create new entities in editor
This commit is contained in:
parent
1e432346ff
commit
1e9b5f6341
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@ -4,6 +4,16 @@ this.view2world = function(pos) { return cmd(137,pos); };
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this.world2view = function(pos) { return cmd(136,pos); };
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this.realzoom = function() { return cmd(135); };
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this.right = function()
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{
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return this.pos.x + (Window.width/2);
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}
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this.left = function()
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{
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return this.pos.x - (Window.width/2);
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}
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this.mixin({
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get zoom() {
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var z = Game.native.y / Window.dimensions.y;
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@ -817,8 +817,8 @@ component.circle2d.impl = Object.mix({
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set offset(x) { cmd_circle2d(1,this.id,x); },
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get offset() { return cmd_circle2d(3,this.id); },
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get pos() { return this.offset; },
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set pos(x) { this.offset = x; },
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get pos() { return cmd_circle2d(3,this.id); },
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set pos(x) { cmd_circle2d(1,this.id,x); },
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}, collider2d.impl);
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@ -99,7 +99,7 @@ var Gizmos = {
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},
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};
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Object.assign(profile, {
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Object.assign(performance, {
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tick_now() { return cmd(127); },
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ns(ticks) { return cmd(128, ticks); },
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us(ticks) { return cmd(129, ticks); },
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@ -123,34 +123,43 @@ Object.assign(profile, {
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cpu(fn, times, q) {
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times ??= 1;
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q ??= "unnamed";
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var start = profile.tick_now();
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var start = performance.tick_now();
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for (var i = 0; i < times; i++)
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fn();
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var elapsed = profile.tick_now() - start;
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var avgt = profile.best_t(elapsed/times);
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var totalt = profile.best_t(elapsed);
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var elapsed = performance.tick_now() - start;
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var avgt = performance.best_t(elapsed/times);
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var totalt = performance.best_t(elapsed);
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console.say(`profile [${q}]: ${avgt.time.toFixed(3)} ${avgt.unit} average [${totalt.time.toFixed(3)} ${totalt.unit} for ${times} loops]`);
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console.say(`performance [${q}]: ${avgt.time.toFixed(3)} ${avgt.unit} average [${totalt.time.toFixed(3)} ${totalt.unit} for ${times} loops]`);
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},
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get fps() { return sys_cmd(8); },
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measure(fn, str) {
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str ??= 'unnamed';
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var start = performance.tick_now();
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fn();
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var elapsed = performance.tick_now()-start;
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elapsed = performance.best_t(elapsed);
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say(`performance [${str}]: ${elapsed.time.toFixed(3)} ${elapsed.unit}`);
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},
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});
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profile.test = {
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barecall() { profile(0); },
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unpack_num(n) { profile(1,n); },
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unpack_array(n) { profile(2,n); },
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pack_num() { profile(3); },
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pack_string() { profile(6); },
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unpack_string(s) { profile(4,s); },
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unpack_32farr(a) { profile(5,a); },
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call_fn_n(fn1, n) { profile(7,fn1,n,fn2); },
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performance.test = {
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barecall() { performance(0); },
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unpack_num(n) { performance(1,n); },
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unpack_array(n) { performance(2,n); },
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pack_num() { performance(3); },
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pack_string() { performance(6); },
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unpack_string(s) { performance(4,s); },
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unpack_32farr(a) { performance(5,a); },
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call_fn_n(fn1, n) { performance(7,fn1,n,fn2); },
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};
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profile.test.call_fn_n.doc = "Calls fn1 n times, and then fn2.";
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performance.test.call_fn_n.doc = "Calls fn1 n times, and then fn2.";
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profile.cpu.doc = `Output the time it takes to do a given function n number of times. Provide 'q' as "ns", "us", or "ms" to output the time taken in the requested resolution.`;
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performance.cpu.doc = `Output the time it takes to do a given function n number of times. Provide 'q' as "ns", "us", or "ms" to output the time taken in the requested resolution.`;
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/* These controls are available during editing, and during play of debug builds */
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var DebugControls = {};
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@ -347,4 +356,6 @@ Debug.api.print_doc = function(name)
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return {
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Debug,
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Time,
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Gizmos,
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performance
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}
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@ -521,8 +521,8 @@ var editor = {
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lvl_history: [],
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load(file) {
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var obj = editor.edit_level.spawn(Object.access(ur, file));
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load(urstr) {
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var obj = editor.edit_level.spawn(urstr);
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obj.set_worldpos(Mouse.worldpos);
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this.selectlist = [obj];
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},
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@ -537,12 +537,41 @@ var editor = {
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/* Checking to save an entity as a subtype. */
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/* sub is the name of the (sub)type; obj is the object to save it as */
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/* if saving subtype of 'empty', it appears on the top level */
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saveas_check(sub, obj) {
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if (!sub) {
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console.warn(`Cannot save an object to an empty ur.`);
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return;
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if (!sub) return;
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obj ??= editor.selectlist[0];
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}
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// var curur = prototypes.get_ur(sub);
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if (!obj) {
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console.warn(`Specify an obejct to save.`);
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return;
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}
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if (obj.ur === 'empty') {
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/* make a new type path */
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if (Object.access(ur,sub)) {
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console.warn(`Ur named ${sub} already exists.`);
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return;
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}
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var file = `${sub}.json`;
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io.slurpwrite(file, json.encode(obj.json_obj(),null,1));
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ur[sub] = {
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name: sub,
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data: file,
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proto: json.decode(json.encode(obj))
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}
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obj.ur = sub;
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return;
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} else if (!sub.startswith(obj.ur)) {
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console.warn(`Cannot make an ur of type ${sub} from an object with the ur ${obj.ur}`);
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return;
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}
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var curur = Object.access(ur,sub);
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if (curur) {
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notifypanel.action = editor.saveas;
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@ -572,16 +601,32 @@ var editor = {
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},
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}
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editor.new_object = function()
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{
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var obj = editor.edit_level.spawn();
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obj.set_worldpos(Mouse.worldpos);
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this.selectlist = [obj];
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return obj;
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}
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editor.new_object.doc = "Create an empty object.";
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editor.new_from_img = function(path)
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{
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var o = editor.new_object();
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o.add_component(component.sprite).path = path;
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return o;
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}
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editor.inputs = {};
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editor.inputs.drop = function(str) {
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str = str.slice(os.cwd().length+1);
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if (!Resources.is_image(str)) {
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console.warn("NOT AN IMAGE");
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return;
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}
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if (this.selectlist.length === 0) {
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}
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if (this.selectlist.length === 0)
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return editor.new_from_img(str);
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if (this.sel_comp?.comp === 'sprite') {
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this.sel_comp.path = str;
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@ -821,19 +866,34 @@ editor.inputs['C-s'] = function() {
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} else if (editor.selectlist.length === 1)
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saveobj = editor.selectlist[0];
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// saveobj.check_dirty();
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// if (!saveobj._ed.dirty) return;
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saveobj.check_dirty();
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if (!saveobj._ed.dirty) {
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console.warn(`Object ${saveobj.full_path()} does not need saved.`);
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return;
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}
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var savejs = saveobj.json_obj();
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Object.merge(saveobj.__proto__, savejs);
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if (savejs.objects) saveobj.__proto__.objects = savejs.objects;
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// var path = prototypes.ur_stem(saveobj.ur.toString()) + ".json";
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path = "CHANGETHIS";
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var tur = saveobj.get_ur();
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if (!tur) {
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console.warn(`Can't save object because it has no ur.`);
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return;
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}
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if (!tur.data) {
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io.slurpwrite(tur.text.set_ext(".json"), json.encode(savejs,null,1));
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tur.data = tur.text.set_ext(".json");
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}
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else {
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var oldjs = json.decode(io.slurp(tur.data));
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Object.merge(oldjs, savejs);
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io.slurpwrite(tur.data, json.encode(oldjs,null,1));
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}
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io.slurpwrite(path, JSON.stringify(saveobj.__proto__,null,1));
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console.warn(`Wrote to file ${path}`);
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Object.merge(tur.proto, savejs);
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saveobj.check_dirty();
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Object.values(saveobj.objects).forEach(function(x) { x.check_dirty(); });
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// Object.values(saveobj.objects).forEach(function(x) { x.check_dirty(); });
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return;
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Game.all_objects(function(x) {
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if (typeof x !== 'object') return;
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@ -847,7 +907,12 @@ editor.inputs['C-s'].doc = "Save selected.";
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editor.inputs['C-S'] = function() {
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if (editor.selectlist.length !== 1) return;
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saveaspanel.stem = this.selectlist[0].ur;
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if (this.selectlist[0].ur !== 'empty')
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saveaspanel.stem = this.selectlist[0].ur + ".";
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else
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saveaspanel.stem = "";
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saveaspanel.obj = this.selectlist[0];
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editor.openpanel(saveaspanel);
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};
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editor.inputs['C-S'].doc = "Save selected as.";
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@ -864,11 +929,7 @@ editor.inputs.t.doc = "Lock selected objects to make them non selectable.";
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editor.inputs['M-t'] = function() { editor.edit_level.objects.forEach(function(x) { x._ed.selectable = true; }); };
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editor.inputs['M-t'].doc = "Unlock all objects in current level.";
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editor.inputs['C-n'] = function() {
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console.warn(`Spawning a new object on ${editor.edit_level.toString()}`);
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editor.edit_level.spawn();
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};
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editor.inputs['C-n'].doc = "Create an empty object.";
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editor.inputs['C-n'] = editor.new_object;
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editor.inputs['C-o'] = function() {
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editor.openpanel(openlevelpanel);
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@ -1823,13 +1884,17 @@ var openlevelpanel = Object.copy(inputpanel, {
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},
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});
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/* Should set stem to the ur path folloed by a '.' before opening */
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var saveaspanel = Object.copy(inputpanel, {
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get title() { return `save level as: ${this.stem}.`; },
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get title() {
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var full = this.stem ? this.stem : "";
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return `save level as: ${full}.`;
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},
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action() {
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var savename = "";
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if (this.stem) savename += this.stem + ".";
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editor.saveas_check(savename + this.value, this.obj);
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var saveur = this.value;
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if (this.stem) saveur = this.stem + saveur;
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editor.saveas_check(saveur, this.obj);
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},
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});
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@ -236,7 +236,7 @@ Register.add_cb(10, "draw");
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register(9, console.stack, this);
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Register.gamepad_playermap[0] = player[0];
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Register.gamepad_playermap[0] = Player.players[0];
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var Event = {
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events: {},
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@ -418,5 +418,3 @@ Game.view_camera = function(cam)
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Window.title(`Prosperon v${prosperon.version}`);
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Window.width = 1280;
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Window.height = 720;
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@ -150,10 +150,9 @@ var gameobject = {
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return undefined;
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},
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check_dirty() {
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// TODO: IMPLEMENT
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return;
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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
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var lur = ur[this.master.ur];
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if (!lur) return;
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var lur = lur.objects[this.toString()];
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@ -306,6 +305,11 @@ var gameobject = {
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worldangle() { return Math.rad2turn(q_body(2,this.body)); },
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sworldangle(x) { set_body(0,this.body,Math.turn2rad(x)); },
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get_ur() {
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// if (this.ur === 'empty') return undefined;
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return Object.access(ur,this.ur);
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},
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/* spawn an entity
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text can be:
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the file path of a script
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@ -319,7 +323,7 @@ var gameobject = {
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text = text.name;
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if (typeof text === 'undefined')
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ent.ur = "new";
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ent.ur = "empty";
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else if (typeof text !== 'string') {
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console.error(`Must pass in an ur type or a string to make an entity.`);
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return;
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@ -352,11 +356,15 @@ var gameobject = {
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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');
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Object.hide(ent, 'ur', 'body', 'components', 'objects', '_ed', 'timers', 'master');
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if (ent.ur === 'empty') {
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if (!ur.empty.proto) ur.empty.proto = json.decode(json.encode(ent));
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return ent;
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}
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if (ent.ur === 'script')
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eval_env(io.slurp(text), ent, ent.ur);
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else if (ent.ur !== 'new')
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else
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apply_ur(ent.ur, ent);
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for (var [prop,p] of Object.entries(ent)) {
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@ -369,16 +377,18 @@ var gameobject = {
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ent.components[prop] = ent[prop];
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};
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check_registers(ent);
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if (typeof ent.load === 'function') ent.load();
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if (Game.playing())
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if (typeof ent.start === 'function') ent.start();
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var mur = Object.access(ur,ent.ur);
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var mur = ent.get_ur();
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if (mur && !mur.proto)
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mur.proto = json.decode(json.encode(ent));
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ent.sync();
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if (!Object.empty(ent.objects)) {
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var o = ent.objects;
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delete ent.objects;
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@ -412,7 +422,7 @@ var gameobject = {
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var str = name.replaceAll('.', '_');
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var n = 1;
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var t = str;
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while (t in list) {
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while (list.indexOf(t) !== -1) {
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t = str + n;
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n++;
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}
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@ -531,7 +541,7 @@ var gameobject = {
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/* The unique components of this object. Its diff. */
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json_obj() {
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var u = Object.access(ur,this.ur);
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var u = this.get_ur();
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if (!u) return {};
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var proto = u.proto;
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var thiso = json.decode(json.encode(this)); // TODO: SLOW. Used to ignore properties in toJSON of components.
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@ -566,7 +576,7 @@ var gameobject = {
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},
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proto() {
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var u = Object.access(ur,this.ur);
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var u = this.get_ur();
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if (!u) return {};
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return u.proto;
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},
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@ -733,7 +743,10 @@ gameobject.doc = {
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rotary_limit: 'Limit the angle relative to the to body between min and max.',
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ratchet: 'Like a socket wrench, relative to to. ratch is the distance between clicks.',
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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.'
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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.',
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layer: 'Bitmask for collision layers.',
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draw_layer: 'Layer for drawing. Higher numbers draw above lower ones.',
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warp_layer: 'Bitmask for selecting what warps should affect this entity.',
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};
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var resavi = function(ur, path)
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@ -848,6 +861,10 @@ for (var file of io.glob("**.json")) {
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topur.data = file;
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}
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ur.empty = {
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name: "empty"
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};
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return {
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gameobject,
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ur
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@ -82,7 +82,6 @@ void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go) {
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cpShapeFilter filter;
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filter.group = (cpCollisionType)go;
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filter.categories = 1<<go->layer | editor_cat;
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// filter.mask = CP_ALL_CATEGORIES;
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filter.mask = category_masks[go->layer] | editor_cat;
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// filter.mask = CP_ALL_CATEGORIES;
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cpShapeSetFilter(shape, filter);
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@ -2153,12 +2153,12 @@ JSValue duk_cmd_points(JSContext *js, JSValueConst this, int argc, JSValueConst
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const char *STRTEST = "TEST STRING";
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JSValue duk_profile_js2num(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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JSValue duk_performance_js2num(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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{
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}
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||||
|
||||
JSValue duk_profile(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
|
||||
JSValue duk_performance(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
|
||||
{
|
||||
int cmd = js2int(argv[0]);
|
||||
switch(cmd) {
|
||||
|
@ -2249,7 +2249,7 @@ void ffi_load() {
|
|||
|
||||
DUK_FUNC(inflate_cpv, 3)
|
||||
|
||||
DUK_FUNC(profile, 2)
|
||||
DUK_FUNC(performance, 2)
|
||||
|
||||
JS_FreeValue(js,globalThis);
|
||||
|
||||
|
|
Loading…
Reference in a new issue