objects now correctly register components and subobjects
This commit is contained in:
parent
f6d491b142
commit
81875c3436
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@ -17,13 +17,49 @@ Reflect = {};
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Symbol = {};
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URIError = {};
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/* Prototypes out an object and extends with values */
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function clone(proto, binds) {
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var c = Object.create(proto);
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complete_assign(c, binds);
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return c;
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Object.complete_assign = function(target, source)
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{
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var descriptors = {};
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var assigns = {};
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if (typeof source === 'undefined') return target;
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Object.keys(source).forEach(function (k) {
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var desc = Object.getOwnPropertyDescriptor(source, k);
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if (desc.value) {
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if (typeof desc.value === 'object' && desc.value.hasOwn('value'))
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descriptors[k] = desc.value;
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else
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assigns[k] = desc.value;
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} else
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descriptors[k] = desc;
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});
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Object.defineProperties(target, descriptors);
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Object.assign(target, assigns);
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return target;
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};
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Object.dainty_assign = function(target, source)
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{
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for (var key in source) {
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if (typeof source[key] === 'function') {
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target[key] = source[key];
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continue;
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}
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if (!Object.hasOwn(target, key)) continue;
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if (!Object.getOwnPropertyDescriptor(target, key).writable) continue;
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if (Array.isArray(target[key]))
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target[key] = source[key];
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else if (typeof target[key] === 'object')
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Object.dainty_assign(target[key], source[key]);
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else {
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target[key] = source[key];
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}
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}
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}
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Object.totalassign = function(to, from)
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{
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for (var key in from)
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@ -31,11 +67,13 @@ Object.totalassign = function(to, from)
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}
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/* Prototypes out an object and assigns values */
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function copy(proto, binds) {
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Object.copy = function(proto, ...objs)
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{
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var c = Object.create(proto);
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Object.assign(c, binds);
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for (var obj of objs)
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Object.complete_assign(c, obj);
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return c;
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};
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}
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/* OBJECT DEFININTIONS */
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Object.defHidden = function(obj, prop)
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@ -1,4 +1,5 @@
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var component = {
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components: [],
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toString() {
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if ('gameobject' in this)
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return this.name + " on " + this.gameobject;
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@ -18,14 +19,14 @@ var component = {
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prepare_center() {},
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finish_center() {},
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clone(spec) {
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return clone(this, spec);
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extend(spec) {
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return Object.copy(this, spec);
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},
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};
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component.toJSON = ur_json;
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var sprite = clone(component, {
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component.sprite = Object.copy(component, {
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name: "sprite",
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path: "",
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layer: 0,
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@ -36,30 +37,30 @@ 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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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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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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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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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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@ -67,19 +68,20 @@ kill() { cmd(9,this.id); },
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make(go) {
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var sprite = Object.create(this);
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sprite.id = make_sprite(go);
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sprite.layer = 1;
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Log.say(`made sprite with pos ${sprite.pos}`);
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sprite.sync();
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return sprite;
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},
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POS_MID: [-0.5, -0.5],
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});
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sprite.ur = {
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var sprite = component.sprite;
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component.sprite.ur = {
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pos:[0,0],
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color:[1,1,1],
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layer:0,
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enabled:true
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enabled:true,
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};
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sprite.inputs = {};
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@ -93,15 +95,8 @@ sprite.inputs.kp3 = function() { this.pos = [0, -1]; };
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sprite.inputs.kp2 = function() { this.pos = [-0.5,-1]; };
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sprite.inputs.kp1 = function() { this.pos = [-1,-1]; };
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/* Container to play sprites and anim2ds */
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var char2d = clone(sprite, {
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clone(anims) {
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var char = clone(this);
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char.anims = anims;
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return char;
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},
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component.char2d = Object.copy(sprite, {
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name: "char 2d",
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frame2rect(frames, frame) {
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@ -115,7 +110,7 @@ var char2d = clone(sprite, {
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},
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make(go) {
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var char = clone(this, {
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var char = Object.copy(this, {
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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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@ -237,7 +232,7 @@ var Geometry = {
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};
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/* For all colliders, "shape" is a pointer to a phys2d_shape, "id" is a pointer to the shape data */
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var collider2d = clone(component, {
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var collider2d = Object.copy(component, {
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name: "collider 2d",
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sensor: false,
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@ -260,25 +255,18 @@ collider2d.inputs['M-s'].doc = "Toggle if this collider is a sensor.";
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collider2d.inputs['M-t'] = function() { this.enabled = !this.enabled; }
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collider2d.inputs['M-t'].doc = "Toggle if this collider is enabled.";
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var polygon2d = clone(collider2d, {
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component.polygon2d = Object.copy(collider2d, {
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name: "polygon 2d",
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points: [],
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flipx: false,
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flipy: false,
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clone(spec) {
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var obj = Object.create(this);
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obj.points = this.points.copy();
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Object.assign(obj, spec);
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return obj;
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},
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make(go) {
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var poly = Object.create(this);
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Object.assign(poly, make_poly2d(go, this.points));
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complete_assign(poly, this.make_fns);
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complete_assign(poly, {
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Object.assign(poly, this.make_fns);
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Object.assign(poly, {
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boundingbox() {
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return points2bb(this.spoints);
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},
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@ -340,6 +328,8 @@ var polygon2d = clone(collider2d, {
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},
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});
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var polygon2d = component.polygon2d;
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polygon2d.inputs = {};
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polygon2d.inputs.post = function() { this.sync(); };
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polygon2d.inputs.f10 = function() {
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@ -366,15 +356,10 @@ polygon2d.inputs['C-b'] = function() {
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};
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polygon2d.inputs['C-b'].doc = "Freeze mirroring in place.";
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var bucket = clone(collider2d, {
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name: "bucket",
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clone(spec) {
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var obj = Object.create(this);
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obj.cpoints = this.cpoints.copy();
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dainty_assign(obj, spec);
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return obj;
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},
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Object.freeze(polygon2d);
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component.bucket = Object.copy(collider2d, {
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name: "bucket",
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cpoints:[],
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degrees:2,
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dimensions:2,
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@ -465,7 +450,7 @@ var bucket = clone(collider2d, {
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make(go) {
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var edge = Object.create(this);
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Object.assign(edge, make_edge2d(go, this.points, this.thickness));
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complete_assign(edge, {
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Object.assign(edge, {
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set thickness(x) {
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cmd_edge2d(1,this.id,x);
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},
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@ -483,7 +468,7 @@ var bucket = clone(collider2d, {
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},
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});
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complete_assign(edge, this.make_fns);
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Object.assign(edge, this.make_fns);
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Object.defineProperty(edge, 'id', {enumerable:false});
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Object.defineProperty(edge, 'shape', {enumerable:false});
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@ -513,6 +498,7 @@ var bucket = clone(collider2d, {
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pick(pos) { return Gizmos.pick_gameobject_points(pos, this.gameobject, this.cpoints); },
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});
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var bucket = component.bucket;
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bucket.inputs = {};
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bucket.inputs.h = function() { this.hollow = !this.hollow; };
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bucket.inputs.h.doc = "Toggle hollow.";
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@ -626,7 +612,7 @@ bucket.inputs.rb = function() {
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bucket.inputs.rb.doc = "Rotate the points CW.";
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bucket.inputs.rb.rep = true;
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var circle2d = clone(collider2d, {
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component.circle2d = Object.copy(collider2d, {
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name: "circle 2d",
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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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@ -654,12 +640,12 @@ var circle2d = clone(collider2d, {
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this.radius = Nuke.pprop("Radius", this.radius);
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this.offset = Nuke.pprop("offset", this.offset);
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},
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});
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circle2d.ur = {
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radius:10,
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offset:[0,0],
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};
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ur: {
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radius:10,
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offset:[0,0],
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},
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});
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/* ASSETS */
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@ -691,3 +677,5 @@ var Resources = {
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},
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};
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Log.warn("bottom of components");
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@ -29,50 +29,6 @@ var walk_up_get_prop = function(obj, prop, endobj) {
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return props;
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};
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function complete_assign(target, source) {
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var descriptors = {};
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var assigns = {};
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if (typeof source === 'undefined') return target;
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Object.keys(source).forEach(function (k) {
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var desc = Object.getOwnPropertyDescriptor(source, k);
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if (desc.value) {
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if (typeof desc.value === 'object' && desc.value.hasOwn('value'))
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descriptors[k] = desc.value;
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else
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assigns[k] = desc.value;
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} else
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descriptors[k] = desc;
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});
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Object.defineProperties(target, descriptors);
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Object.assign(target, assigns);
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return target;
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};
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/* Assigns properties from source to target, only if they exist in target */
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function dainty_assign(target, source)
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{
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for (var key in source) {
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if (typeof source[key] === 'function') {
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target[key] = source[key];
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continue;
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}
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if (!Object.hasOwn(target, key)) continue;
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if (!Object.getOwnPropertyDescriptor(target, key).writable) continue;
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if (Array.isArray(target[key]))
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target[key] = source[key];
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else if (typeof target[key] === 'object')
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dainty_assign(target[key], source[key]);
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else {
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target[key] = source[key];
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}
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}
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};
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/* Deeply remove source keys from target, not removing objects */
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function unmerge(target, source) {
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for (var key in source) {
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@ -98,7 +98,7 @@ var editor = {
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slurpwrite(JSON.stringify(protos, undefined, 2), "proto.json");
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/* Save object changes to parent */
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dainty_assign(this.selectlist[0].__proto__, tobj);
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Object.dainty_assign(this.selectlist[0].__proto__, tobj);
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/* Remove the local from this object */
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unmerge(this.selectlist[0], tobj);
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@ -124,7 +124,7 @@ var editor = {
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if (typeof newp[key] === 'object' && 'clone' in newp[key])
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newp[key] = newp[key].clone();
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dainty_assign(newp, this.selectlist[0].prop_obj());
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Object.dainty_assign(newp, this.selectlist[0].prop_obj());
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this.selectlist[0].kill();
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var gopos = this.selectlist[0].pos;
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this.unselect();
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@ -152,7 +152,7 @@ var editor = {
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deep_merge(pobj, tobj);
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dainty_assign(newp, pobj);
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Object.dainty_assign(newp, pobj);
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this.selectlist[0].kill();
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this.unselect();
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var proto = this.edit_level.spawn(gameobjects[name]);
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@ -620,7 +620,7 @@ var editor = {
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Log.info(path);
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var fn = function(x) { return path.endsWith(x); };
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if (images.any(fn)) {
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var newtex = copy(texgui, { path: path });
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var newtex = Object.copy(texgui, { path: path });
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this.addpanel(newtex);
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}
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else if (sounds.any(fn))
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@ -1479,7 +1479,7 @@ function proto_children(name) {
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load("scripts/textedit.js");
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var objectexplorer = copy(inputpanel, {
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var objectexplorer = Object.copy(inputpanel, {
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title: "object explorer",
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obj: undefined,
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previous: [],
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@ -1625,7 +1625,7 @@ var objectexplorer = copy(inputpanel, {
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});
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var helppanel = copy(inputpanel, {
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var helppanel = Object.copy(inputpanel, {
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title: "help",
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start() {
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@ -1637,7 +1637,7 @@ var helppanel = copy(inputpanel, {
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},
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});
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var openlevelpanel = copy(inputpanel, {
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var openlevelpanel = Object.copy(inputpanel, {
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title: "open entity",
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action() {
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editor.load(this.value);
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@ -1678,33 +1678,33 @@ var openlevelpanel = copy(inputpanel, {
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},
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});
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var saveaspanel = copy(inputpanel, {
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var saveaspanel = Object.copy(inputpanel, {
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title: "save level as",
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action() {
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editor.saveas_check(this.value);
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},
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});
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var groupsaveaspanel = copy(inputpanel, {
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var groupsaveaspanel = Object.copy(inputpanel, {
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title: "group save as",
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action() { editor.groupsaveas(editor.selectlist, this.value); }
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});
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var saveprototypeas = copy(inputpanel, {
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var saveprototypeas = Object.copy(inputpanel, {
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title: "save prototype as",
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action() {
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editor.save_proto_as(this.value);
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},
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});
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var savetypeas = copy(inputpanel, {
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var savetypeas = Object.copy(inputpanel, {
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title: "save type as",
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action() {
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editor.save_type_as(this.value);
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},
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});
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var quitpanel = copy(inputpanel, {
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var quitpanel = Object.copy(inputpanel, {
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title: "really quit?",
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action() {
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quit();
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@ -1718,7 +1718,7 @@ var quitpanel = copy(inputpanel, {
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},
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});
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|
||||
var notifypanel = copy(inputpanel, {
|
||||
var notifypanel = Object.copy(inputpanel, {
|
||||
title: "notification",
|
||||
msg: "Refusing to save. File already exists.",
|
||||
action() {
|
||||
|
@ -1759,7 +1759,7 @@ var allfiles = [];
|
|||
allfiles.push(scripts, images, sounds);
|
||||
allfiles = allfiles.flat();
|
||||
|
||||
var assetexplorer = copy(openlevelpanel, {
|
||||
var assetexplorer = Object.copy(openlevelpanel, {
|
||||
title: "asset explorer",
|
||||
extensions: allfiles,
|
||||
closeonsubmit: false,
|
||||
|
@ -1798,7 +1798,7 @@ function tab_complete(val, list) {
|
|||
return ret;
|
||||
}
|
||||
|
||||
var texgui = clone(inputpanel, {
|
||||
var texgui = Object.copy(inputpanel, {
|
||||
get path() { return this._path; },
|
||||
set path(x) {
|
||||
this._path = x;
|
||||
|
@ -1811,7 +1811,7 @@ var texgui = clone(inputpanel, {
|
|||
},
|
||||
});
|
||||
|
||||
var entitylistpanel = copy(inputpanel, {
|
||||
var entitylistpanel = Object.copy(inputpanel, {
|
||||
title: "Level object list",
|
||||
level: {},
|
||||
start() {
|
||||
|
|
|
@ -577,7 +577,7 @@ load("scripts/entity.js");
|
|||
|
||||
var preprimum = {};
|
||||
preprimum.add_child = function() {};
|
||||
var World = gameobject.make(preprimum);
|
||||
var World = gameobject.make(gameobject.ur, preprimum);
|
||||
var Primum = World;
|
||||
Primum.selectable = false;
|
||||
World.reparent = function(parent) { Log.warn("Cannot reparent the Primum."); }
|
||||
|
|
|
@ -14,13 +14,6 @@ var gameobject = {
|
|||
save: true,
|
||||
selectable: true,
|
||||
|
||||
/* Make a duplicate of this exact object */
|
||||
clone(name, ext) {
|
||||
var obj = Object.create(this);
|
||||
complete_assign(obj, ext);
|
||||
return obj;
|
||||
},
|
||||
|
||||
layer_nuke() {
|
||||
Nuke.label("Collision layer");
|
||||
Nuke.newline(Collision.num);
|
||||
|
@ -198,8 +191,8 @@ var gameobject = {
|
|||
if (typeof ur === 'string')
|
||||
ur = prototypes.get_ur(ur);
|
||||
if (!ur) Log.warn("Failed to make UR from " + ur);
|
||||
|
||||
return ur.make(this);
|
||||
|
||||
return gameobject.make(ur, this);
|
||||
},
|
||||
|
||||
|
||||
|
@ -275,35 +268,44 @@ var gameobject = {
|
|||
// right() { return [1,0].rotate(Math.deg2rad(this.angle));},
|
||||
// left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
|
||||
|
||||
make(level) {
|
||||
make(ur, level) {
|
||||
level ??= Primum;
|
||||
var obj = Object.create(this);
|
||||
obj.defn('body', make_gameobject());
|
||||
obj.defn('components', {});
|
||||
|
||||
Game.register_obj(obj);
|
||||
gameobject.make_parentable(obj);
|
||||
|
||||
cmd(113, obj.body, obj); // set the internal obj reference to this obj
|
||||
|
||||
Object.totalassign(obj, ur);
|
||||
|
||||
for (var prop in obj) {
|
||||
if (typeof obj[prop] === 'object' && 'make' in obj[prop]) {
|
||||
obj[prop] = obj[prop].make(obj.body);
|
||||
obj[prop].defn('gameobject', obj);
|
||||
obj.components[prop] = obj[prop];
|
||||
if (typeof obj[prop] === 'object' && 'comp' in obj[prop]) {
|
||||
var newcomp = component[obj[prop].comp].make(obj.body);
|
||||
Object.assign(newcomp, obj[prop]);
|
||||
newcomp.sync?.();
|
||||
obj[prop] = newcomp;
|
||||
obj[prop].defn('gameobject', obj);
|
||||
obj.components[prop] = obj[prop];
|
||||
}
|
||||
};
|
||||
|
||||
obj.check_registers(obj);
|
||||
|
||||
gameobject.make_parentable(obj);
|
||||
|
||||
/* Spawn subobjects defined */
|
||||
if (obj.$) {
|
||||
for (var e in obj.$)
|
||||
obj.$[e] = obj.spawn(prototypes.get_ur(obj.$[e].ur));
|
||||
}
|
||||
|
||||
Object.totalassign(obj, obj.ur);
|
||||
if (obj.$) {
|
||||
for (var e in obj.$) {
|
||||
var newobj = obj.spawn(prototypes.get_ur(obj.$[e].ur));
|
||||
Object.assign(newobj, obj.$[e].diff);
|
||||
obj.$[e] = newobj;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (typeof obj.start === 'function') obj.start();
|
||||
|
||||
|
@ -386,7 +388,7 @@ if (IO.exists("proto.json"))
|
|||
|
||||
for (var key in prototypes) {
|
||||
if (key in gameobjects)
|
||||
dainty_assign(gameobjects[key], prototypes[key]);
|
||||
Object.dainty_assign(gameobjects[key], prototypes[key]);
|
||||
else {
|
||||
/* Create this gameobject fresh */
|
||||
Log.info("Making new prototype: " + key + " from " + prototypes[key].from);
|
||||
|
@ -397,13 +399,14 @@ for (var key in prototypes) {
|
|||
if (typeof newproto[pkey] === 'object' && newproto[pkey] && 'clone' in newproto[pkey])
|
||||
newproto[pkey] = newproto[pkey].clone();
|
||||
|
||||
dainty_assign(gameobjects[key], prototypes[key]);
|
||||
Object.dainty_assign(gameobjects[key], prototypes[key]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
prototypes.save_gameobjects = function() { slurpwrite(JSON.stringify(gameobjects,null,2), "proto.json"); };
|
||||
|
||||
/* Makes a new ur-type from a file. The file can define components. */
|
||||
prototypes.from_file = function(file)
|
||||
{
|
||||
if (!IO.exists(file)) {
|
||||
|
@ -411,20 +414,20 @@ prototypes.from_file = function(file)
|
|||
return;
|
||||
}
|
||||
|
||||
var newur = gameobject.clone(file, {});
|
||||
var newur = Object.create(gameobject.ur);
|
||||
var script = IO.slurp(file);
|
||||
|
||||
Object.defHidden(newur, '$');
|
||||
newur.$ = {};
|
||||
var json = {};
|
||||
// Object.defHidden(newur, '$');
|
||||
// newur.$ = {};
|
||||
/* var json = {};
|
||||
if (IO.exists(file.name() + ".json")) {
|
||||
json = JSON.parse(IO.slurp(file.name() + ".json"));
|
||||
Object.assign(newur.$, json.$);
|
||||
delete json.$;
|
||||
}
|
||||
|
||||
compile_env(`var self = this; var $ = self.$; ${script}`, newur, file);
|
||||
dainty_assign(newur, json);
|
||||
*/
|
||||
compile_env(`var self = this; ${script}`, newur, file);
|
||||
// Object.dainty_assign(newur, json);
|
||||
|
||||
file = file.replaceAll('/', '.');
|
||||
var path = file.name().split('.');
|
||||
|
@ -450,8 +453,9 @@ prototypes.list = [];
|
|||
|
||||
prototypes.from_obj = function(name, obj)
|
||||
{
|
||||
var newobj = gameobject.clone(name, obj);
|
||||
var newobj = Object.copy(gameobject.ur, obj);
|
||||
prototypes.ur[name] = newobj;
|
||||
Log.say(Object.keys(newobj));
|
||||
newobj.toString = function() { return name; };
|
||||
return prototypes.ur[name];
|
||||
}
|
||||
|
@ -498,18 +502,6 @@ prototypes.get_ur = function(name)
|
|||
return prototypes.ur[name];
|
||||
}
|
||||
|
||||
prototypes.from_obj("polygon2d", {
|
||||
polygon2d: polygon2d.clone(),
|
||||
});
|
||||
|
||||
prototypes.from_obj("edge2d", {
|
||||
edge2d: bucket.clone(),
|
||||
});
|
||||
|
||||
prototypes.from_obj("sprite", {
|
||||
sprite: sprite.clone(),
|
||||
});
|
||||
|
||||
prototypes.generate_ur = function(path)
|
||||
{
|
||||
var ob = IO.glob("**.js");
|
||||
|
@ -541,7 +533,6 @@ prototypes.from_obj("camera2d", {
|
|||
|
||||
world2this(pos) { return cmd(70, this.body, pos); },
|
||||
this2world(pos) { return cmd(71, this.body,pos); },
|
||||
|
||||
|
||||
view2world(pos) {
|
||||
return cmd(137,pos);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var texteditor = clone(inputpanel, {
|
||||
var texteditor = Object.copy(inputpanel, {
|
||||
title: "text editor",
|
||||
_cursor:0, /* Text cursor: [char,line] */
|
||||
get cursor() { return this._cursor; },
|
||||
|
|
Loading…
Reference in a new issue