prosperon/scripts/entity.js

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function grab_from_points(pos, points, slop) {
var shortest = slop;
var idx = -1;
points.forEach(function(x,i) {
if (Vector.length(pos.sub(x)) < shortest) {
shortest = Vector.length(pos.sub(x));
idx = i;
}
});
return idx;
};
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var actor = {};
actor.spawn = function(ur, config){};
actor.die = function(actor){};
actor.kill = function(actor){};
actor.delay = function(fn, seconds) {};
actor.clock = function(fn){};
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var gameobject = {
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impl: {
full_path() {
return this.path_from(Primum);
},
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;
},
clear() {
for (var k in this.objects) {
Log.info(`Killing ${k}`);
this.objects[k].kill();
};
this.objects = {};
},
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timers:[],
delay(fn, seconds) {
var t = timer.oneshot(fn, seconds, this, false);
this.timers.push(t);
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return function() { t.kill(); };
},
set max_velocity(x) { cmd(151, this.body, x); },
get max_velocity() { return cmd(152, this.body); },
set max_angularvelocity(x) { cmd(154, this.body, Math.deg2rad(x)); },
get max_angularvelocity() { return Math.rad2deg(cmd(155, this.body)); },
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) { cmd(36,this.body,x) },
get scale() {
if (!this.level) return this.gscale();
return this.gscale()/this.level.gscale();
},
set scale(x) {
if (this.level)
x *= this.level.gscale();
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var pct = x/this.gscale();
cmd(36, this.body, x);
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this.objects?.forEach(function(obj) {
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obj.sgscale(obj.gscale()*pct);
obj.pos = obj.pos.scale(pct);
});
},
get flipx() { return cmd(104,this.body); },
set flipx(x) {
cmd(55, this.body, x);
return;
this.objects.forEach(function(obj) {
obj.flipx = !obj.flipx;
var rp = obj.pos;
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obj.pos = [-rp.x, rp.y].add(this.worldpos());
obj.angle = -obj.angle;
},this);
},
get flipy() { return cmd(105,this.body); },
set flipy(x) {
cmd(56, this.body, x);
return;
this.objects.forEach(function(obj) {
var rp = obj.pos;
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obj.pos = [rp.x, -rp.y].add(this.worldpos());
obj.angle = -obj.angle;
},this);
},
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set pos(x) {
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this.set_worldpos(Vector.rotate(x.scale(this.level.gscale()),Math.deg2rad(this.level.worldangle())).add(this.level.worldpos()));
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},
get pos() {
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if (!this.level) return this.worldpos();
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var offset = this.worldpos().sub(this.level.worldpos());
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offset = Vector.rotate(offset, -Math.deg2rad(this.level.angle));
offset = offset.scale(1/this.level.gscale());
return offset;
},
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get elasticity() { return cmd(107,this.body); },
set elasticity(x) { cmd(106,this.body,x); },
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get friction() { return cmd(109,this.body); },
set friction(x) { cmd(108,this.body,x); },
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);
},
set gravity(x) { cmd(158,this.body, x); },
get gravity() { return cmd(159,this.body); },
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set phys(x) { set_body(1, this.body, x); },
get phys() { return q_body(0,this.body); },
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// set mask(x) { cmd(41, this.body, x); },
// get mask() { return cmd(43, this.body); },
// set category(x) { cmd(40, this.body, x); },
// get category() { return cmd(42, this.body); },
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get velocity() { return q_body(3, this.body); },
set velocity(x) { set_body(9, this.body, x); },
get angularvelocity() { return Math.rad2deg(q_body(4, this.body)); },
set angularvelocity(x) { set_body(8, this.body, Math.deg2rad(x)); },
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worldpos() { return q_body(1,this.body); },
set_worldpos(x) {
var diff = x.sub(this.worldpos());
this.objects.forEach(function(x) { x.set_worldpos(x.worldpos().add(diff)); });
set_body(2,this.body,x);
},
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worldangle() { return Math.rad2deg(q_body(2,this.body))%360; },
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sworldangle(x) { set_body(0,this.body,Math.deg2rad(x)); },
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get angle() {
if (!this.level) return this.worldangle();
return this.worldangle() - this.level.worldangle();
},
set angle(x) {
var diff = x - this.angle;
var thatpos = this.pos;
this.objects.forEach(function(x) {
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x.rotate(diff);
// x.angle = x.angle + diff;
var opos = x.pos;
var r = Vector.length(opos);
var p = Math.rad2deg(Math.atan2(opos.y, opos.x));
p += diff;
p = Math.deg2rad(p);
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x.pos = [r*Math.cos(p), r*Math.sin(p)];
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});
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set_body(0,this.body, Math.deg2rad(x - this.level.worldangle()));
},
rotate(x) {
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this.sworldangle(this.worldangle()+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) {
if (typeof ur === 'string')
ur = prototypes.get_ur(ur);
if (!ur) {
Log.error("Failed to make UR from " + ur);
return undefined;
}
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var go = ur.make(this, data);
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Object.hide(this, go.toString());
return go;
},
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/* Reparent 'this' to be 'parent's child */
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reparent(parent) {
if (this.level === parent)
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return;
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;
while (t in list) {
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t = str + n;
n++;
}
return t;
};
var name = unique_name(parent, 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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},
},
draw_layer: 1,
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components: {},
objects: {},
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level: undefined,
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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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); },
torque(val) { cmd(153, this.body, val); },
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world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body,pos); },
set layer(x) { cmd(75,this.body,x); },
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get layer() { cmd(77,this.body); },
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alive() { return this.body >= 0; },
in_air() { return q_body(7, this.body);},
on_ground() { return !this.in_air(); },
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hide() { this.components.forEach(function(x) { x.hide(); }); this.objects.forEach(function(x) { x.hide(); }); },
show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
get_relangle() {
if (!this.level) return this.angle;
return this.angle - this.level.angle;
},
width() {
var bb = this.boundingbox();
return bb.r - bb.l;
},
height() {
var bb = this.boundingbox();
return bb.t-bb.b;
},
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move(vec) {
this.pos = this.pos.add(vec);
},
rotate(amt) {
this.angle += amt;
},
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/* Make a unique object the same as its prototype */
revert() {
var jobj = this.json_obj();
delete jobj.objects;
Object.keys(jobj).forEach(function(x) {
this[x] = this.__proto__[x];
}, 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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obj.components.forEach(function(x) {
if (typeof x.collide === 'function')
register_collide(1, x.collide, x, obj.body, x.shape);
});
},
pos: [0,0],
angle:0,
velocity:[0,0],
angularvelocity:0,
phys:Physics.static,
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flipx:false,
flipy:false,
scale:1,
elasticity:0.5,
friction:1,
gravity: true,
max_velocity: Infinity,
max_angularvelocity: Infinity,
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mass:1,
layer:0,
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worldpos() { return [0,0]; },
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save:true,
selectable:true,
ed_locked:false,
disable() { this.components.forEach(function(x) { x.disable(); });},
enable() { this.components.forEach(function(x) { x.enable(); });},
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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 = [];
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());
if (boxes.empty) return cwh2bb([0,0], [0,0]);
var bb = boxes[0];
boxes.forEach(function(x) {
bb = bb_expand(bb, x);
});
var cwh = bb2cwh(bb);
if (!bb) return;
if (this.flipx) cwh.c.x *= -1;
if (this.flipy) cwh.c.y *= -1;
cwh.c = cwh.c.add(this.pos);
bb = cwh2bb(cwh.c, cwh.wh);
return bb ? bb : cwh2bb([0,0], [0,0]);
},
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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;
delete d.velocity;
delete d.angularvelocity;
return d;
},
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full_obj() {
},
transform_obj() {
var t = this.json_obj();
Object.assign(t, this.transform());
return t;
},
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instance_obj() {
var t = this.transform_obj();
t.ur = this.ur;
return t;
},
ur_obj() {
var ur = this.json_obj();
for (var k in ur)
if (ur[k].ur)
delete ur[k];
return ur;
},
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make_ur() {
var thisur = this.json_obj();
thisur.pos = this.pos;
thisur.angle = this.angle;
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return thisur;
},
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transform() {
var t = {};
t.pos = this.pos.map(Number.prec);
t.angle = Number.prec(this.angle);
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return t;
},
phys_obj() {
var phys = {};
phys.velocity = this.velocity.map(Number.prec);
phys.angularvelocity = Number.prec(this.angularvelocity);
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.make_ur());
return n;
},
kill() {
if (this.body === -1) {
Log.warn(`Object is already dead!`);
return;
}
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// Register.endofloop(() => {
// cmd(2, this.body);
q_body(8,this.body);
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Game.unregister_obj(this);
this.timers.forEach(function(t) {
if (!t) return;
t.kill();
});
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if (this.level) {
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this.level.remove_obj(this);
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this.level = undefined;
}
Player.do_uncontrol(this);
Register.unregister_obj(this);
if (this.__proto__.instances)
this.__proto__.instances.remove(this);
this.body = -1;
for (var key in this.components) {
Register.unregister_obj(this.components[key]);
Log.info(`Destroying component ${key}`);
this.components[key].kill();
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this.components.gameobject = undefined;
}
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delete this.components;
this.clear();
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if (typeof this.stop === 'function')
this.stop();
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// });
},
up() { return [0,1].rotate(Math.deg2rad(this.angle));},
down() { return [0,-1].rotate(Math.deg2rad(this.angle));},
right() { return [1,0].rotate(Math.deg2rad(this.angle));},
left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
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make(level, data) {
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level ??= Primum;
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var obj = Object.create(this);
obj.make = undefined;
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obj.level = level;
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// obj.toJSON = obj.transform_obj;
if (this.instances)
this.instances.push(obj);
// Log.warn(`Made an object from ${this.toString()}`);
// Log.warn(this.instances.length);
obj.body = make_gameobject();
obj.components = {};
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obj.objects = {};
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assign_impl(obj, gameobject.impl);
obj._ed = {
selectable: true,
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check_dirty() {
this.urdiff = obj.json_obj();
this.dirty = !this.urdiff.empty;
if (!obj.level) return;
var lur = ur[obj.level.ur];
if (!lur) return;
var lur = lur.objects[obj.toString()];
var d = ediff(this.urdiff,lur);
if (!d || d.empty)
this.inst = true;
else
this.inst = false;
},
dirty: false,
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inst: false,
model: Object.create(this),
urdiff: {},
namestr() {
var s = obj.toString();
if (this.dirty)
if (this.inst) s += "#";
else s += "*";
return s;
},
};
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obj.ur = this.toString();
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Game.register_obj(obj);
cmd(113, obj.body, obj); // set the internal obj reference to this obj
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for (var prop in this) {
var p = this[prop];
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if (typeof p !== 'object') continue;
if (typeof p.make === 'function') {
obj[prop] = p.make(obj);
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obj.components[prop] = obj[prop];
}
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};
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if (this.objects)
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obj.make_objs(this.objects);
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obj.level = undefined;
obj.reparent(level);
Object.hide(obj, 'ur','body', 'components', 'objects', '_ed', 'level');
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);
if (typeof obj.warmup === 'function') obj.warmup();
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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;
}
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) {
if (typeof comp['comp'] !== 'string') return;
},
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register_hit(fn, obj) {
if (!obj)
obj = this;
Signal.obj_begin(fn, obj, this);
},
register_separate(fn, obj) {
if (!obj)
obj = this;
Signal.obj_separate(fn,obj,this);
},
}
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gameobject.impl.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.",
flipx: "Set the object to be flipped on its x axis.",
flipy: "Set the object to be 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.`,
gravity: 'True if this object should be affected by gravity.',
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.`,
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.`,
level: "The entity this entity belongs to.",
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delay: 'Run the given function after the given number of seconds has elapsed.',
};
/* Default objects */
var prototypes = {};
prototypes.ur_ext = ".jso";
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. */
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))) {
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) {
var upperpath = path.slice(0,-1);
upperur = prototypes.get_ur(upperpath.join('/'));
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if (!upperur) {
Log.error(`Attempted to create an UR ${urpath}, but ${upperpath} is not a defined UR.`);
return undefined;
}
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}
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var newur = {};
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file = file.replaceAll('.','/');
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);
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;
// var urs = urpath.split('.');
// var u = ur;
// for (var i = 0; i < urs.length; i++)
// u = u[urs[i]] = u[urs[i]] || newur;
//Object.dig(ur, urpath, newur);
return newur;
}
prototypes.from_file.doc = "Create a new ur-type from a given script file.";
prototypes.list = [];
prototypes.from_obj = function(name, obj)
{
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var newur = Object.copy(gameobject, obj);
prototypes.ur[name] = newur;
prototypes.list.push(name);
newur.toString = function() { return name; };
return prototypes.ur[name];
}
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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/* Returns an ur, or makes it, for any given type of path
could be a file on a disk like ball/big.js
could be an ur path like ball.big
*/
prototypes.get_ur = function(name)
{
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;
}
} else
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return prototypes.ur[urpath];
}
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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;
}
prototypes.generate_ur = function(path)
{
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); });
}
var ur = prototypes.ur;
prototypes.from_obj("camera2d", {
phys: Physics.kinematic,
speed: 300,
get zoom() {
var z = Game.native.y / Window.dimensions.y;
return cmd(135) / z;
},
set zoom(x) {
x = Math.clamp(x,0.1,10);
var z = Game.native.y / Window.dimensions.y;
z *= x;
cmd(62, z);
},
speedmult: 1.0,
selectable: false,
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body,pos); },
view2world(pos) {
return cmd(137,pos);
},
world2view(pos) {
return cmd(136,pos);
},
});
prototypes.from_obj("arena", {});
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prototypes.resavi = function(ur, path)
{
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 "";
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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}