prosperon/scripts/components.js

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var component = {};
var make_point_obj = function(o, p)
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{
return {
pos: p,
move(d) {
d = o.gameobject.dir_world2this(d);
p.x += d.x;
p.y += d.y;
},
sync: o.sync.bind(o)
}
}
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var fullrect = [0,0,1,1];
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var sprite_addbucket = function(sprite)
{
var layer = sprite.gameobject.drawlayer;
sprite_buckets[layer] ??= {};
sprite_buckets[layer][sprite.path] ??= {};
sprite_buckets[layer][sprite.path][sprite.guid] = sprite;
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}
var sprite_rmbucket = function(sprite)
{
for (var layer of Object.values(sprite_buckets))
for (var path of Object.values(layer))
delete path[sprite.guid];
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}
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var sprite = {
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loop: true,
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rect: fullrect,
anim:{},
playing: 0,
play(str = 0) {
this.del_anim?.();
var self = this;
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var stop;
self.del_anim = function() {
self.del_anim = undefined;
self = undefined;
advance = undefined;
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stop?.();
}
var playing = self.anim[str];
if (!playing) return;
var f = 0;
self.path = playing.path;
function advance() {
if (!self) return;
if (!self.gameobject) return;
self.frame = playing.frames[f].rect;
self.rect = [self.frame.x, self.frame.y, self.frame.w, self.frame.h];
self.update_dimensions();
f = (f+1)%playing.frames.length;
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if (f === 0) {
self.anim_done?.();
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if (!self.loop) { self.stop(); return; }
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}
stop = self.gameobject.delay(advance, playing.frames[f].time);
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}
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advance();
},
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tex_sync() {
if (this.anim) this.stop();
this.rect = fullrect;
var anim = SpriteAnim.make(this.path);
this.update_dimensions();
this.sync();
if (!anim) return;
this.anim = anim;
this.play();
this.pos = this.dimensions().scale(this.anchor);
},
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stop() {
this.del_anim?.();
},
set path(p) {
p = Resources.find_image(p);
if (!p) {
console.warn(`Could not find image ${p}.`);
return;
}
if (p === this.path) return;
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this._p = p;
this.del_anim?.();
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this.texture = game.texture(p);
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this.diffuse = this.texture;
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this.tex_sync();
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},
get path() {
return this._p;
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},
kill() {
sprite_rmbucket(this);
this.del_anim?.();
this.anim = undefined;
this.gameobject = undefined;
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this.anim_done = undefined;
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delete allsprites[this.guid];
},
move(d) { this.pos = this.pos.add(d); },
grow(x) {
this.scale = this.scale.scale(x);
this.pos = this.pos.scale(x);
},
anchor:[0,0],
sync() {
sprite_rmbucket(this);
sprite_addbucket(this);
},
pick() { return this; },
boundingbox() {
var dim = this.dimensions();
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dim = dim.scale(this.gameobject.scale);
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var realpos = dim.scale(0.5).add(this.pos);
return bbox.fromcwh(realpos,dim);
},
update_dimensions() {
this._dimensions = [this.texture.width*this.rect[2], this.texture.height*this.rect[3]];
component.sprite_dim_hook?.(this);
},
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dimensions() {
return this._dimensions;
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},
width() { return this.dimensions().x; },
height() { return this.dimensions().y; },
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};
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globalThis.allsprites = {};
var sprite_buckets = {};
component.sprite_buckets = function() { return sprite_buckets; }
sprite.doc = {
path: "Path to the texture.",
color: "Color to mix with the sprite.",
pos: "The offset position of the sprite, relative to its entity."
};
sprite.setanchor = function(anch) {
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var off = [0,0];
switch(anch) {
case "ll": break;
case "lm": off = [-0.5,0]; break;
case "lr": off = [-1,0]; break;
case "ml": off = [0,-0.5]; break;
case "mm": off = [-0.5,-0.5]; break;
case "mr": off = [-1,-0.5]; break;
case "ul": off = [0,-1]; break;
case "um": off = [-0.5,-1]; break;
case "ur": off = [-1,-1]; break;
}
this.anchor = off;
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this.pos = this.dimensions().scale(off);
}
sprite.inputs = {};
sprite.inputs.kp9 = function() { this.setanchor("ll"); }
sprite.inputs.kp8 = function() { this.setanchor("lm"); }
sprite.inputs.kp7 = function() { this.setanchor("lr"); }
sprite.inputs.kp6 = function() { this.setanchor("ml"); }
sprite.inputs.kp5 = function() { this.setanchor("mm"); }
sprite.inputs.kp4 = function() { this.setanchor("mr"); }
sprite.inputs.kp3 = function() { this.setanchor("ur"); }
sprite.inputs.kp2 = function() { this.setanchor("um"); }
sprite.inputs.kp1 = function() { this.setanchor("ul"); }
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component.sprite = function(obj) {
var sp = Object.create(sprite);
sp.gameobject = obj;
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sp.transform = obj.transform;
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sp.guid = prosperon.guid();
allsprites[sp.guid] = sp;
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if (component.sprite.make_hook) component.sprite.make_hook(sp);
sprite_addbucket(sp);
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return sp;
}
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sprite.shade = [1,1,1,1];
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Object.mixin(os.make_seg2d(), {
sync() { this.set_endpoints(this.points[0], this.points[1]); }
});
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/* sprite anim returns a data structure for the given file path
frames: array of frames
rect: frame rectangle
time: miliseconds to hold the frame for
loop: true if it should be looped
*/
var animcache = {};
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var SpriteAnim = {};
SpriteAnim.make = function(path) {
var anim;
if (io.exists(path.set_ext(".ase")))
anim = SpriteAnim.aseprite(path.set_ext(".ase"));
else if (io.exists(path.set_ext(".json")))
anim = SpriteAnim.aseprite(path.set_ext(".json"));
else if (path.ext() === 'ase')
anim = SpriteAnim.aseprite(path);
else if (path.ext() === 'gif')
anim = SpriteAnim.gif(path);
else
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anim = undefined;
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animcache[path] = anim;
return animcache[path];
};
SpriteAnim.gif = function(path) {
var anim = {};
anim.frames = [];
anim.path = path;
var tex = game.texture(path);
var frames = tex.frames;
if (frames === 1) return undefined;
var yslice = 1/frames;
for (var f = 0; f < frames; f++) {
var frame = {};
frame.rect = {
x: 0,
w: 1,
y: yslice*f,
h: yslice
};
frame.time = 0.05;
anim.frames.push(frame);
}
var times = tex.delays;
for (var i = 0; i < frames; i++)
anim.frames[i].time = times[i]/1000;
anim.loop = true;
var dim = [tex.width,tex.height];
dim.y /= frames;
anim.dim = dim;
return {0:anim};
};
SpriteAnim.strip = function(path, frames, time=0.05) {
var anim = {};
anim.frames = [];
anim.path = path;
var xslice = 1/frames;
for (var f = 0; f < frames; f++) {
var frame = {};
frame.rect = {s0:xslice*f, s1: xslice*(f+1), t0:0, t1:1};
frame.time = time;
anim.frames.push(frame);
}
anim.dim = Resources.texture.dimensions(path);
anim.dim.x /= frames;
return anim;
};
SpriteAnim.aseprite = function(path) {
function aseframeset2anim(frameset, meta) {
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var anim = {};
anim.frames = [];
anim.path = path.folder() + meta.image;
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var dim = meta.size;
var ase_make_frame = function(ase_frame) {
var f = ase_frame.frame;
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var frame = {};
frame.rect = {
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x: f.x/dim.w,
w: f.w/dim.w,
y: f.y/dim.h,
h: f.h/dim.h
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};
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frame.time = ase_frame.duration / 1000;
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anim.frames.push(frame);
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};
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frameset.forEach(ase_make_frame);
anim.dim = frameset[0].sourceSize;
anim.loop = true;
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return anim;
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};
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var data = json.decode(io.slurp(path));
if (!data?.meta?.app.includes("aseprite")) return;
var anims = {};
var frames = Array.isArray(data.frames) ? data.frames : Object.values(data.frames);
var f = 0;
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if (!data.meta.frameTags || data.meta.frameTags.length === 0) {
anims[0] = aseframeset2anim(frames, data.meta);
return anims;
}
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for (var tag of data.meta.frameTags) {
anims[tag.name] = aseframeset2anim(frames.slice(tag.from, tag.to+1), data.meta);
anims[f] = anims[tag.name];
f++;
}
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return anims;
};
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SpriteAnim.validate = function(anim) {
if (!Object.isObject(anim)) return false;
if (typeof anim.path !== 'string') return false;
if (typeof anim.dim !== 'object') return false;
return true;
};
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SpriteAnim.find = function(path) {
if (!io.exists(path + ".asset")) return;
var asset = JSON.parse(io.slurp(path + ".asset"));
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};
SpriteAnim.doc = 'Functions to create Primum animations from varying sources.';
SpriteAnim.gif.doc = 'Convert a gif.';
SpriteAnim.strip.doc = 'Given a path and number of frames, converts a horizontal strip animation, where each cell is the same width.'
SpriteAnim.aseprite.doc = 'Given an aseprite json metadata, returns an object of animations defined in the aseprite file.';
SpriteAnim.find.doc = 'Given a path, find the relevant animation for the file.';
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var collider2d = {};
collider2d.inputs = {};
collider2d.inputs['M-s'] = function() { this.sensor = !this.sensor; }
collider2d.inputs['M-s'].doc = "Toggle if this collider is a sensor.";
collider2d.inputs['M-t'] = function() { this.enabled = !this.enabled; }
collider2d.inputs['M-t'].doc = "Toggle if this collider is enabled.";
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Object.mix(os.make_poly2d(), {
boundingbox() {
return bbox.frompoints(this.spoints());
},
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/* EDITOR */
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spoints() {
var spoints = this.points.slice();
if (this.flipx) {
spoints.forEach(function(x) {
var newpoint = x.slice();
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newpoint.x = -newpoint.x;
spoints.push(newpoint);
});
}
if (this.flipy) {
spoints.forEach(function(x) {
var newpoint = x.slice();
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newpoint.y = -newpoint.y;
spoints.push(newpoint);
});
}
return spoints;
},
gizmo() {
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this.spoints().forEach(x => render.point(this.gameobject.this2screen(x), 3, Color.green));
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this.points.forEach((x,i)=>render.coordinate(this.gameobject.this2screen(x)));
},
pick(pos) {
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if (!Object.hasOwn(this,'points'))
this.points = deep_copy(this.__proto__.points);
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var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.points);
var p = this.points[i];
if (p)
return make_point_obj(this, p);
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return undefined;
},
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});
function pointscaler(x) {
if (typeof x === 'number') return;
this.points = this.points.map(p => p.mult(x));
}
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Object.mixin(os.make_poly2d(), {
sync() {
this.setverts(this.points);
},
grow: pointscaler,
});
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var polyinputs = Object.create(collider2d.inputs);
os.make_poly2d().inputs = polyinputs;
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polyinputs = {};
polyinputs.f10 = function() {
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this.points = Math.sortpointsccw(this.points);
};
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polyinputs.f10.doc = "Sort all points to be CCW order.";
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polyinputs['C-lm'] = function() {
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this.points.push(this.gameobject.world2this(input.mouse.worldpos()));
};
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polyinputs['C-lm'].doc = "Add a point to location of mouse.";
polyinputs.lm = function(){};
polyinputs.lm.released = function(){};
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polyinputs['C-M-lm'] = function() {
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var idx = Math.grab_from_points(input.mouse.worldpos(), this.points.map(p => this.gameobject.this2world(p)), 25);
if (idx === -1) return;
this.points.splice(idx, 1);
};
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polyinputs['C-M-lm'].doc = "Remove point under mouse.";
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polyinputs['C-b'] = function() {
this.points = this.spoints;
this.flipx = false;
this.flipy = false;
};
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polyinputs['C-b'].doc = "Freeze mirroring in place.";
var edge2d = {
dimensions:2,
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thickness:1,
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/* if type === -1, point to point */
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type: Spline.type.catmull,
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C: 1, /* when in bezier, continuity required. 0, 1 or 2. */
looped: false,
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angle: 0.5, /* smaller for smoother bezier */
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elasticity: 0,
friction: 0,
sync() {
var ppp = this.sample();
this.segs ??= [];
var count = ppp.length-1;
this.segs.length = count;
for (var i = 0; i < count; i++) {
this.segs[i] ??= os.make_seg2d(this.body);
this.segs[i].set_endpoints(ppp[i],ppp[i+1]);
this.segs[i].set_neighbors(ppp[i],ppp[i+1]);
this.segs[i].radius = this.thickness;
this.segs[i].elasticity = this.elasticity;
this.segs[i].friction = this.friction;
this.segs[i].collide = this.collide;
}
},
flipx: false,
flipy: false,
hollow: false,
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hollowt: 0,
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spoints() {
if (!this.points) return [];
var spoints = this.points.slice();
if (this.flipx) {
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if (Spline.is_bezier(this.type))
spoints.push(Vector.reflect_point(spoints.at(-2), spoints.at(-1)));
for (var i = spoints.length-1; i >= 0; i--) {
var newpoint = spoints[i].slice();
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newpoint.x = -newpoint.x;
spoints.push(newpoint);
}
}
if (this.flipy) {
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if (Spline.is_bezier(this.type))
spoints.push(Vector.reflect(point(spoints.at(-2),spoints.at(-1))));
for (var i = spoints.length-1; i >= 0; i--) {
var newpoint = spoints[i].slice();
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newpoint.y = -newpoint.y;
spoints.push(newpoint);
}
}
if (this.hollow) {
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var hpoints = vector.inflate(spoints, this.hollowt);
if (hpoints.length === spoints.length) return spoints;
var arr1 = hpoints.filter(function(x,i) { return i % 2 === 0; });
var arr2 = hpoints.filter(function(x,i) { return i % 2 !== 0; });
return arr1.concat(arr2.reverse());
}
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if (this.looped)
spoints = spoints.wrapped(1);
return spoints;
},
post() {
this.points = [];
},
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sample() {
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var spoints = this.spoints();
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if (spoints.length === 0) return [];
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if (this.type === -1) {
if (this.looped) spoints.push(spoints[0]);
return spoints;
}
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if (this.type === Spline.type.catmull) {
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if (this.looped)
spoints = Spline.catmull_loop(spoints);
else
spoints = Spline.catmull_caps(spoints);
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return Spline.sample_angle(this.type, spoints,this.angle);
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}
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if (this.looped && Spline.is_bezier(this.type))
spoints = Spline.bezier_loop(spoints);
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return Spline.sample_angle(this.type, spoints, this.angle);
},
boundingbox() { return bbox.frompoints(this.points.map(x => x.scale(this.gameobject.scale))); },
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/* EDITOR */
gizmo() {
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if (this.type === Spline.type.catmull || this.type === -1) {
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this.spoints().forEach(x => render.point(this.gameobject.this2screen(x), 3, Color.teal));
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this.points.forEach((x,i) => render.coordinate(this.gameobject.this2screen(x)));
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} else {
for (var i = 0; i < this.points.length; i += 3)
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render.coordinate(this.gameobject.this2screen(this.points[i]), 1, Color.teal);
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for (var i = 1; i < this.points.length; i+=3) {
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render.coordinate(this.gameobject.this2screen(this.points[i]), 1, Color.green);
render.coordinate(this.gameobject.this2screen(this.points[i+1]), 1, Color.green);
render.line([this.gameobject.this2screen(this.points[i-1]), this.gameobject.this2screen(this.points[i])], Color.yellow);
render.line([this.gameobject.this2screen(this.points[i+1]), this.gameobject.this2screen(this.points[i+2])], Color.yellow);
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}
}
},
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finish_center(change) { this.points = this.points.map(function(x) { return x.sub(change); }); },
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pick(pos) {
var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.points);
var p = this.points[i];
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if (!p) return undefined;
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if (Spline.is_catmull(this.type) || this.type === -1)
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return make_point_obj(this,p);
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var that = this.gameobject;
var me = this;
if (p) {
var o = {
pos: p,
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sync: me.sync.bind(me)
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};
if (Spline.bezier_is_handle(this.points,i))
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o.move = function(d) {
d = that.dir_world2this(d);
p.x += d.x;
p.y += d.y;
Spline.bezier_cp_mirror(me.points,i);
};
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else
o.move = function(d) {
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d = that.dir_world2this(d);
p.x += d.x;
p.y += d.y;
var pp = Spline.bezier_point_handles(me.points,i);
pp.forEach(ph => me.points[ph] = me.points[ph].add(d));
}
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return o;
}
},
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rm_node(idx) {
if (idx < 0 || idx >= this.points.length) return;
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if (Spline.is_catmull(this.type))
this.points.splice(idx,1);
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if (Spline.is_bezier(this.type)) {
assert(Spline.bezier_is_node(this.points, idx), 'Attempted to delete a bezier handle.');
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if (idx === 0)
this.points.splice(idx,2);
else if (idx === this.points.length-1)
this.points.splice(this.points.length-2,2);
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else
this.points.splice(idx-1,3);
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}
},
add_node(pos) {
pos = this.gameobject.world2this(pos);
var idx = 0;
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if (Spline.is_catmull(this.type) || this.type === -1) {
if (this.points.length >= 2)
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idx = physics.closest_point(pos, this.points, 400);
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if (idx === this.points.length)
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this.points.push(pos);
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else
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this.points.splice(idx, 0, pos);
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}
if (Spline.is_bezier(this.type)) {
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idx = physics.closest_point(pos, Spline.bezier_nodes(this.points),400);
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if (idx < 0) return;
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if (idx === 0) {
this.points.unshift(pos.slice(), pos.add([-100,0]), Vector.reflect_point(this.points[1], this.points[0]));
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return;
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}
if (idx === Spline.bezier_node_count(this.points)) {
this.points.push(Vector.reflect_point(this.points.at(-2), this.points.at(-1)), pos.add([-100,0]), pos.slice());
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return;
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}
idx = 2 + (idx-1)*3;
var adds = [pos.add([100,0]), pos.slice(), pos.add([-100,0])];
this.points.splice(idx, 0, ...adds);
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}
},
pick_all() {
var picks = [];
this.points.forEach(x =>picks.push(make_point_obj(this,x)));
return picks;
},
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};
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component.edge2d = function(obj) {
if (!obj.body) obj.rigidify();
var edge = Object.create(edge2d);
edge.body = obj.body;
return edge;
}
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edge2d.spoints.doc = "Returns the controls points after modifiers are applied, such as it being hollow or mirrored on its axises.";
edge2d.inputs = {};
edge2d.inputs.h = function() { this.hollow = !this.hollow; };
edge2d.inputs.h.doc = "Toggle hollow.";
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edge2d.inputs['C-g'] = function() { if (this.hollowt > 0) this.hollowt--; };
edge2d.inputs['C-g'].doc = "Thin the hollow thickness.";
edge2d.inputs['C-g'].rep = true;
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edge2d.inputs['C-f'] = function() { this.hollowt++; };
edge2d.inputs['C-f'].doc = "Increase the hollow thickness.";
edge2d.inputs['C-f'].rep = true;
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edge2d.inputs['M-v'] = function() { if (this.thickness > 0) this.thickness--; };
edge2d.inputs['M-v'].doc = "Decrease spline thickness.";
edge2d.inputs['M-v'].rep = true;
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edge2d.inputs['C-y'] = function() {
this.points = this.spoints();
this.flipx = false;
this.flipy = false;
this.hollow = false;
};
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edge2d.inputs['C-y'].doc = "Freeze mirroring,";
edge2d.inputs['M-b'] = function() { this.thickness++; };
edge2d.inputs['M-b'].doc = "Increase spline thickness.";
edge2d.inputs['M-b'].rep = true;
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edge2d.inputs.plus = function() {
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if (this.angle <= 1) {
this.angle = 1;
return;
}
this.angle *= 0.9;
};
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edge2d.inputs.plus.doc = "Increase the number of samples of this spline.";
edge2d.inputs.plus.rep = true;
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edge2d.inputs.minus = function() { this.angle *= 1.1; };
edge2d.inputs.minus.doc = "Decrease the number of samples on this spline.";
edge2d.inputs.minus.rep = true;
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edge2d.inputs['C-r'] = function() { this.points = this.points.reverse(); };
edge2d.inputs['C-r'].doc = "Reverse the order of the spline's points.";
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edge2d.inputs['C-l'] = function() { this.looped = !this.looped};
edge2d.inputs['C-l'].doc = "Toggle spline being looped.";
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edge2d.inputs['C-c'] = function() {
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switch(this.type) {
case Spline.type.bezier:
this.points = Spline.bezier2catmull(this.points);
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break;
}
this.type = Spline.type.catmull;
};
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edge2d.inputs['C-c'].doc = "Set type of spline to catmull-rom.";
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edge2d.inputs['C-b'] = function() {
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switch(this.type) {
case Spline.type.catmull:
this.points = Spline.catmull2bezier(Spline.catmull_caps(this.points));
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break;
}
this.type = Spline.type.bezier;
};
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edge2d.inputs['C-o'] = function() { this.type = -1; };
edge2d.inputs['C-o'].doc = "Set spline to linear.";
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edge2d.inputs['C-M-lm'] = function() {
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if (Spline.is_catmull(this.type)) {
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var idx = Math.grab_from_points(input.mouse.worldpos(), this.points.map(p => this.gameobject.this2world(p)), 25);
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if (idx === -1) return;
} else {
}
this.points = this.points.newfirst(idx);
};
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edge2d.inputs['C-M-lm'].doc = "Select the given point as the '0' of this spline.";
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edge2d.inputs['C-lm'] = function() { this.add_node(input.mouse.worldpos()); }
edge2d.inputs['C-lm'].doc = "Add a point to the spline at the mouse position.";
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edge2d.inputs['C-M-lm'] = function() {
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var idx = -1;
if (Spline.is_catmull(this.type))
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idx = Math.grab_from_points(input.mouse.worldpos(), this.points.map(p => this.gameobject.this2world(p)), 25);
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else {
var nodes = Spline.bezier_nodes(this.points);
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idx = Math.grab_from_points(input.mouse.worldpos(), nodes.map(p => this.gameobject.this2world(p)), 25);
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idx *= 3;
}
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this.rm_node(idx);
};
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edge2d.inputs['C-M-lm'].doc = "Remove point from the spline.";
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edge2d.inputs.lm = function(){};
edge2d.inputs.lm.released = function(){};
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edge2d.inputs.lb = function() {
var np = [];
this.points.forEach(function(c) {
np.push(Vector.rotate(c, Math.deg2rad(-1)));
});
this.points = np;
};
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edge2d.inputs.lb.doc = "Rotate the points CCW.";
edge2d.inputs.lb.rep = true;
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edge2d.inputs.rb = function() {
var np = [];
this.points.forEach(function(c) {
np.push(Vector.rotate(c, Math.deg2rad(1)));
});
this.points = np;
};
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edge2d.inputs.rb.doc = "Rotate the points CW.";
edge2d.inputs.rb.rep = true;
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/* CIRCLE */
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function shape_maker(maker) {
return function(obj) {
if (!obj.body) obj.rigidify();
return maker(obj.body);
}
}
component.circle2d = shape_maker(os.make_circle2d);
component.poly2d = shape_maker(os.make_poly2d);
component.seg2d = shape_maker(os.make_seg2d);
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Object.mix(os.make_circle2d(), {
boundingbox() { return bbox.fromcwh(this.offset, [this.radius,this.radius]); },
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set scale(x) { this.radius = x; },
get scale() { return this.radius; },
get pos() { return this.offset; },
set pos(x) { this.offset = x; },
grow(x) {
if (typeof x === 'number') this.scale *= x;
else if (typeof x === 'object') this.scale *= x[0];
},
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});
return {component, SpriteAnim};