Input and scripting documentation; level todos
This commit is contained in:
parent
521566c5b9
commit
172af950e8
2
Makefile
2
Makefile
|
@ -69,7 +69,7 @@ includeflag := $(addprefix -I, $(includeflag))
|
|||
WARNING_FLAGS = -Wall -Wno-incompatible-function-pointer-types -Wno-unused-function# -pedantic -Wextra -Wwrite-strings -Wno-incompatible-function-pointer-types -Wno-incompatible-pointer-types -Wno-unused-function
|
||||
|
||||
SEM = 0.0.1
|
||||
COM != git rev-parse --short HEAD
|
||||
COM != fossil describe
|
||||
VER = $(SEM)-$(COM)
|
||||
|
||||
COMPILER_FLAGS = $(includeflag) $(QFLAGS) -MD $(WARNING_FLAGS) -I. -DCP_USE_DOUBLES=0 -DTINYSPLINE_FLOAT_PRECISION -DVER=\"$(VER)\" -DINFO=\"$(INFO)\" -c $< -o $@
|
||||
|
|
152
docs/game.adoc
152
docs/game.adoc
|
@ -1,152 +0,0 @@
|
|||
= Yugine
|
||||
|
||||
The yugine essentially is made of a sequence of levels. Levels can be
|
||||
nested, they can be streamed in, or loaded one at a time. Levels are
|
||||
made of levels.
|
||||
|
||||
Different "modes" of using the engine has unique sequences of level
|
||||
loading orders. Each level has an associated script file. Level
|
||||
loading functions call the script file, as well as the level file. The
|
||||
level file can be considered to be a container of objects that the
|
||||
associated script file can access.
|
||||
|
||||
.Game start
|
||||
|
||||
* Engine scripts
|
||||
* config.js
|
||||
* game.lvl & game.js
|
||||
|
||||
.Editor
|
||||
|
||||
* Engine scripts
|
||||
* config.js
|
||||
* editor.js
|
||||
|
||||
.Editor play
|
||||
|
||||
* F5 debug.lvl
|
||||
** Used for custom debug level testing. If doesn't exist, game.lvl is loaded.
|
||||
* F6 game.lvl
|
||||
* F7 Currently edited level
|
||||
|
||||
While playing ...
|
||||
* F7 Stop
|
||||
|
||||
== Level model
|
||||
The game world is made up of objects. Levels are collections of
|
||||
objects. The topmost level is called "World". Objects are spawned into
|
||||
a specific level. If none are explicitly given, objects are spawned
|
||||
into World. Objects in turn are made up of components - sprites,
|
||||
colliders, and so on. Accessing an object might go like this:
|
||||
|
||||
World.level1.enemy1.sprite.path = "brick.png";
|
||||
|
||||
To set the image of enemy1 in level 1's sprite.
|
||||
|
||||
.Level functions
|
||||
,===
|
||||
name, description
|
||||
|
||||
levels, a list of all levels loaded in this one
|
||||
objects, a list of all objects belonging to this level (objects + levels)
|
||||
object_count, objects.length()
|
||||
spawn(type), creates an object from the supplied type in the level
|
||||
create(), creates an empty level inside of this one
|
||||
loadfile(file), loads file as a level inside of this one; returns it. Mainly for editor
|
||||
loadlevel(file), loads file as a level and does running required for gameplay
|
||||
load(level_json), clears this level and spawns all objects specified in the level_json
|
||||
clear(), kills all objects in this level
|
||||
kill(), cleans up the level and kills it
|
||||
|
||||
,===
|
||||
|
||||
.Objects
|
||||
Objects are things that exist in the game world.
|
||||
|
||||
,===
|
||||
name, description
|
||||
level, the level this object belongs to
|
||||
pos, the global position
|
||||
relpos, the position relative to its level
|
||||
angle, the global angle
|
||||
relangle, angle relative to its level
|
||||
velocity, velocity of the object
|
||||
angularvelocity, angular velocity of the object
|
||||
alive, true if the object is valid
|
||||
varname, the variable name of the object (used for friendly naming)
|
||||
friction, physics attribnute
|
||||
elasticity, physics attribute
|
||||
flipx, true if the object is flipped on its x axis
|
||||
flipy, true if the object is mirrored on its y axis
|
||||
body, the internal gameobject id of the object
|
||||
controlled, true if the object is controlled by something
|
||||
phys, set to dynamic; kinematic; or static; explained below
|
||||
moi, the moment of inertia of the object
|
||||
mass, mass of the object
|
||||
visible, true if the object is visible. Set to false to disable all visible features belonging to it
|
||||
in_air(), true if the object is not on the ground
|
||||
on_ground(), !in_air()
|
||||
layer, collision layer for the physics engine
|
||||
draw_layer, draw order. higher numbers draw on top of lower ones
|
||||
scale, change to make the object larger or smaller
|
||||
from, the object this object was created from
|
||||
boundingbox, the boundingbox of this object in world dimensions
|
||||
push(vec), push this object each frame with vec velocity
|
||||
width, the boundingbox defined width
|
||||
height, the boundingbox defined height
|
||||
kill, destroy the object
|
||||
stop, ???
|
||||
world2this(pos), return the pos in world coordinates to relative this object
|
||||
this2world(pos), return the pos in this coordinates relative to the world
|
||||
make(props, level), instantiate an object based on this, with additional props, in level
|
||||
,===
|
||||
|
||||
.Editor related object features
|
||||
,===
|
||||
gizmo, path to an image to draw in editor mode
|
||||
,===
|
||||
|
||||
.Functions for object control
|
||||
,===
|
||||
clone(name; ext), create a copy of this object and extend it with ext; does not spawn
|
||||
instadup(), create an exact duplicate of this object in the World
|
||||
revert(), remove everything that makes the object unique; make it exactly like what it was spawned from
|
||||
,===
|
||||
|
||||
.Physics
|
||||
All objects belong to the physics engine, but may be totally ignored by it.
|
||||
|
||||
,===
|
||||
static, does not and will not move
|
||||
dynamic, moves under the auspices of the physics engine
|
||||
kinematic, moves under the auspices of the player or other control mechanism
|
||||
,===
|
||||
|
||||
Physics properties work as such
|
||||
,===
|
||||
mass, affects how much a given force will move an object
|
||||
elasticity, affects momentum loss on collisions; multiplicative between two objects for each collision; 1 for no loss; 0 for total stoppage; >1 for a chaotic increasing entropy simulation
|
||||
friction, affects momentum loss when rubbing against another surface; multiplicative between the two objects
|
||||
,===
|
||||
|
||||
.Textures & images
|
||||
A sprite is a display of a specific texture in the game world. The
|
||||
underlying texture has values associated with it, like how it should
|
||||
be rendered: is it a sprite, is it a texture, does it have mipmaps,
|
||||
etc. Textures are all file based, and are only accessed through the
|
||||
explicit path to their associated image file.
|
||||
|
||||
.Finding & Addressing Objects
|
||||
|
||||
|
||||
.Editor & Debugging
|
||||
Although intertwined, debugging functions and the editor are separate entities.
|
||||
|
||||
..Debugging
|
||||
Debugging functions are mapped to the F buttons, and are always available during gameplay in a debug build. Pressing the F button toggles the feature; pressing it with ALT shows a legend for that feature; pressing it with CTRL shows additional info
|
||||
|
||||
,===
|
||||
F1, Draw physics info
|
||||
F3, Draw bounding boxes
|
||||
F12, Drawing gui debugging info
|
||||
,===
|
|
@ -59,9 +59,9 @@ Objects are things that exist in the game world.
|
|||
|
||||
|name| description|
|
||||
|---|---|
|
||||
|level| the level this object belongs to
|
||||
|level| the level this object belongs to|
|
||||
|pos| the global position|
|
||||
|relpos| the position relative to its level
|
||||
|relpos| the position relative to its level|
|
||||
angle| the global angle|
|
||||
|relangle| angle relative to its level|
|
||||
|velocity| velocity of the object|
|
||||
|
|
1
docs/input.md
Normal file
1
docs/input.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Yugine Input Guide
|
11
docs/scripting.md
Normal file
11
docs/scripting.md
Normal file
|
@ -0,0 +1,11 @@
|
|||
# Yugine Scripting Guide
|
||||
|
||||
All objects in the Yugine can have an associated script. This script can perform setup, teardown, and handles responses for the object.
|
||||
|
||||
|function|description|
|
||||
|---|---|
|
||||
|setup|called before the object is loaded|
|
||||
|start|called when the object is loaded|
|
||||
|update(dt)|called once per game frame|
|
||||
|physupdate(dt)|called once per physics tick|
|
||||
|stop|called when the object is killed|
|
|
@ -1323,7 +1323,7 @@ var Level = {
|
|||
},this);
|
||||
|
||||
//eval_filename(this.script, this.scriptfile);
|
||||
eval?.(this.script);
|
||||
eval(this.script);
|
||||
|
||||
if (typeof extern === 'object')
|
||||
Object.assign(this, extern);
|
||||
|
@ -1406,7 +1406,9 @@ var Level = {
|
|||
|
||||
var savereturn = JSON.stringify(this.objects, replacer_empty_nil, 1);
|
||||
|
||||
if (this.flipx) {
|
||||
Log.warn(JSON.stringify(this));
|
||||
|
||||
if (this.flipx) {
|
||||
this.objects.forEach(function(obj) {
|
||||
this.mirror_x_obj(obj);
|
||||
}, this);
|
||||
|
@ -1436,6 +1438,7 @@ var Level = {
|
|||
obj.angle = -obj.angle;
|
||||
},
|
||||
|
||||
/* TODO: Remove this; make it work without */
|
||||
toJSON() {
|
||||
var obj = {};
|
||||
obj.file = this.file;
|
||||
|
@ -1483,6 +1486,11 @@ var Level = {
|
|||
},
|
||||
|
||||
spawn(prefab) {
|
||||
if (typeof prefab === 'string') {
|
||||
var newobj = this.addfile(prefab);
|
||||
return newobj;
|
||||
}
|
||||
|
||||
var newobj = prefab.make();
|
||||
newobj.defn('level', this);
|
||||
this.objects.push(newobj);
|
||||
|
@ -1492,6 +1500,12 @@ var Level = {
|
|||
return newobj;
|
||||
},
|
||||
|
||||
dup(level) {
|
||||
level ??= this.level;
|
||||
|
||||
Log.warn("Duplicating a level!");
|
||||
},
|
||||
|
||||
create() {
|
||||
var newlevel = Object.create(this);
|
||||
newlevel.objects = [];
|
||||
|
@ -1506,6 +1520,7 @@ var Level = {
|
|||
},
|
||||
|
||||
addfile(file) {
|
||||
/* TODO: Register this as a prefab for caching */
|
||||
var lvl = this.loadfile(file);
|
||||
this.objects.push(lvl);
|
||||
lvl.level = this;
|
||||
|
@ -2020,8 +2035,6 @@ var gameobject = {
|
|||
|
||||
stop() {},
|
||||
|
||||
|
||||
|
||||
kill() {
|
||||
if (this.body === -1) {
|
||||
Log.warn(`Object is already dead!`);
|
||||
|
|
Loading…
Reference in a new issue