prosperon/scripts/engine.js

625 lines
12 KiB
JavaScript
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var files = {};
function load(file) {
var modtime = cmd(0, file);
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files[file] = modtime;
}
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load("scripts/base.js");
load("scripts/std.js");
function initialize()
{
if (!Game.edit)
load("scripts/play.js");
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else
load("scripts/editor.js");
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}
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function run(file)
{
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var modtime = cmd(119, file);
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if (modtime === 0) {
Log.stack();
return false;
}
files[file] = modtime;
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return cmd(117, file);
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}
load("scripts/diff.js");
Log.level = 1;
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var Color = {
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white: [255,255,255,255],
black: [0,0,0,255],
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blue: [84,110,255,255],
green: [120,255,10,255],
yellow: [251,255,43,255],
red: [255,36,20,255],
teal: [96, 252, 237,255],
gray: [181, 181,181,255],
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cyan: [0,255,255],
};
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function bb2wh(bb) {
return [bb.r-bb.l, bb.t-bb.b];
};
load("scripts/gui.js");
var timer = {
make(fn, secs,obj,loop,app) {
app ??= false;
if (secs === 0) {
fn.call(obj);
return;
}
var t = clone(this);
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t.callback = fn;
var guardfn = function() {
if (typeof t.callback === 'function')
t.callback();
else
Log.warn("Timer trying to execute without a function.");
};
t.id = make_timer(guardfn, secs, app);
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return t;
},
oneshot(fn, secs,obj, app) {
app ??= false;
var t = this.make(fn, secs, obj, 0, app);
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t.start();
},
get remain() { return cmd(32, this.id); },
get on() { return cmd(33, this.id); },
get loop() { return cmd(34, this.id); },
set loop(x) { cmd(35, this.id, x); },
start() { cmd(26, this.id); },
stop() { cmd(25, this.id); },
pause() { cmd(24, this.id); },
kill() { cmd(27, this.id); },
set time(x) { cmd(28, this.id, x); },
get time() { return cmd(29, this.id); },
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get pct() { return this.remain / this.time; },
};
var animation = {
time: 0,
loop: false,
playtime: 0,
playing: false,
keyframes: [],
create() {
var anim = Object.create(animation);
Register.update.register(anim.update, anim);
return anim;
},
start() {
this.playing = true;
this.time = this.keyframes.last[1];
this.playtime = 0;
},
interval(a, b, t) {
return (t - a) / (b - a);
},
near_val(t) {
for (var i = 0; i < this.keyframes.length-1; i++) {
if (t > this.keyframes[i+1][1]) continue;
return this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t) >= 0.5 ? this.keyframes[i+1][0] : this.keyframes[i][0];
}
return this.keyframes.last[0];
},
lerp_val(t) {
for (var i = 0; i < this.keyframes.length-1; i++) {
if (t > this.keyframes[i+1][1]) continue;
var intv = this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t);
return ((1 - intv) * this.keyframes[i][0]) + (intv * this.keyframes[i+1][0]);
}
return this.keyframes.last[0];
},
cubic_val(t) {
},
mirror() {
if (this.keyframes.length <= 1) return;
for (var i = this.keyframes.length-1; i >= 1; i--) {
this.keyframes.push(this.keyframes[i-1]);
this.keyframes.last[1] = this.keyframes[i][1] + (this.keyframes[i][1] - this.keyframes[i-1][1]);
}
},
update(dt) {
if (!this.playing) return;
this.playtime += dt;
if (this.playtime >= this.time) {
if (this.loop)
this.playtime = 0;
else {
this.playing = false;
return;
}
}
this.fn(this.lerp_val(this.playtime));
},
};
var Render = {
normal() {
cmd(67);
},
wireframe() {
cmd(68);
},
};
load("scripts/physics.js");
load("scripts/input.js");
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load("scripts/sound.js");
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function screen2world(screenpos) { return Game.camera.view2world(screenpos); }
function world2screen(worldpos) { return Game.camera.world2view(worldpos); }
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var Register = {
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inloop: false,
loopcbs: [],
finloop() {
this.loopcbs.forEach(x => x());
this.loopcbs = [];
},
wraploop(loop) {
this.inloop = true;
loop();
this.inloop = false;
this.finloop();
},
kbm_input(mode, btn, state, ...args) {
if (state === 'released') {
btn = btn.split('-').last;
}
switch(mode) {
case "emacs":
Player.players[0].raw_input(btn, state, ...args);
break;
case "mouse":
Player.players[0].mouse_input(btn, state, ...args);
break;
case "char":
Player.players[0].char_input(btn);
break;
};
},
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gamepad_playermap: [],
gamepad_input(pad, btn, state, ...args) {
var player = this.gamepad_playermap[pad];
if (!player) return;
var statestr = Input.state2str(state);
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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);
});
},
unregister_obj(obj) {
Register.registries.forEach(function(x) {
x.unregister_obj(obj);
});
Player.uncontrol(obj);
},
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endofloop(fn) {
if (!this.inloop)
fn();
else {
this.loopcbs.push(fn);
}
},
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clear() {
Register.registries.forEach(function(n) {
n.entries = [];
});
},
registries: [],
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add_cb(idx, name) {
var entries = [];
var n = {};
n.register = function(fn, obj) {
if (!obj) {
Log.error("Refusing to register a function without a destroying object.");
return;
}
entries.push({
fn: fn,
obj: obj
});
}
n.unregister = function(fn) {
entries = entries.filter(function(e) { return e.fn !== f; });
}
n.unregister_obj = function(obj) {
entries = entries.filter(function(e) { return e.obj !== obj; });
}
n.broadcast = function(...args) {
entries.forEach(x => x.fn.call(x.obj, ...args));
}
n.clear = function() {
entries = [];
}
register(idx, n.broadcast, n);
Register[name] = n;
Register.registries.push(n);
return n;
},
};
Register.add_cb(0, "update").doc = "Called once per frame.";
Register.add_cb(1, "physupdate");
Register.add_cb(2, "gui");
Register.add_cb(3, "nk_gui");
Register.add_cb(6, "debug");
register(7, Register.kbm_input, Register);
Register.add_cb(8, "gamepad_input");
Register.add_cb(10, "draw");
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register(9, Log.stack, this);
Register.gamepad_playermap[0] = Player.players[0];
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Player.players[0].control(GUI);
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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);
},
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clera_obj(obj) {
this.signals.filter(function(x) { return x[1] !== obj; });
},
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c:{},
register(name, fn) {
if (!this.c[name])
this.c[name] = [];
this.c[name].push(fn);
},
call(name, ...args) {
if (this.c[name])
this.c[name].forEach(function(fn) { fn.call(this, ...args); });
},
};
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var Window = {
set width(w) { cmd(125, w); },
set height(h) { cmd(126, h); },
get width() { return cmd(48); },
get height() { return cmd(49); },
get dimensions() { return [this.width, this.height]; },
set name(str) { cmd(134, str); },
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};
Window.icon = function(path) { cmd(90, path); };
Window.icon.doc = "Set the icon of the window using the PNG image at path.";
function reloadfiles() {
Object.keys(files).forEach(function (x) { load(x); });
}
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load("scripts/debug.js");
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/*
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;
};
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*/
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",
edit: true,
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;
},
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quit()
{
sys_cmd(0);
},
pause()
{
sys_cmd(3);
},
stop()
{
Game.pause();
/* And return to editor .. */
Log.warn("Stopping not implemented. Paused, and go to editor.");
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},
step()
{
sys_cmd(4);
},
render() { sys_cmd(10); },
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playing() { return sys_cmd(5); },
paused() { return sys_cmd(6); },
stepping() {
return cmd(79); },
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play()
{
sys_cmd(1);
},
get dt() {
return cmd(63);
},
wait_fns: [],
wait_exec(fn) {
if (!phys_stepping())
fn();
else
this.wait_fns.push(fn);
},
exec() {
this.wait_fns.forEach(function(x) { x(); });
this.wait_fns = [];
},
};
Register.update.register(Game.exec, Game);
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//load("scripts/level.js");
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load("scripts/entity.js");
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var World = Object.create(gameobject);
var Primum = World;
gameobject.make_parentable(Primum);
Primum.tag = "PRIMUM";
Primum.selectable = false;
Primum.ur = { tag: "Primum" };
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/* Reparent this object to a new one */
World.reparent = function(parent) { Log.warn("Cannot reparent the Primum."); }
World.unparent = function() { Log.warn("The Primum has no parent, always."); }
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World.fullpath = function() { return World.name; };
/* Load configs */
function load_configs(file) {
Log.info(`Loading config file ${file}.`);
var configs = JSON.parse(IO.slurp(file));
for (var key in configs) {
if (typeof globalThis[key] !== "object") continue;
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Object.assign(globalThis[key], configs[key]);
}
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,
};
if (IO.exists("game.config"))
load_configs("game.config");
/* 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(); });
};
load("scripts/physics.js");
Game.view_camera = function(cam)
{
Game.camera = cam;
cmd(61, Game.camera.body);
}
Game.view_camera(Primum.spawn(ur.camera2d));
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Window.name = "Primum Machinam (V0.1)";
Window.width = 1280;
Window.height = 720;