flip, scale, angle works for subobject movement
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81875c3436
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@ -82,6 +82,7 @@ component.sprite.ur = {
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color:[1,1,1],
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layer:0,
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enabled:true,
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toString() { return "sprite"; },
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};
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sprite.inputs = {};
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@ -644,6 +645,7 @@ component.circle2d = Object.copy(collider2d, {
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ur: {
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radius:10,
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offset:[0,0],
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toString() { return "circle2d"; },
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},
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});
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@ -1195,6 +1195,7 @@ editor.inputs.delete = function() {
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this.unselect();
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};
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editor.inputs.delete.doc = "Delete selected objects.";
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editor.inputs['S-d'] = editor.inputs.delete;
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editor.inputs['C-u'] = function() {
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this.selectlist.forEach(function(x) {
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@ -378,15 +378,15 @@ var ur_json = function()
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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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ret.ur = to.toString();
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for (var key in from) {
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if (from[key]?.ur) {
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ret[key] = objdiff(from[key], from[key].ur);
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continue;
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}
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if (!(key in to)) continue;
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if (typeof from[key] === 'object') {
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if ('ur' in from[key]) {
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ret[key] = objdiff(from[key],from[key].ur);
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continue;
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}
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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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@ -140,22 +140,62 @@ var gameobject = {
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},
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instances: [],
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set scale(x) { cmd(36, this.body, x); },
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get scale() { return cmd(103, this.body); },
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set scale(x) {
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var pct = x/this.scale;
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cmd(36, this.body, x);
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this.objects.forEach(function(obj) {
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obj.scale *= pct;
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obj.set_relpos(obj.get_relpos().scale(pct));
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}, this);
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},
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get flipx() { return cmd(104,this.body); },
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set flipx(x) { cmd(55, this.body, x); },
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set flipx(x) {
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cmd(55, this.body, x);
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return;
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this.objects.forEach(function(obj) {
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obj.flipx = !obj.flipx;
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var rp = obj.get_relpos();
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obj.pos = [-rp.x, rp.y].add(this.pos);
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obj.angle = -obj.angle;
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},this);
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},
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get flipy() { return cmd(105,this.body); },
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set flipy(x) { cmd(56, this.body, x); },
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get angle() { return Math.rad2deg(q_body(2,this.body))%360; },
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set angle(x) { set_body(0,this.body, Math.deg2rad(x)); },
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set flipy(x) {
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cmd(56, this.body, x);
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return;
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this.objects.forEach(function(obj) {
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var rp = obj.get_relpos();
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obj.pos = [rp.x, -rp.y].add(this.pos);
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obj.angle = -obj.angle;
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},this);
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},
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set pos(x) {
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var diff = x.sub(this.pos);
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this.objects.forEach(function(x) { x.pos = x.pos.add(diff); });
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set_body(2,this.body,x); },
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get pos() { return q_body(1,this.body); },
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get angle() { return Math.rad2deg(q_body(2,this.body))%360; },
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set angle(x) {
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var diff = x - this.angle;
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this.objects.forEach(function(x) {
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x.angle = x.angle + diff;
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var pos = x.pos.sub(this.pos);
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var r = Vector.length(pos);
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var p = Math.rad2deg(Math.atan2(pos.y, pos.x));
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p += diff;
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p = Math.deg2rad(p);
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x.pos = this.pos.add([r*Math.cos(p), r*Math.sin(p)]);
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}, this);
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set_body(0,this.body, Math.deg2rad(x));
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},
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get elasticity() { return cmd(107,this.body); },
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set elasticity(x) { cmd(106,this.body,x); },
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@ -270,7 +310,7 @@ var gameobject = {
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make(ur, level) {
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level ??= Primum;
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var obj = Object.create(this);
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var obj = Object.create(gameobject);
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obj.defn('body', make_gameobject());
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obj.defn('components', {});
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@ -280,6 +320,7 @@ var gameobject = {
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cmd(113, obj.body, obj); // set the internal obj reference to this obj
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Object.totalassign(obj, ur);
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obj.ur = ur;
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for (var prop in obj) {
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if (typeof obj[prop] === 'object' && 'comp' in obj[prop]) {
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@ -292,10 +333,7 @@ var gameobject = {
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}
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};
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obj.check_registers(obj);
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/* Spawn subobjects defined */
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if (obj.$) {
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for (var e in obj.$) {
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var newobj = obj.spawn(prototypes.get_ur(obj.$[e].ur));
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@ -304,9 +342,8 @@ var gameobject = {
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}
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}
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obj.check_registers(obj);
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if (typeof obj.start === 'function') obj.start();
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level.add_child(obj);
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@ -415,19 +452,18 @@ prototypes.from_file = function(file)
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}
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var newur = Object.create(gameobject.ur);
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newur.$ = {};
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var script = IO.slurp(file);
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// Object.defHidden(newur, '$');
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// newur.$ = {};
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/* var json = {};
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var json = {};
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if (IO.exists(file.name() + ".json")) {
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json = JSON.parse(IO.slurp(file.name() + ".json"));
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var json = JSON.parse(IO.slurp(file.name() + ".json"));
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Object.assign(newur.$, json.$);
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delete json.$;
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}
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*/
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compile_env(`var self = this; ${script}`, newur, file);
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// Object.dainty_assign(newur, json);
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compile_env(script, newur, file);
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Object.dainty_assign(newur, json);
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file = file.replaceAll('/', '.');
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var path = file.name().split('.');
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@ -446,6 +482,8 @@ prototypes.from_file = function(file)
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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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Log.warn(`Made ur from script ${file}: ${JSON.stringify(newur)}`);
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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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@ -38,7 +38,6 @@ static int load_prefab(const char *fpath, const struct stat *sb, int typeflag) {
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void script_startup() {
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rt = JS_NewRuntime();
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JS_SetMaxStackSize(rt, 0);
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js = JS_NewContext(rt);
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ffi_load();
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