merge made functions into original prototype
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266ad65ba7
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31331af57d
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@ -34,40 +34,39 @@ var sprite = clone(component, {
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angle: 0,
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rect: {s0:0, s1: 1, t0: 0, t1: 1},
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get enabled() { return cmd(114,this.id); },
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set enabled(x) { cmd(20,this.id,x); },
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set color(x) { cmd(96,this.id,x); },
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get color() {return undefined; },
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get pos() { return cmd(111, this.id); },
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set pos(x) { cmd(37,this.id,x); },
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set layer(x) { cmd(60, this.id, x); },
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get layer() { return undefined; },
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boundingbox() {
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var dim = this.dimensions();
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dim = dim.scale(this.gameobject.scale);
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var realpos = this.pos.copy();
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realpos.x = realpos.x * dim.x + (dim.x/2);
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realpos.y = realpos.y * dim.y + (dim.y/2);
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return cwh2bb(realpos,dim);
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},
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sync() {
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if (this.path)
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cmd(12,this.id,this.path,this.rect);
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},
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kill() { cmd(9,this.id); },
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dimensions() { return cmd(64,this.path); },
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width() { return cmd(64,this.path).x; },
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height() { return cmd(64,this.path).y; },
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make(go) {
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var sprite = Object.create(this);
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var id = make_sprite(go,this.path,this.pos);
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complete_assign(sprite, {
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get enabled() { return cmd(114,id); },
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set enabled(x) { cmd(20,id,x); },
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set color(x) { cmd(96,id,x); },
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get color() {return undefined; },
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get pos() { return cmd(111, id); },
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set pos(x) { cmd(37,id,x); },
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set layer(x) { cmd(60, id, x); },
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get layer() { return undefined; },
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boundingbox() {
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var dim = this.dimensions();
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dim = dim.scale(this.gameobject.scale);
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var realpos = this.pos.copy();
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realpos.x = realpos.x * dim.x + (dim.x/2);
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realpos.y = realpos.y * dim.y + (dim.y/2);
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return cwh2bb(realpos,dim);
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},
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sync() {
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if (this.path)
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cmd(12,id,this.path,this.rect);
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},
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kill() { cmd(9,id); },
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});
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sprite.id = make_sprite(go);
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sprite.layer = 1;
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return sprite;
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},
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@ -634,27 +633,11 @@ var circle2d = clone(collider2d, {
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set pos(x) { this.offset = x; },
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make(go) {
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var circle = clone(this);
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var circle = Object.create(this.made);
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var circ = make_circle2d(go, circle.radius, circle.offset);
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Object.assign(circle, circ);
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Object.defineProperty(circle, 'id', {enumerable:false});
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Object.defineProperty(circle, 'shape', {enumerable:false});
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complete_assign(circle, {
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set radius(x) { cmd_circle2d(0,this.id,x); },
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get radius() { return cmd_circle2d(2,this.id); },
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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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boundingbox() {
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var diameter = this.radius*2*this.gameobject.scale;
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return cwh2bb(this.offset.scale(this.gameobject.scale), [this.radius,this.radius]);
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},
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});
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complete_assign(circle, this.make_fns);
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return circle;
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},
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@ -666,6 +649,22 @@ var circle2d = clone(collider2d, {
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},
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});
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circle2d.made = Object.create(circle2d);
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complete_assign(circle2d.made, collider2d.make_fns);
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complete_assign(circle2d.made, {
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set radius(x) { cmd_circle2d(0,this.id,x); },
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get radius() { return cmd_circle2d(2,this.id); },
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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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boundingbox() {
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var diameter = this.radius*2*this.gameobject.scale;
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return cwh2bb(this.offset.scale(this.gameobject.scale), [this.radius,this.radius]);
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},
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});
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/* ASSETS */
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@ -239,8 +239,8 @@ var DebugControls = {};
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DebugControls.inputs = {};
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DebugControls.inputs.f1 = function () { Debug.draw_phys(!Debug.phys_drawing); };
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DebugControls.inputs.f1.doc = "Draw physics debugging aids.";
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DebugControls.inputs.f3 = function() { Debug.draw_bb = !Debug.draw_bb; };
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DebugControls.inputs.f3.doc = "Toggle drawing bounding boxes.";
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//DebugControls.inputs.f3 = function() { Debug.draw_bb = !Debug.draw_bb; };
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//DebugControls.inputs.f3.doc = "Toggle drawing bounding boxes.";
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DebugControls.inputs.f4 = function() {
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Debug.draw_names = !Debug.draw_names;
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Debug.draw_gizmos = !Debug.draw_gizmos;
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@ -748,13 +748,13 @@ editor.inputs['C-d'] = function() {
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editor.inputs['C-d'].doc = "Duplicate all selected objects.";
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editor.inputs.f3 = function() {
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Log.say("Selected JSON ...");
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editor.selectlist.forEach(x => Log.say(JSON.stringify(x,null,2)));
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Log.say("UR JSON ...");
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for (var key of Object.keys(editor.selectlist[0].ur.type))
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Log.say(key);
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editor.selectlist.forEach(x => Log.say(JSON.stringify(x.ur.type,null,2)));
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editor.selectlist.forEach(function(x) {
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Log.say("Selected JSON ...");
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Log.say(JSON.stringify(x,null,2));
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Log.say("UR JSON");
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Log.say(JSON.stringify(x.__proto__,null,2))
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});
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};
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editor.inputs['C-m'] = function() {
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@ -313,21 +313,28 @@ var gameobject = {
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right() { return [1,0].rotate(Math.deg2rad(this.angle));},
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left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
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/* Given an ur-type, spawn one attached to us */
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toJSON() {
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var ret = {};
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for (var key in this) {
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var prop = Object.getOwnPropertyDescriptor(this, key);
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if (!prop) continue;
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if (prop.get) {
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if (prop.get() !== this.__proto__[key])
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ret[key] = prop.get();
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function objdiff(from, to) {
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if (!to) return from; /* Everything on from is unique */
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var ret = {};
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for (var key of Object.keys(from)) {
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if (typeof from[key] === 'object') {
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var diff = objdiff(from[key], to[key]);
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if (diff && !diff.empty) ret[key] = diff;
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continue;
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}
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if (from[key] !== to[key])
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ret[key] = from[key];
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}
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else
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ret[key] = this[key];
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Log.say("Returning a obj with values ...");
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for (var key in ret)
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Log.say(key);
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if (ret.empty) return undefined;
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return ret;
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}
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return ret;
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return objdiff(this, this.__proto__);
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},
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});
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@ -339,6 +346,8 @@ var gameobject = {
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}
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};
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dainty_assign(obj, this);
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obj.check_registers(obj);
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gameobject.make_parentable(obj);
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@ -402,6 +411,8 @@ gameobject.make_parentable = function(obj) {
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obj.objects = objects;
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}
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gameobject.entity = {};
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/* Default objects */
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var prototypes = {};
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prototypes.ur = {};
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@ -468,7 +479,7 @@ prototypes.from_file = function(file)
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newur.toString = function() { return tag; };
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Object.assign(nested_access(ur,path), newur);
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nested_access(ur,path).__proto__ = newur.__proto__;
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return nested_access(ur,path);
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}
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prototypes.from_file.doc = "Create a new ur-type from a given script file.";
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@ -1400,17 +1400,7 @@ JSValue duk_q_body(JSContext *js, JSValueConst this, int argc, JSValueConst *arg
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}
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JSValue duk_make_sprite(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
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int go = js2int(argv[0]);
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const char *path = JS_ToCString(js, argv[1]);
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HMM_Vec2 pos = js2hmmv2(argv[2]);
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int sprite = make_sprite(go);
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struct sprite *sp = id2sprite(sprite);
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sprite_loadtex(sp, path, ST_UNIT);
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sp->pos = pos;
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JS_FreeCString(js, path);
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return JS_NewInt64(js, sprite);
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return JS_NewInt64(js, make_sprite(js2int(argv[0])));
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}
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/* Make anim from texture */
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@ -1669,7 +1659,7 @@ void ffi_load() {
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DUK_FUNC(sys_cmd, 1)
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DUK_FUNC(make_sprite, 3)
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DUK_FUNC(make_sprite, 1)
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DUK_FUNC(make_anim2d, 3)
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DUK_FUNC(spline_cmd, 6)
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