prosperon/scripts/entity.js

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function obj_unique_name(name, obj)
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{
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 gameobject_impl = {
get pos() {
Debug.assert(this.master, `Entity ${this.toString()} has no master.`);
return this.master.world2this(this.worldpos());
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},
set pos(x) {
Debug.assert(this.master, `Entity ${this.toString()} has no master.`);
this.set_worldpos(this.master.this2world(x));
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},
get angle() {
Debug.assert(this.master, `No master set on ${this.toString()}`);
return this.worldangle() - this.master.worldangle();
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},
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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.master.worldangle());
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},
get scale() {
Debug.assert(this.master, `No master set on ${this.toString()}`);
var pscale = [1,1,1];
return this.gscale().map((x,i) => x/(this.master.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.grow(pct);
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/* TRANSLATE ALL SUB OBJECTS */
this.objects.forEach(obj => {
obj.grow(pct);
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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); },
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get layer() { return cmd(77,this.body); },
set warp_layer(x) { cmd(251, this.body,x); },
get warp_layer() { return cmd(252, this.body); },
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set mass(x) { set_body(7,this.body,x); },
get mass() {
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if (!(this.phys === physics.dynamic))
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return undefined;
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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 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) {
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console.error("Cannot set moment of inertia to 0 or less.");
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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();
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this._ed.dirty = !Object.empty(this._ed.urdiff);
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return; // TODO: IMPLEMENT
var lur = ur[this.master.ur];
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if (!lur) return;
var lur = lur.objects[this.toString()];
var d = ediff(this._ed.urdiff,lur);
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if (!d || Object.empty(d))
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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;
},
urstr() {
if (this._ed.dirty) return "*"+this.ur;
return this.ur;
},
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full_path() {
return this.path_from(world);
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},
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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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p.max_force = 500;
p.break();
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},
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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.master;
while (c && c !== o && c !== world) {
p = c.toString() + "." + p;
c = c.master;
}
if (c === world) p = "world." + p;
return p;
},
clear() {
for (var k in this.objects) {
this.objects[k].kill();
};
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;
},
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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return;
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this.crying = audio.sound.play(file, audio.sound.bus.sfx);
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var killfn = () => {this.crying = undefined; console.warn("killed"); }
this.crying.hook = killfn;
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return killfn;
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},
set torque(x) { if (!(x >= 0 && x <= Infinity)) return; cmd(153, this.body, x); },
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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worldpos() { return q_body(1,this.body); },
set_worldpos(x) {
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var poses = this.objects.map(x => x.pos);
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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screenpos() { return Window.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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get_ur() {
// if (this.ur === 'empty') return undefined;
return Object.access(ur,this.ur);
},
/* spawn an entity
text can be:
the file path of a script
an ur object
nothing
*/
spawn(text) {
var ent = Object.create(gameobject);
if (typeof text === 'object')
text = text.name;
if (typeof text === 'undefined')
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ent.ur = "empty";
else if (typeof text !== 'string') {
console.error(`Must pass in an ur type or a string to make an entity.`);
return;
} else {
if (Object.access(ur,text))
ent.ur = text;
else if (io.exists(text))
ent.ur = "script";
else {
console.warn(`Cannot make an entity from '${text}'. Not a valid ur.`);
return;
}
}
Object.mixin(ent,gameobject_impl);
ent.body = make_gameobject();
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ent.warp_layer = [true];
ent.phys = 2;
ent.components = {};
ent.objects = {};
ent.timers = [];
ent.reparent(this);
ent._ed = {
selectable: true,
dirty: false,
inst: false,
urdiff: {},
};
cmd(113, ent.body, ent); // set the internal obj reference to this obj
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Object.hide(ent, 'ur', 'body', 'components', 'objects', '_ed', 'timers', 'master');
if (ent.ur === 'empty') {
if (!ur.empty.proto) ur.empty.proto = json.decode(json.encode(ent));
return ent;
}
if (ent.ur === 'script')
eval_env(io.slurp(text), ent, ent.ur);
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else
apply_ur(ent.ur, ent);
for (var [prop,p] of Object.entries(ent)) {
if (!p) continue;
if (typeof p !== 'object') continue;
if (component.isComponent(p)) continue;
if (!p.comp) continue;
ent[prop] = component[p.comp].make(ent);
Object.merge(ent[prop], p);
ent.components[prop] = ent[prop];
};
check_registers(ent);
ent.components.forEach(function(x) {
if (typeof x.collide === 'function')
register_collide(1, x.collide.bind(x), ent.body, x.shape);
});
if (typeof ent.load === 'function') ent.load();
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if (Game.playing())
if (typeof ent.start === 'function') ent.start();
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var mur = ent.get_ur();
if (mur && !mur.proto)
mur.proto = json.decode(json.encode(ent));
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ent.sync();
if (!Object.empty(ent.objects)) {
var o = ent.objects;
delete ent.objects;
for (var i in o) {
say(`MAKING ${i}`);
var n = ent.spawn(ur[o[i].ur]);
ent.rename_obj(n.toString(), i);
delete o[i].ur;
Object.assign(n, o[i]);
}
}
return ent;
},
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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 ${this.toString()} to nothing.`);
if (this.master === parent) {
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console.warn("not reparenting ...");
console.warn(`${this.master} is the same as ${parent}`);
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return;
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}
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this.master?.remove_obj(this);
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this.master = parent;
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function unique_name(list, name) {
name ??= "new_object";
var str = name.replaceAll('.', '_');
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var n = 1;
var t = str;
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while (list.indexOf(t) !== -1) {
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t = str + n;
n++;
}
return t;
};
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var name = unique_name(Object.keys(parent.objects), this.ur);
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parent.objects[name] = this;
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()];
delete this[obj.toString()];
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},
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components: {},
objects: {},
master: 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); },
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this2screen(pos) { return Window.world2screen(this.this2world(pos)); },
screen2this(pos) { return this.world2this(Window.screen2world(pos)); },
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?.());},
show() { this.components.forEach(function(x) { x.show?.(); }); this.objects.forEach(function(x) { x.show?.(); }); },
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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); },
grow(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() {
var jobj = this.json_obj();
var lobj = this.master.__proto__.objects[this.toString()];
delete jobj.objects;
Object.keys(jobj).forEach(function(x) {
if (lobj && x in lobj)
this[x] = lobj[x];
else
this[x] = this.__proto__[x];
}, this);
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this.sync();
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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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},
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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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},
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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
});
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();
boxes.forEach(function(x) { bb = bbox.expand(bb, x); });
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bb = bbox.move(bb, this.pos);
return bb ? bb : bbox.fromcwh([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 u = this.get_ur();
if (!u) return {};
var proto = u.proto;
var thiso = json.decode(json.encode(this)); // TODO: SLOW. Used to ignore properties in toJSON of components.
var d = ediff(thiso,proto);
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d ??= {};
var objects = {};
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, proto.objects);
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if (odiff)
d.objects = curobjs;
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delete d.pos;
delete d.angle;
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delete d.scale;
delete d.velocity;
delete d.angularvelocity;
return d;
},
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/* The object needed to store an object as an instance of a master */
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instance_obj() {
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var t = this.transform();
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t.ur = this.ur;
return t;
},
proto() {
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var u = this.get_ur();
if (!u) return {};
return u.proto;
},
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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;
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 */
phys_obj() {
var phys = {};
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phys.velocity = this.velocity;
phys.angularvelocity = this.angularvelocity;
return phys;
},
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dup(diff) {
var n = this.master.spawn(this.__proto__);
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Object.totalmerge(n, this.instance_obj());
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return n;
},
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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 = [];
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Event.rm_obj(this);
Player.do_uncontrol(this);
register_collide(2, undefined, this.body);
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if (this.master) {
this.master.remove_obj(this);
this.master = undefined;
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}
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if (this.__proto__.instances)
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delete this.__proto__.instances[this.toString()];
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for (var key in this.components) {
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;
if (typeof this.stop === 'function') this.stop();
if (typeof this.die === 'function') this.die();
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},
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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_objs(objs) {
for (var prop in objs) {
say(`spawning ${json.encode(objs[prop])}`);
var newobj = this.spawn(objs[prop]);
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}
},
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rename_obj(name, newname) {
if (!this.objects[name]) {
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console.warn(`No object with name ${name}. Could not rename to ${newname}.`);
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return;
}
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if (name === newname) {
Object.hide(this, name);
return;
}
if (this.objects[newname])
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return;
this.objects[newname] = this.objects[name];
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];
delete this[name];
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return this.objects[newname];
},
add_component(comp, data, name) {
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data ??= undefined;
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if (typeof comp.make !== 'function') return;
name ??= comp.toString();
name = obj_unique_name(name, 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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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.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 master.",
angle: "Rotation of this object, relative to its master.",
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 master.",
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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.",
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.`,
mass: `The higher the mass of the object, the less forces will affect it.`,
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phys: `Set to 0, 1, or 2, representing dynamic, kinematic, and static.`,
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.',
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.`,
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.',
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.`,
master: "The entity this entity belongs to.",
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delay: 'Run the given function after the given number of seconds has elapsed.',
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.',
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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.',
layer: 'Bitmask for collision layers.',
draw_layer: 'Layer for drawing. Higher numbers draw above lower ones.',
warp_layer: 'Bitmask for selecting what warps should affect this entity.',
};
global.ur = {};
if (io.exists(".prosperon/ur.json"))
ur = json.decode(io.slurp(".prosperon/ur.json"));
else {
ur = {};
ur._list = [];
}
/* UR OBJECT
ur {
name: fully qualified name of ur
text: file path to the script
data: file path to data
proto: resultant object of a freshly made entity
}
*/
/* Apply an ur u to an entity e */
/* u is given as */
function apply_ur(u, e)
{
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say(`applying ur ${u}`);
if (typeof u !== 'string') {
console.warn("Must give u as a string.");
return;
}
var urs = u.split('.');
var config = {};
var topur = ur;
for (var i = 0; i < urs.length; i++) {
topur = topur[urs[i]];
if (!topur) {
console.warn(`Ur given by ${u} does not exist. Stopped at ${urs[i]}.`);
return;
}
if (topur.text) {
var script = Resources.replstrs(topur.text);
eval_env(script, e, topur.text);
}
if (topur.data) {
var jss = Resources.replstrs(topur.data);
Object.merge(config, json.decode(jss));
}
}
Object.merge(e, config);
}
function file2fqn(file)
{
var fqn = file.strip_ext();
if (fqn.folder_same_name())
fqn = fqn.up_path();
fqn = fqn.replace('/','.');
var topur;
if (topur = Object.access(ur,fqn)) return topur;
var fqnlast = fqn.split('.').last();
if (topur = Object.access(ur,fqn.tolast('.'))) {
topur[fqnlast] = {
name: fqn
};
ur._list.push(fqn);
return Object.access(ur,fqn);
}
fqn = fqnlast;
ur[fqn] = {
name: fqn
};
ur._list.push(fqn);
return ur[fqn];
}
Game.loadurs = function() {
ur = {};
ur._list = [];
/* FIND ALL URS IN A PROJECT */
for (var file of io.glob("**.jso")) {
if (file[0] === '.' || file[0] === '_') continue;
var topur = file2fqn(file);
topur.text = file;
}
for (var file of io.glob("**.json")) {
if (file[0] === '.' || file[0] === '_') continue;
var topur = file2fqn(file);
topur.data = file;
}
ur.empty = {
name: "empty"
};
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};
return {
gameobject
}