Fix char2d; add camera reset in editor; default entity physics is static
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parent
71d5ae7619
commit
a854764636
2
Makefile
2
Makefile
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@ -171,7 +171,7 @@ tools/libcdb.a:
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mv $(CDB)/libcdb.a tools
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DOCOS = Sound gameobject Game Window physics Profile Time Player Mouse IO Log ColorMap sprite SpriteAnim
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DOCOS = Sound gameobject Game Window physics Profile Time Player Mouse IO Log ColorMap sprite SpriteAnim Render
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DOCHTML := $(addsuffix .api.html, $(DOCOS))
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DOCMD := $(addsuffix .api.md, $(DOCOS))
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@ -36,11 +36,13 @@ var component = {
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nc.sync();
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assign_impl(nc,this.impl);
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Object.hide(nc, ...this.hides);
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nc.post();
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return nc;
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},
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kill() { Log.info("Kill not created for this component yet"); },
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sync() {},
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post(){},
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gui() { },
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gizmo() { },
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@ -147,7 +149,7 @@ var SpriteAnim = {
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return anim;
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},
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strip(path, frames) {
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strip(path, frames, time=0.05) {
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var anim = {};
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anim.frames = [];
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anim.path = path;
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@ -155,11 +157,15 @@ var SpriteAnim = {
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for (var f = 0; f < frames; f++) {
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var frame = {};
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frame.rect = {s0:xslice*f, s1: xslice*(f+1), t0:0, t1:1};
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frame.time = 0.05;
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frame.time = time;
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anim.frames.push(frame);
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}
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anim.dim = cmd(64,path);
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anim.dim.x /= frames;
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anim.toJSON = function()
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{
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return anim.path;
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}
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return anim;
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},
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@ -198,26 +204,34 @@ var SpriteAnim = {
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return anims;
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},
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validate(anim)
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{
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if (!Object.isObject(anim)) return false;
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if (typeof anim.path !== 'string') return false;
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if (typeof anim.dim !== 'object') return false;
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return true;
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},
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find(path) {
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if (!IO.exists(path + ".asset")) return;
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var asset = JSON.parse(IO.slurp(path + ".asset"));
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},
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};
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SpriteAnim.doc = 'Functions to create Primum animations from varying sources.';
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SpriteAnim.gif.doc = 'Convert a gif.';
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SpriteAnim.strip.doc = 'Given a path and number of frames, converts a horizontal strip animation, where each cell is the same width.'
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SpriteAnim.aseprite.doc = 'Given an aseprite json metadata, returns an object of animations defined in the aseprite file.';
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SpriteAnim.find.doc = 'Given a path, find the relevant animation for the file.';
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/* Container to play sprites and anim2ds */
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component.char2d = Object.copy(component, {
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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 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 this.gameobject.draw_layer; },
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component.char2d = Object.create(component.sprite);
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Object.assign(component.char2d, {
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boundingbox() {
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var dim = this.curplaying.dim.slice();
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var dim = this.acur.dim.slice();
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dim = dim.scale(this.gameobject.scale);
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var realpos = this.pos.slice();
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realpos.x = realpos.x * dim.x + (dim.x/2);
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@ -225,58 +239,56 @@ component.char2d = Object.copy(component, {
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return cwh2bb(realpos,dim);
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},
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anims:{},
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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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make(go) {
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Log.say('creating animation');
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var char = Object.create(this);
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char.gameobject = go;
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Object.assign(char, make_sprite(go.body));
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char.frame = 0;
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char.timer = timer.make(char.advance.bind(char), 1);
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char.timer.loop = true;
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Object.hide(char, 'timer');
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return char;
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},
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frame: 0,
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play_anim(anim) {
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this.acur = anim;
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this.frame = 0;
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this.timer.time = this.acur.frames[this.frame].time;
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this.timer.start();
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this.setsprite();
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},
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play(name) {
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if (!(name in this)) {
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Log.info("Can't find an animation named " + name);
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return;
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}
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if (this.curplaying === this[name]) {
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if (this.acur === this[name]) {
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this.timer.start();
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return;
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}
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this.curplaying = this[name];
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this.acur = this[name];
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this.frame = 0;
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this.timer.time = this.curplaying.frames[this.frame].time;
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this.timer.time = this.acur.frames[this.frame].time;
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this.timer.start();
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this.setsprite();
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},
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setsprite() {
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cmd(12, this.id, this.curplaying.path, this.curplaying.frames[this.frame].rect);
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cmd(12, this.id, this.acur.path, this.acur.frames[this.frame].rect);
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},
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advance() {
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this.frame = (this.frame + 1) % this.curplaying.frames.length;
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this.frame = (this.frame + 1) % this.acur.frames.length;
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this.setsprite();
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if (this.frame === 0 && !this.curplaying.loop)
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if (this.frame === 0 && !this.acur.loop)
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this.timer.pause();
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},
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devance() {
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this.frame = (this.frame - 1);
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if (this.frame === -1) this.frame = this.curplaying.frames-1;
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if (this.frame === -1) this.frame = this.acur.frames-1;
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this.setsprite();
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},
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@ -298,19 +310,46 @@ component.char2d = Object.copy(component, {
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this.timer.kill();
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cmd(9, this.id);
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},
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add_anim(anim,name) {
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if (name in this) return;
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this[name] = function() {
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this.play_anim(anim);
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}
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},
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post() {
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this.timer = timer.make(this.advance.bind(this), 1);
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this.timer.loop = true;
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Object.hide(this,'timer');
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for (var k in this.anims) {
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var path = this.anims[k];
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this.anims[k] = run_env(path + ".asset", path);
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this.add_anim(this.anims[k], k);
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}
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Object.hide(this, 'acur');
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},
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});
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component.char2d.impl = {
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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 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 this.gameobject.draw_layer; },
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component.char2d.doc = {
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doc: "An animation player for sprites.",
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frame: "The current frame of animation.",
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anims: "A list of all animations in this player.",
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acur: "The currently playing animation object.",
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advance: "Advance the animation by one frame.",
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devance: "Go back one frame in the animation.",
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setframe: "Set a specific frame of animation.",
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stop: "Stops the animation and returns to the first frame.",
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pause: "Pauses the animation sequence in place.",
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play: "Given an animation string, play it. Equivalent to anim.[name].play().",
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play_anim: "Play a given animation object.",
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add_anim: "Add an animation object with the given name."
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};
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// sprite.timer = timer.make(sprite.advance.bind(sprite),1);
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// sprite.timer.loop = true;
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/* Returns points specifying this geometry, with ccw */
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var Geometry = {
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box(w, h) {
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@ -176,12 +176,6 @@ var editor = {
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return;
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}
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if (num === 0) {
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this.camera.pos = [0,0];
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this.camera.zoom = 1;
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return;
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}
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if (num in this.camera_recalls)
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Object.assign(this.camera, this.camera_recalls[num]);
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},
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@ -1304,7 +1298,10 @@ editor.inputs['C-v'] = function() {
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editor.inputs['C-v'].doc = "Pull objects from killring to world.";
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editor.inputs.char = function(c) {
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if (c === '0') {
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this.camera.pos = [0,0];
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this.camera.zoom = 1;
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}
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};
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var brushmode = {};
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@ -19,6 +19,12 @@ function run(file)
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return cmd(117, file);
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}
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function run_env(file, env)
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{
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var script = IO.slurp(file);
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return function(){return eval(script);}.call(env);
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}
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load("scripts/diff.js");
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Log.level = 1;
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@ -240,7 +246,6 @@ var timer = {
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}
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var t = Object.create(this);
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// assign_impl(t, this.impl);
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t.callback = fn;
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var guardfn = function() {
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@ -253,6 +258,7 @@ var timer = {
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};
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t.id = make_timer(guardfn, secs, app);
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t.loop = loop;
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t.pause();
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return t;
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},
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@ -262,7 +268,6 @@ var timer = {
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var t = this.make(fn, secs, obj, 0, app);
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t.start();
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},
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// impl: {
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get remain() { return cmd(32, this.id); },
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get on() { return cmd(33, this.id); },
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get loop() { return cmd(34, this.id); },
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@ -275,19 +280,8 @@ var timer = {
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set time(x) { cmd(28, this.id, x); },
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get time() { return cmd(29, this.id); },
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get pct() { return this.remain / this.time; },
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// },
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// remain: 0,
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// on: false,
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// loop: false,
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// start(){},
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// stop(){},
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// kill(){},
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// pause(){},
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// time: 0,
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// pct: 0,
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};
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timer.toJSON = function() { return undefined; };
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timer.doc = {
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doc: "Quickly make timers to fire off events once or multiple times.",
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oneshot: "Executes a given function after the given number of seconds.",
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@ -384,6 +378,12 @@ var Render = {
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},
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};
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Render.doc = {
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doc: "Functions for rendering modes.",
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normal: "Final render with all lighting.",
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wireframe: "Show only wireframes of models."
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};
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load("scripts/physics.js");
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load("scripts/input.js");
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load("scripts/sound.js");
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@ -873,3 +873,7 @@ Window.name = "Primum Machinam (V0.1)";
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Window.width = 1280;
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Window.height = 720;
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var Asset = {};
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Asset.doc = {
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doc: "Functions to manage the loading and unloading of assets, like sounds and images."
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};
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@ -272,7 +272,7 @@ var gameobject = {
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register_collide(1, x.collide, x, obj.body, x.shape);
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});
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},
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phys:1,
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phys:Physics.static,
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flipx:false,
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flipy:false,
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scale:1,
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@ -554,6 +554,10 @@ var gameobject = {
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return this.objects[newname];
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},
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add_component(comp) {
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if (typeof comp['comp'] !== 'string') return;
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},
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register_hit(fn, obj) {
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if (!obj)
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obj = this;
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