return newname ; } ;
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Object . hide ( this , newname ) ;
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delete this . objects [ name ] ;
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delete this [ name ] ;
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return this . objects [ newname ] ;
} ,
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add _component ( comp , data ) {
data ? ? = undefined ;
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if ( typeof comp . make !== 'function' ) return ;
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var name = obj _unique _name ( comp . toString ( ) , this ) ;
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this [ name ] = comp . make ( this ) ;
this [ name ] . comp = comp . toString ( ) ;
this . components [ name ] = this [ name ] ;
if ( data )
Object . assign ( this [ name ] , data ) ;
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return this [ name ] ;
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} ,
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register _hit ( fn , obj ) {
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obj ? ? = this ;
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Signal . obj _begin ( fn , obj , this ) ;
} ,
register _separate ( fn , obj ) {
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obj ? ? = this ;
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Signal . obj _separate ( fn , obj , this ) ;
} ,
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obj _descend ( fn ) {
fn ( this ) ;
for ( var o in this . objects )
this . objects [ o ] . obj _descend ( fn ) ;
} ,
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}
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Object . mixin ( gameobject , gameobject _impl ) ;
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gameobject . body = make _gameobject ( ) ;
cmd ( 113 , gameobject . body , gameobject ) ;
Object . hide ( gameobject , 'timescale' ) ;
gameobject . spawn . doc = ` Spawn an entity of type 'ur' on this entity. Returns the spawned entity. ` ;
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gameobject . doc = {
doc : "All objects in the game created through spawning have these attributes." ,
pos : "Position of the object, relative to its level." ,
angle : "Rotation of this object, relative to its level." ,
velocity : "Velocity of the object, relative to world." ,
angularvelocity : "Angular velocity of the object, relative to the world." ,
scale : "Scale of the object, relative to its level." ,
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flipx : "Check if the object is flipped on its x axis." ,
flipy : "Check if the object is flipped on its y axis." ,
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elasticity : ` When two objects collide, their elasticities are multiplied together. Their velocities are then multiplied by this value to find their resultant velocities. ` ,
friction : ` When one object touches another, friction slows them down. ` ,
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gravity : 'True if this object should be affected by gravity.' ,
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mass : ` The higher the mass of the object, the less forces will affect it. ` ,
phys : ` Set to 0, 1, or 2, representing static, kinematic, and dynamic. ` ,
worldpos : ` Function returns the world position of the object. ` ,
set _worldpos : ` Function to set the position of the object in world coordinates. ` ,
worldangle : ` Function to get the angle of the entity in the world. ` ,
rotate : ` Function to rotate this object by x degrees. ` ,
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move : 'Move an object by x,y,z. If the first parameter is an array, uses up to the first three array values.' ,
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pulse : ` Apply an impulse to this body in world coordinates. Impulse is a short force. ` ,
shove : ` Apply a force to this body in world coordinates. Should be used over many frames. ` ,
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shove _at : 'Apply a force to this body, at a position relative to itself.' ,
max _velocity : 'The max linear velocity this object can travel.' ,
max _angularvelocity : 'The max angular velocity this object can rotate.' ,
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in _air : ` Return true if the object is in the air. ` ,
on _ground : ` Return true if the object is on the ground. ` ,
spawn : ` Create an instance of a supplied ur-type on this object. Optionally provide a data object to modify the created entity. ` ,
hide : ` Make this object invisible. ` ,
show : ` Make this object visible. ` ,
width : ` The total width of the object and all its components. ` ,
height : ` The total height of the object. ` ,
move : ` Move this object the given amount. ` ,
boundingbox : ` The boundingbox of the object. ` ,
dup : ` Make an exact copy of this object. ` ,
transform : ` Return an object representing the transform state of this object. ` ,
kill : ` Remove this object from the world. ` ,
level : "The entity this entity belongs to." ,
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delay : 'Run the given function after the given number of seconds has elapsed.' ,
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cry : 'Make a sound. Can only make one at a time.' ,
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add _component : 'Add a component to the object by name.' ,
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pin : 'Pin joint to another object. Acts as if a rigid rod is between the two objects.' ,
slide : 'Slide joint, similar to a pin but with min and max allowed distances.' ,
pivot : 'Pivot joint to an object, with the pivot given in world coordinates.' ,
groove : 'Groove joint. The groove is on to, from to local coordinates a and b, with this object anchored at anchor.' ,
damped _spring : 'Damped spring to another object. Length is the distance it wants to be, stiffness is the spring constant, and damping is the damping ratio. 1 is critical, < 1 is underdamped, > 1 is overdamped.' ,
damped _rotary _spring : 'Similar to damped spring but for rotation. Rest angle is the attempted angle.' ,
rotary _limit : 'Limit the angle relative to the to body between min and max.' ,
ratchet : 'Like a socket wrench, relative to to. ratch is the distance between clicks.' ,
gear : 'Keeps the angular velocity ratio of this body and to constant. Ratio is the gear ratio.' ,
motor : 'Keeps the relative angular velocity of this body to to at a constant rate. The most simple idea is for one of the bodies to be static, to the other is kept at rate.'
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} ;
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/* Default objects */
var prototypes = { } ;
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prototypes . ur _ext = ".jso" ;
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prototypes . ur = { } ;
prototypes . save _gameobjects = function ( ) { slurpwrite ( JSON . stringify ( gameobjects , null , 2 ) , "proto.json" ) ; } ;
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/* Makes a new ur-type from disk. If the ur doesn't exist, it searches on the disk to create it. */
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prototypes . from _file = function ( file )
{
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var urpath = file ;
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var path = urpath . split ( '.' ) ;
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if ( path . length > 1 && ( path . at ( - 1 ) === path . at ( - 2 ) ) ) {
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urpath = path . slice ( 0 , - 1 ) . join ( '.' ) ;
return prototypes . get _ur ( urpath ) ;
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}
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var upperur = gameobject ;
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if ( path . length > 1 ) {
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var upur = undefined ;
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var upperpath = path . slice ( 0 , - 1 ) ;
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while ( ! upur && upperpath ) {
upur = prototypes . get _ur ( upperpath . join ( '/' ) ) ;
upperpath = upperpath . slice ( 0 , - 1 ) ;
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}
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if ( upur ) upperur = upur ;
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}
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var newur = { } ;
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file = file . replaceAll ( '.' , '/' ) ;
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var jsfile = prototypes . get _ur _file ( urpath , prototypes . ur _ext ) ;
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var jsonfile = prototypes . get _ur _file ( urpath , ".json" ) ;
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var script = undefined ;
var json = undefined ;
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if ( jsfile ) script = IO . slurp ( jsfile ) ;
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try {
if ( jsonfile ) json = JSON . parse ( IO . slurp ( jsonfile ) ) ;
} catch ( e ) {
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Log . warn ( ` Unable to create json from ${ jsonfile } ` ) ;
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}
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if ( ! json && ! script ) {
Log . warn ( ` Could not make ur from ${ file } ` ) ;
return undefined ;
}
if ( script )
compile _env ( script , newur , file ) ;
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json ? ? = { } ;
Object . merge ( newur , json ) ;
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Object . entries ( newur ) . forEach ( function ( [ k , v ] ) {
if ( Object . isObject ( v ) && Object . isObject ( upperur [ k ] ) )
v . _ _proto _ _ = upperur [ k ] ;
} ) ;
Object . values ( newur ) . forEach ( function ( v ) {
if ( typeof v !== 'object' ) return ;
if ( ! v . comp ) return ;
v . _ _proto _ _ = component [ v . comp ] ;
} ) ;
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newur . _ _proto _ _ = upperur ;
newur . instances = [ ] ;
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Object . hide ( newur , 'instances' ) ;
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prototypes . list . push ( urpath ) ;
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newur . toString = function ( ) { return urpath ; } ;
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ur [ urpath ] = newur ;
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return newur ;
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}
prototypes . from _file . doc = "Create a new ur-type from a given script file." ;
prototypes . list = [ ] ;
prototypes . list _ur = function ( )
{
var list = [ ] ;
function list _obj ( obj , prefix )
{
prefix ? ? = "" ;
var list = [ ] ;
for ( var e in obj ) {
list . push ( prefix + e ) ;
list . concat ( list _obj ( obj [ e ] , e + "." ) ) ;
}
return list ;
}
return list _obj ( ur ) ;
}
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prototypes . ur2file = function ( urpath )
{
return urpath . replaceAll ( '.' , '/' ) ;
}
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prototypes . file2ur = function ( file )
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{
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file = file . strip _ext ( ) ;
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file = file . replaceAll ( '/' , '.' ) ;
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return file ;
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}
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/ * R e t u r n s a n u r , o r m a k e s i t , f o r a n y g i v e n t y p e o f p a t h
could be a file on a disk like ball / big . js
could be an ur path like ball . big
* /
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prototypes . get _ur = function ( name )
{
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if ( ! name ) {
Log . warn ( ` Can't get ur from an undefined. ` ) ;
return ;
}
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var urpath = name ;
if ( urpath . includes ( '/' ) )
urpath = prototypes . file2ur ( name ) ;
if ( ! prototypes . ur [ urpath ] ) {
var ur = prototypes . from _file ( urpath ) ;
if ( ur )
return ur ;
else {
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Log . warn ( ` Could not find prototype using name ${ name } . ` ) ;
return undefined ;
}
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} else
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return prototypes . ur [ urpath ] ;
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}
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prototypes . get _ur _file = function ( path , ext )
{
var urpath = prototypes . ur2file ( path ) ;
var file = urpath + ext ;
if ( IO . exists ( file ) ) return file ;
file = urpath + "/" + path . split ( '.' ) . at ( - 1 ) + ext ;
if ( IO . exists ( file ) ) return file ;
return undefined ;
}
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prototypes . generate _ur = function ( path )
{
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var ob = IO . glob ( "**" + prototypes . ur _ext ) ;
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ob = ob . concat ( IO . glob ( "**.json" ) ) ;
ob = ob . map ( function ( path ) { return path . set _ext ( "" ) ; } ) ;
ob . forEach ( function ( name ) { prototypes . get _ur ( name ) ; } ) ;
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}
var ur = prototypes . ur ;
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prototypes . resavi = function ( ur , path )
{
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if ( ! ur ) return path ;
if ( path [ 0 ] === '/' ) return path ;
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var res = ur . replaceAll ( '.' , '/' ) ;
var dir = path . dir ( ) ;
if ( res . startsWith ( dir ) )
return path . base ( ) ;
return path ;
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}
prototypes . resani = function ( ur , path )
{
if ( ! path ) return "" ;
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if ( ! ur ) return path ;
if ( path [ 0 ] === '/' ) return path . slice ( 1 ) ;
var res = ur . replaceAll ( '.' , '/' ) ;
var restry = res + "/" + path ;
while ( ! IO . exists ( restry ) ) {
res = res . updir ( ) + "/" ;
if ( res === "/" )
return path ;
restry = res + path ;
}
return restry ;
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}
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prototypes . ur _dir = function ( ur )
{
var path = ur . replaceAll ( '.' , '/' ) ;
Log . warn ( path ) ;
Log . warn ( IO . exists ( path ) ) ;
Log . warn ( ` ${ path } does not exist; sending ${ path . dir ( ) } ` ) ;
}
prototypes . ur _json = function ( ur )
{
var path = ur . replaceAll ( '.' , '/' ) ;
if ( IO . exists ( path ) )
path = path + "/" + path . name ( ) + ".json" ;
else
path = path + ".json" ;
return path ;
}
prototypes . ur _stem = function ( ur )
{
var path = ur . replaceAll ( '.' , '/' ) ;
if ( IO . exists ( path ) )
return path + "/" + path . name ( ) ;
else
return path ;
}
prototypes . ur _file _exts = [ '.jso' , '.json' ] ;
prototypes . ur _folder = function ( ur )
{
var path = ur . replaceAll ( '.' , '/' ) ;
return IO . exists ( path ) ;
}
prototypes . ur _pullout _folder = function ( ur )
{
if ( ! prototypes . ur _folder ( ur ) ) return ;
var stem = prototypes . ur _stem ( ur ) ;
/ * p r o t o t y p e s . u r _ f i l e _ e x t s . f o r E a c h ( f u n c t i o n ( e ) {
var p = stem + e ;
if ( IO . exists ( p ) )
* /
}
prototypes . ur _pushin _folder = function ( ur )
{
}