Add vector swizzling; custom velocity function; per object gravity disabling; max velocities
This commit is contained in:
parent
5ee444465e
commit
1a6dbfaa88
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@ -573,14 +573,93 @@ function arrsetelem(str, n)
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Object.defineProperty(Array.prototype, str, setelem(n));
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}
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Object.defineProperty(Array.prototype, 'x', setelem(0));
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Object.defineProperty(Array.prototype, 'y', setelem(1));
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Object.defineProperty(Array.prototype, 'z', setelem(2));
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Object.defineProperty(Array.prototype, 'w', setelem(3));
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arrsetelem('r', 0);
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arrsetelem('g', 1);
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arrsetelem('b', 2);
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arrsetelem('a', 3);
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var arr_elems = ['x', 'y', 'z', 'w'];
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var quat_elems = ['i', 'j', 'k'];
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var color_elems = ['r', 'g', 'b', 'a'];
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arr_elems.forEach(function(x, i) { arrsetelem(x,i); });
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quat_elems.forEach(function(x, i) { arrsetelem(x,i); });
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color_elems.forEach(function(x, i) { arrsetelem(x,i); });
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var nums = [0,1,2,3];
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var swizz = [];
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for (var i of nums)
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for (var j of nums)
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swizz.push([i,j]);
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swizz.forEach(function(x) {
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var str = "";
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for (var i of x)
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str += arr_elems[i];
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Object.defineProperty(Array.prototype, str, {
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get() { return [this[x[0]], this[x[1]]]; },
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set(j) { this[x[0]] = j[0]; this[x[1]] = j[1]; },
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});
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str = "";
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for (var i of x) str += color_elems[i];
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Object.defineProperty(Array.prototype, str, {
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get() { return [this[x[0]], this[x[1]]]; },
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set(j) { this[x[0]] = j[0]; this[x[1]] = j[1]; },
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});
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});
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swizz = [];
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for (var i of nums)
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for (var j of nums)
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for (var k of nums)
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swizz.push([i,j,k]);
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swizz.forEach(function(x) {
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var str = "";
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for (var i of x)
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str += arr_elems[i];
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Object.defineProperty(Array.prototype, str, {
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get() { return [this[x[0]], this[x[1]], this[x[2]]]; },
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set(j) { this[x[0]] = j[0]; this[x[1]] = j[1]; this[x[2]] = j[2];},
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});
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str = "";
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for (var i of x) str += color_elems[i];
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Object.defineProperty(Array.prototype, str, {
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get() { return [this[x[0]], this[x[1]], this[x[2]]]; },
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set(j) { this[x[0]] = j[0]; this[x[1]] = j[1]; this[x[2]] = j[2];},
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});
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});
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swizz = [];
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for (var i of nums)
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for (var j of nums)
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for (var k of nums)
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for (var w of nums)
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swizz.push([i,j,k,w]);
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swizz.forEach(function(x) {
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var str = "";
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for (var i of x)
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str += arr_elems[i];
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Object.defineProperty(Array.prototype, str, {
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get() { return [this[x[0]], this[x[1]], this[x[2]], this[x[3]]];},
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set(j) { this[x[0]] = j[0]; this[x[1]] = j[1]; this[x[2]] = j[2]; this[x[3]] = j[3];},
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});
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str = "";
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for (var i of x) str += color_elems[i];
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Object.defineProperty(Array.prototype, str, {
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get() { return [this[x[0]], this[x[1]], this[x[2]], this[x[3]]];},
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set(j) { this[x[0]] = j[0]; this[x[1]] = j[1]; this[x[2]] = j[2]; this[x[3]] = j[3];},
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});
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});
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Object.defineProperty(Array.prototype, 'add', {
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value: function(b) {
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@ -560,6 +560,10 @@ component.edge2d = Object.copy(collider2d, {
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return spoints;
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},
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post() {
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this.cpoints = [];
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},
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sample(n) {
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var spoints = this.spoints();
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@ -729,12 +733,12 @@ bucket.inputs['C-lm'] = function() {
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bucket.inputs['C-lm'].doc = "Add a point to the spline at the mouse position.";
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bucket.inputs['C-M-lm'] = function() {
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// var idx = grab_from_points(screen2world(Mouse.pos), this.cpoints.map(function(x) {return x.sub(this.gameobject.worldpos()); }, this), 25);
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var idx = cmd(59, Mouse.worldpos.sub(this.gameobject.pos), this.cpoints, 250);
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Log.warn(idx);
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// var idx = grab_from_points(screen2world(Mouse.pos), this.cpoints.map(function(x) {return x.add(this.gameobject.pos); }, this), 25);
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if (idx === -1) return;
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this.cpoints.splice(idx, 1);
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if (idx <= 0 || idx > this.cpoints.length) return;
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this.cpoints.splice(idx-1, 1);
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};
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bucket.inputs['C-M-lm'].doc = "Remove point from the spline.";
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@ -168,8 +168,11 @@ function ediff(from,to)
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if (typeof v === 'undefined') return;
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if (Array.isArray(v)) {
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if (!Array.isArray(to[key]) || v.length !== to[key].length)
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ret[key] = Object.values(ediff(v, []));
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if (!Array.isArray(to[key]) || v.length !== to[key].length) {
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var r = ediff(v,[]);
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if (r) ret[key] = Object.values(r);
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return;
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}
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var diff = ediff(from[key], to[key]);
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if (diff && !diff.empty)
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@ -7,7 +7,18 @@ prototypes.generate_ur('.');
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var editor_config = {
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grid_size: 100,
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ruler_mark_px: 100,
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grid_color: [99, 255, 128, 100],
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grid_color: Color.green.alpha(0.3),
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};
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var Device = {
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pc: [1920,1080],
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macbook_m2: [2560,1664],
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ds_top: [400,240],
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ds_bottom: [320,240],
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switch: [1280,720],
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ipad_air_m2: [2360,1640],
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iphone_se: [1334, 750],
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};
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var configs = {
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@ -209,6 +220,7 @@ var editor = {
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Player.players[0].control(limited_editor);
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Register.unregister_obj(this);
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editor.dbg_play = Primum.spawn(this.dbg_ur);
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editor.dbg_play.pos = [0,0];
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load("debug.js");
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},
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@ -539,6 +551,9 @@ var editor = {
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Debug.line(bb2points(bb).wrapped(1), Color.white);
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}
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/* 1920x1080 */
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Debug.line(bb2points(cwh2bb(world2screen([0,0]),[1920/Game.camera.zoom,1080/Game.camera.zoom])).wrapped(1), Color.yellow);
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if (this.curpanel && this.curpanel.on)
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this.curpanel.gui();
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@ -676,6 +691,32 @@ editor.inputs['C-a'].doc = "Select all objects.";
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editor.inputs['C-`'] = function() { editor.openpanel(replpanel); }
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editor.inputs['C-`'].doc = "Open or close the repl.";
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editor.inputs.n = function() {
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if (editor.selectlist.length !== 1) return;
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var o = editor.try_select();
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if (!o) return;
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if (o === editor.selectlist[0]) return;
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if (o.level !== editor.selectlist[0].level) return;
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var tpos = editor.selectlist[0].pos;
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tpos.x *= -1;
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o.pos = tpos;
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};
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editor.inputs.n.doc = "Set the hovered object's position to mirror the selected object's position on the X axis."
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editor.inputs['M-n'] = function()
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{
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if (editor.selectlist.length !== 1) return;
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var o = editor.try_select();
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if (!o) return;
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if (o === editor.selectlist[0]) return;
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if (o.level !== editor.selectlist[0].level) return;
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var tpos = editor.selectlist[0].pos;
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tpos.y *= -1;
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o.pos = tpos;
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};
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editor.inputs.n.doc = "Set the hovered object's position to mirror the selected object's position on the Y axis."
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/* Return if selected component. */
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editor.inputs['h'] = function() {
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var visible = true;
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@ -34,6 +34,12 @@ var gameobject = {
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};
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this.objects = {};
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},
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set max_velocity(x) { cmd(151, this.body, x); },
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get max_velocity() { return cmd(152, this.body); },
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set max_angularvelocity(x) { cmd(154, this.body, Math.deg2rad(x)); },
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get max_angularvelocity() { return Math.rad2deg(cmd(155, this.body)); },
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set torque(x) { if (!(x >= 0 && x <= Infinity)) return; cmd(153, this.body, x); },
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gscale() { return cmd(103,this.body); },
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sgscale(x) { cmd(36,this.body,x) },
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get scale() {
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@ -99,6 +105,8 @@ var gameobject = {
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return q_body(5, this.body);
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},
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set gravity(x) { cmd(158,this.body, x); },
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get gravity() { return cmd(159,this.body); },
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set phys(x) { set_body(1, this.body, x); },
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get phys() { return q_body(0,this.body); },
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@ -199,9 +207,20 @@ var gameobject = {
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components: {},
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objects: {},
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level: undefined,
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get_moi() { return q_body(6, this.body); },
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set_moi(x) {
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if(x <= 0) {
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Log.error("Cannot set moment of inertia to 0 or less.");
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return;
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}
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set_body(13, this.body, x);
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},
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pulse(vec) { set_body(4, this.body, vec);},
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shove(vec) { set_body(12,this.body,vec);},
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shove_at(vec, at) { set_body(14,this.body,vec,at); },
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torque(val) { cmd(153, this.body, val); },
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world2this(pos) { return cmd(70, this.body, pos); },
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this2world(pos) { return cmd(71, this.body,pos); },
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set layer(x) { cmd(75,this.body,x); },
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@ -272,12 +291,19 @@ var gameobject = {
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register_collide(1, x.collide, x, obj.body, x.shape);
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});
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},
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pos: [0,0],
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angle:0,
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velocity:[0,0],
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angularvelocity:0,
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phys:Physics.static,
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flipx:false,
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flipy:false,
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scale:1,
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elasticity:0.5,
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friction:1,
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gravity: true,
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max_velocity: Infinity,
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max_angularvelocity: Infinity,
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mass:1,
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layer:0,
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worldpos() { return [0,0]; },
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@ -520,6 +546,7 @@ var gameobject = {
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if (data)
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Object.dainty_assign(obj,data);
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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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@ -586,6 +613,7 @@ gameobject.doc = {
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flipy: "Set the object to be flipped on its y axis.",
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elasticity: `When two objects collide, their elasticities are multiplied together. Their velocities are then multiplied by this value to find their resultant velocities.`,
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friction: `When one object touches another, friction slows them down.`,
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gravity: 'True if this object should be affected by gravity.',
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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 static, kinematic, and dynamic.`,
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worldpos: `Function returns the world position of the object.`,
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@ -594,6 +622,9 @@ gameobject.doc = {
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rotate: `Function to rotate this object by x degrees.`,
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pulse: `Apply an impulse to this body in world coordinates. Impulse is a short force.`,
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shove: `Apply a force to this body in world coordinates. Should be used over many frames.`,
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shove_at: 'Apply a force to this body, at a position relative to itself.',
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max_velocity: 'The max linear velocity this object can travel.',
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max_angularvelocity: 'The max angular velocity this object can rotate.',
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in_air: `Return true if the object is in the air.`,
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on_ground: `Return true if the object is on the ground.`,
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spawn: `Create an instance of a supplied ur-type on this object. Optionally provide a data object to modify the created entity.`,
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@ -141,11 +141,33 @@ static void gameobject_setpickcolor(struct gameobject *go) {
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*/
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}
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static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
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{
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struct gameobject *go = id2go(cpBodyGetUserData(body));
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if (!go)
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cpBodyUpdateVelocity(body,gravity,damping,dt);
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// cpFloat d = isnan(go->damping) ? damping : d;
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cpVect g = go->gravity ? gravity : cpvzero;
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cpBodyUpdateVelocity(body,g,damping,dt);
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if (!isinf(go->maxvelocity))
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cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity));
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if (!isinf(go->maxangularvelocity)) {
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float av = cpBodyGetAngularVelocity(body);
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if (fabs(av) > go->maxangularvelocity)
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cpBodySetAngularVelocity(body, copysignf(go->maxangularvelocity, av));
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}
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}
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int MakeGameobject() {
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struct gameobject go = {
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.scale = 1.f,
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.scale3 = (HMM_Vec3){1.f,1.f,1.f},
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.bodytype = CP_BODY_TYPE_STATIC,
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.maxvelocity = INFINITY,
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.maxangularvelocity = INFINITY,
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.mass = 1.f,
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.next = -1,
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.sensor = 0,
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@ -157,6 +179,7 @@ int MakeGameobject() {
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go.cbs.separate.obj = JS_NULL;
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
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cpBodySetVelocityUpdateFunc(go.body, velocityFn);
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int retid;
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@ -21,6 +21,10 @@ struct gameobject {
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float mass;
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float f; /* friction */
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float e; /* elasticity */
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float maxvelocity;
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float maxangularvelocity;
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int gravity;
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float damping;
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int flipx; /* 1 or -1 */
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int flipy;
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int sensor;
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@ -1132,6 +1132,35 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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draw_drawmodel(js2ptr(argv[1]));
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break;
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case 151:
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js2go(argv[1])->maxvelocity = js2number(argv[2]);
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break;
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case 152:
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ret = num2js(js2go(argv[1])->maxvelocity);
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break;
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case 153:
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cpBodySetTorque(js2go(argv[1])->body, js2number(argv[2]));
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break;
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case 154:
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js2go(argv[1])->maxangularvelocity = js2number(argv[2]);
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break;
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case 155:
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ret = num2js(js2go(argv[1])->maxangularvelocity);
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break;
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case 156:
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js2go(argv[1])->damping = js2number(argv[2]);
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break;
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case 157:
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ret = num2js(js2go(argv[1])->damping);
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break;
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case 158:
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js2go(argv[1])->gravity = js2bool(argv[2]);
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break;
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case 159:
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ret = bool2js(js2go(argv[1])->gravity);
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break;
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}
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if (str)
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@ -1375,6 +1404,9 @@ JSValue duk_set_body(JSContext *js, JSValueConst this, int argc, JSValueConst *a
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case 13:
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cpBodySetMoment(go->body, js2number(argv[2]));
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return JS_NULL;
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case 14:
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cpBodyApplyForceAtLocalPoint(go->body, js2vec2(argv[2]), js2vec2(argv[3]));
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return JS_NULL;
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}
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cpSpaceReindexShapesForBody(space, go->body);
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@ -6,6 +6,8 @@
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#include "jsffi.h"
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#include "font.h"
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#include "gameobject.h"
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#include "ftw.h"
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#include "stb_ds.h"
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@ -304,7 +306,9 @@ void call_nk_gui() { js_callee_exec(&nk_gui_callee, 0, NULL); }
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static struct callee physupdate_callee;
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void register_physics(struct callee c) { physupdate_callee = c; }
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void call_physics(double dt) { callee_dbl(physupdate_callee, dt); }
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void call_physics(double dt) {
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callee_dbl(physupdate_callee, dt);
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}
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struct callee debug_callee;
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void register_debug(struct callee c) { debug_callee = c; }
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