rendering
This commit is contained in:
parent
8172620214
commit
a8f7f20d6e
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@ -430,6 +430,7 @@ struct phys2d_edge *Make2DEdge(int go) {
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new->shape.moi = phys2d_edge_moi;
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new->shape.shape = NULL;
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new->draws = 0;
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new->closed = 0;
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phys2d_applyedge(new);
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return new;
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@ -572,8 +573,12 @@ void shape_set_sensor(struct phys2d_shape *shape, int sensor) {
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int shape_get_sensor(struct phys2d_shape *shape) {
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if (!shape->shape) {
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return cpShapeGetSensor(((struct phys2d_edge *)(shape->data))->shapes[0]);
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struct phys2d_edge *edge = shape->data;
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if (arrlen(edge->shapes) > 0) return cpShapeGetSensor(edge->shapes[0]);
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return 0;
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}
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return cpShapeGetSensor(shape->shape);
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}
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@ -593,6 +598,7 @@ void duk_call_phys_cb(cpVect norm, struct callee c, int hit, cpArbiter *arb) {
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JS_SetPropertyStr(js, obj, "velocity", vec2js(cpArbiterGetSurfaceVelocity(arb)));
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JS_SetPropertyStr(js, obj, "pos", vec2js(cpArbiterGetPointA(arb, 0)));
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JS_SetPropertyStr(js, obj, "id", JS_NewInt32(js,hit));
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JS_SetPropertyStr(js,obj,"obj", JS_DupValue(js,id2go(hit)->ref));
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script_callee(c, 1, &obj);
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}
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@ -81,17 +81,6 @@ static struct circle_vertex circle_b[v_amt];
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void debug_flush()
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{
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if (circle_count != 0) {
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sg_apply_pipeline(circle_pipe);
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sg_apply_bindings(&circle_bind);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection));
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sg_update_buffer(circle_bind.vertex_buffers[0], &(sg_range){
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.ptr = circle_b,
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.size = sizeof(struct circle_vertex)*circle_count
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});
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sg_draw(0,4,circle_count);
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circle_count = 0;
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}
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if (poly_c != 0) {
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sg_apply_pipeline(poly_pipe);
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@ -135,6 +124,19 @@ void debug_flush()
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line_c = 0;
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line_v = 0;
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}
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if (circle_count != 0) {
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sg_apply_pipeline(circle_pipe);
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sg_apply_bindings(&circle_bind);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection));
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sg_update_buffer(circle_bind.vertex_buffers[0], &(sg_range){
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.ptr = circle_b,
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.size = sizeof(struct circle_vertex)*circle_count
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});
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sg_draw(0,4,circle_count);
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circle_count = 0;
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}
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}
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static sg_shader_uniform_block_desc projection_ubo = {
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@ -311,6 +313,7 @@ void debugdraw_init()
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void draw_line(cpVect *a_points, int a_n, struct rgba color, float seg_len, int closed, float seg_speed)
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{
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if (a_n < 2) return;
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seg_speed = 1;
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int n = closed ? a_n+1 : a_n;
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cpVect points[n];
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@ -85,6 +85,11 @@ int js2bool(JSValue v) {
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return JS_ToBool(js, v);
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}
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JSValue bool2js(int b)
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{
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return JS_NewBool(js,b);
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}
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JSValue float2js(double g) {
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return JS_NewFloat64(js, g);
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}
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@ -97,6 +102,8 @@ struct gameobject *js2go(JSValue v) {
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return id2go(js2int(v));
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}
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struct sprite *js2sprite(JSValue v) { return id2go(js2int(v)); }
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void *js2ptr(JSValue v) {
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void *p;
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JS_ToInt64(js, &p, v);
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@ -212,6 +219,12 @@ JSValue vec2js(cpVect v) {
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return array;
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}
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JSValue v22js(HMM_Vec2 v)
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{
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cpVect c = { v.X, v.Y };
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return vec2js(c);
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}
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JSValue vecarr2js(cpVect *points, int n) {
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JSValue array = JS_NewArray(js);
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for (int i = 0; i < n; i++)
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@ -978,19 +991,32 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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return bool2js(js2go(argv[1])->flipy);
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case 106:
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js2go(argv[1])->e = js2num(argv[2]);
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js2go(argv[1])->e = js2number(argv[2]);
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break;
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case 107:
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return num2js(js2go(argv[1])->e);
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case 108:
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js2go(argv[1])->f = js2num(argv[2]);
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js2go(argv[1])->f = js2number(argv[2]);
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break;
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case 109:
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return num2js(js2go(argv[1])->f);
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case 110:
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return num2js(js2go(argv[1])
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return num2js(js2go(argv[1])->e);
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case 111:
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return v22js(js2sprite(argv[1])->pos);
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case 112:
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return num2js(((struct phys2d_edge*)js2ptr(argv[1]))->thickness);
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case 113:
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js2go(argv[1])->ref = JS_DupValue(js,argv[2]);
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break;
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case 114:
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return bool2js(js2sprite(argv[1])->enabled);
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}
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if (str)
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@ -1186,6 +1212,8 @@ JSValue duk_set_body(JSContext *js, JSValueConst this, int argc, JSValueConst *a
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case 1:
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go->bodytype = js2int(argv[2]);
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cpBodySetType(go->body, go->bodytype);
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gameobject_apply(go);
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break;
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case 2:
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@ -1209,7 +1237,11 @@ JSValue duk_set_body(JSContext *js, JSValueConst this, int argc, JSValueConst *a
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break;
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case 7:
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC)
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cpBodySetMass(go->body, js2number(argv[2]));
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else
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YughWarn("Cannot set mass of a non dynamic body.");
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break;
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case 8:
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@ -105,7 +105,7 @@ void go_shape_moi(cpBody *body, cpShape *shape, struct gameobject *go) {
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}
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moment += s->moi(s->data, go->mass);
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if (moment < 0) moment = 0;
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if (moment < 0) moment = 1;
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cpBodySetMoment(go->body, moment);
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}
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@ -145,6 +145,7 @@ int MakeGameobject() {
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.next = -1,
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.sensor = 0,
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.shape_cbs = NULL,
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.ref = JS_NULL,
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};
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go.cbs.begin.obj = JS_NULL;
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@ -6,6 +6,7 @@
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#include <chipmunk/chipmunk.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include "quickjs/quickjs.h"
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struct shader;
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struct sprite;
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@ -27,6 +28,7 @@ struct gameobject {
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int id;
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struct phys_cbs cbs;
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struct shape_cb *shape_cbs;
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JSValue ref;
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};
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extern struct gameobject *gameobjects;
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@ -331,6 +331,7 @@ void openglRender(struct window *window) {
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sprite_flush();
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call_draw();
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// debug_flush();
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//// DEBUG
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if (debugDrawPhysics) {
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@ -71,6 +71,17 @@ Object.defineProperty(Object.prototype, 'nulldef', {
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}
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});
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/*Object.defineProperty(Object.prototype, 'writable', {
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value: function(name) {
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return Object.getPropertyDescriptor(this, name).writable;
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}
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});
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*/
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Object.defineProperty(Object.prototype, 'prop_obj', {
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value: function() { return JSON.parse(JSON.stringify(this)); }
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});
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/* defc 'define constant'. Defines a value that is not writable. */
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Object.defineProperty(Object.prototype, 'defc', {
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value: function(name, val) {
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@ -83,6 +94,18 @@ Object.defineProperty(Object.prototype, 'defc', {
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}
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});
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Object.defineProperty(Object.prototype, 'stick', {
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value: function(prop) {
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Object.defineProperty(this, prop, {writable:false});
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}
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});
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Object.defineProperty(Object.prototype, 'harden', {
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value: function(prop) {
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Object.defineProperty(this, prop, {writable:false, configurable:false, enumerable: false});
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}
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});
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Object.defineProperty(Object.prototype, 'deflock', {
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value: function(prop) {
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Object.defineProperty(this,prop, {configurable:false});
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@ -7,8 +7,7 @@ var component = {
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},
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name: "component",
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component: true,
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set enabled(x) { },
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get enabled() { },
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enabled: true,
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enable() { this.enabled = true; },
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disable() { this.enabled = false; },
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@ -29,7 +28,6 @@ var sprite = clone(component, {
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path: "",
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layer: 0,
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pos: [0,0],
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enabled: true,
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get visible() { return this.enabled; },
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set visible(x) { this.enabled = x; },
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angle: 0,
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input_kp2_pressed() { this.pos = [-0.5,-1]; },
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input_kp1_pressed() { this.pos = [-1,-1]; },
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get boundingbox() {
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if (!this.gameobject) return null;
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var dim = cmd(64, this.path);
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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 *= dim.x;
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realpos.y *= dim.y;
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realpos.x += (dim.x/2);
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realpos.y += (dim.y/2);
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return cwh2bb(realpos, dim);
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},
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make(go) {
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var old = this;
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var sprite = clone(this, {
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get enabled() { return cmd(21,this.id); },
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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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set path(x) { cmd(12,this.id,x,this.rect); },
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get boundingbox() {
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var dim = cmd(64,this.path);
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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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kill() { cmd(9,this.id); },
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});
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sprite.obscure('boundingbox');
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var id = make_sprite(go,old.path,old.pos);
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Object.defineProperty(sprite, 'id', {value:id});
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@ -177,6 +175,23 @@ var char2d = clone(sprite, {
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},
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});
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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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w /= 2;
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h /= 2;
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var points = [
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[w,h],
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[-w,h],
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[-w,-h],
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[w,-h]
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];
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return points;
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}
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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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name: "collider 2d",
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@ -194,8 +209,6 @@ var collider2d = clone(component, {
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this.enabled = !this.enabled;
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},
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enabled: true,
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get enabled() { return this._enabled; },
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kill() {}, /* No killing is necessary - it is done through the gameobject's kill */
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register_hit(fn, obj) {
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@ -204,11 +217,22 @@ var collider2d = clone(component, {
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make_fns: {
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set sensor(x) { cmd(18,this.shape,x); },
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set enabled(x) { cmd(22,this.id,x); }
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get sensor() { return cmd(21,this.shape); },
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set enabled(x) { cmd(22,this.shape,x); },
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get enabled() {
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Log.warn("getting enabled");
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return cmd(23,this.shape); }
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},
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});
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var sync_proxy = {
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set(t,p,v) {
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t[p] = v;
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t.sync();
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return true;
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}
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};
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var polygon2d = clone(collider2d, {
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name: "polygon 2d",
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@ -225,32 +249,35 @@ var polygon2d = clone(collider2d, {
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make(go) {
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var poly = Object.create(this);
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complete_assign(poly, this.make_fns);
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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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get boundingbox() {
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return points2bb(this.points.map(x => x.scale(this.gameobject.scale)));
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},
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sync() { cmd_poly2d(0, this.id, this.spoints); }
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});
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poly.obscure('boundingbox');
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poly.defn('points', this.points.copy());
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poly = new Proxy(poly, sync_proxy);
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Object.defineProperty(poly, 'id', {enumerable:false});
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Object.defineProperty(poly, 'shape', {enumerable:false});
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return poly;
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},
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get boundingbox() {
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if (!this.gameobject) return null;
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var scaledpoints = [];
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this.points.forEach(function(x) { scaledpoints.push(x.scale(this.gameobject.scale)); }, this);
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return points2bb(scaledpoints);
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},
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/* EDITOR */
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help: "Ctrl-click Add a point\nShift-click Remove a point",
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input_f10_pressed() {
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this.points = sortpointsccw(this.points);
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},
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sync() {
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if (!this.id) return;
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cmd_poly2d(0, this.id, this.spoints);
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this.coll_sync();
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},
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input_b_pressed() {
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if (!Keys.ctrl()) return;
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@ -292,9 +319,6 @@ var polygon2d = clone(collider2d, {
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this.points.forEach(function(x, i) {
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Debug.numbered_point(this.gameobject.this2world(x), i);
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}, this);
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this.sync();
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},
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input_lmouse_pressed() {
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@ -325,7 +349,6 @@ var polygon2d = clone(collider2d, {
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var bucket = clone(collider2d, {
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name: "bucket",
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help: "Ctrl-click Add a point\nShift-click Remove a point\n+,- Increase/decrease spline segs\nCtrl-+,- Inc/dec spline degrees\nCtrl-b,v Inc/dec spline thickness",
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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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@ -343,30 +366,11 @@ var bucket = clone(collider2d, {
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*/
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type: 3,
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get boundingbox() {
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if (!this.gameobject) return null;
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var scaledpoints = [];
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this.points.forEach(function(x) { scaledpoints.push(x.scale(this.gameobject.scale)); }, this);
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return points2bb(scaledpoints);
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},
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mirrorx: false,
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mirrory: false,
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input_m_pressed() {
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if (Keys.ctrl()) {
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this.mirrory = !this.mirrory;
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} else {
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this.mirrorx = !this.mirrorx;
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}
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this.sync();
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},
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hollow: false,
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input_h_pressed() {
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this.hollow = !this.hollow;
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},
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hollowt: 0,
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get spoints() {
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var spoints = this.cpoints.slice();
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@ -401,19 +405,6 @@ var bucket = clone(collider2d, {
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return spoints;
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},
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hollowt: 0,
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input_g_pressed() {
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if (!Keys.ctrl()) return;
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this.hollowt--;
|
||||
if (this.hollowt < 0) this.hollowt = 0;
|
||||
},
|
||||
|
||||
input_f_pressed() {
|
||||
if (!Keys.ctrl()) return;
|
||||
this.hollowt++;
|
||||
},
|
||||
|
||||
sample(n) {
|
||||
var spoints = this.spoints;
|
||||
|
||||
|
@ -449,30 +440,38 @@ var bucket = clone(collider2d, {
|
|||
make(go) {
|
||||
var edge = Object.create(this);
|
||||
Object.assign(edge, make_edge2d(go, this.points, this.thickness));
|
||||
Object.defineProperty(edge, 'id', {enumerable:false});
|
||||
Object.defineProperty(edge, 'shape', {enumerable:false});
|
||||
edge = new Proxy(edge, sync_proxy);
|
||||
complete_assign(edge, {
|
||||
set thickness(x) {
|
||||
cmd_edge2d(1,this.id,x);
|
||||
}
|
||||
},
|
||||
get thickness() { return cmd(112,this.id); },
|
||||
|
||||
get boundingbox() {
|
||||
return points2bb(this.points.map(x => x.scale(this.gameobject.scale)));
|
||||
},
|
||||
|
||||
sync() {
|
||||
var sensor = this.sensor;
|
||||
this.points = this.sample(this.samples);
|
||||
cmd_edge2d(0,this.id,this.points);
|
||||
this.sensor = sensor;
|
||||
},
|
||||
});
|
||||
|
||||
edge.obscure('boundingbox');
|
||||
|
||||
complete_assign(edge, this.make_fns);
|
||||
|
||||
Object.defineProperty(edge, 'id', {enumerable:false});
|
||||
Object.defineProperty(edge, 'shape', {enumerable:false});
|
||||
|
||||
edge.defn('points', []);
|
||||
|
||||
edge.sync();
|
||||
|
||||
var synctriggers = ['samples', 'thickness'];
|
||||
|
||||
return edge;
|
||||
},
|
||||
|
||||
sync() {
|
||||
if (!this.gameobject) return;
|
||||
this.points = this.sample(this.samples);
|
||||
cmd_edge2d(0, this.id, this.points);
|
||||
cmd_edge2d(1, this.id, this._thickness * this.gameobject.scale);
|
||||
this.coll_sync();
|
||||
},
|
||||
|
||||
/* EDITOR */
|
||||
gizmo() {
|
||||
if (!this.hasOwn('cpoints')) this.cpoints = this.__proto__.cpoints.copy();
|
||||
|
||||
|
@ -483,10 +482,32 @@ var bucket = clone(collider2d, {
|
|||
this.cpoints.forEach(function(x, i) {
|
||||
Debug.numbered_point(this.gameobject.this2world(x), i);
|
||||
}, this);
|
||||
|
||||
this.sync();
|
||||
},
|
||||
|
||||
help: "Ctrl-click Add a point\nShift-click Remove a point\n+,- Increase/decrease spline segs\nCtrl-+,- Inc/dec spline degrees\nCtrl-b,v Inc/dec spline thickness",
|
||||
|
||||
input_h_pressed() {
|
||||
this.hollow = !this.hollow;
|
||||
},
|
||||
|
||||
input_m_pressed() {
|
||||
if (Keys.ctrl()) {
|
||||
this.mirrory = !this.mirrory;
|
||||
} else {
|
||||
this.mirrorx = !this.mirrorx;
|
||||
}
|
||||
},
|
||||
|
||||
input_g_pressed() {
|
||||
if (!Keys.ctrl()) return;
|
||||
this.hollowt--;
|
||||
if (this.hollowt < 0) this.hollowt = 0;
|
||||
},
|
||||
|
||||
input_f_pressed() {
|
||||
if (!Keys.ctrl()) return;
|
||||
this.hollowt++;
|
||||
},
|
||||
|
||||
input_v_pressrep() {
|
||||
if (!Keys.alt()) return;
|
||||
|
@ -505,10 +526,8 @@ var bucket = clone(collider2d, {
|
|||
|
||||
finish_center(change) {
|
||||
this.cpoints = this.cpoints.map(function(x) { return x.sub(change); });
|
||||
this.sync();
|
||||
},
|
||||
|
||||
|
||||
input_plus_pressrep() {
|
||||
if (Keys.ctrl())
|
||||
this.degrees++;
|
||||
|
@ -603,12 +622,6 @@ var circle2d = clone(collider2d, {
|
|||
radius: 10,
|
||||
offset: [0,0],
|
||||
|
||||
get boundingbox() {
|
||||
if (!this.gameobject) return null;
|
||||
var radius = this.radius*2*this.gameobject.scale;
|
||||
return cwh2bb(this.offset.scale(this.gameobject.scale), [radius, radius]);
|
||||
},
|
||||
|
||||
get scale() { return this.radius; },
|
||||
set scale(x) { this.radius = x; },
|
||||
|
||||
|
@ -629,10 +642,16 @@ var circle2d = clone(collider2d, {
|
|||
set offset(x) { cmd_circle2d(1,this.id,this.offset); },
|
||||
get offset() { return cmd_circle2d(4,this.id); },
|
||||
|
||||
get boundingbox() {
|
||||
var diameter = this.radius*2*this.gameobject.scale;
|
||||
return cwh2bb(this.offset.scale(this.gameobject.scale), [radius,radius]);
|
||||
},
|
||||
});
|
||||
|
||||
complete_assign(circle, this.make_fns);
|
||||
|
||||
circle.obscure('boundingbox');
|
||||
|
||||
return circle;
|
||||
},
|
||||
|
||||
|
|
|
@ -462,7 +462,11 @@ var Register = {
|
|||
},
|
||||
|
||||
physupdates: [],
|
||||
postphys_cbs: [],
|
||||
physupdate(dt) {
|
||||
this.postphys_cbs.forEach(x => x());
|
||||
this.postphys_cbs = [];
|
||||
|
||||
this.physupdates.forEach(x => x[0].call(x[1], dt));
|
||||
},
|
||||
|
||||
|
@ -1071,6 +1075,11 @@ var Level = {
|
|||
this.objects.push(loadedlevel);
|
||||
return;
|
||||
}
|
||||
var prototype = gameobjects[x.from];
|
||||
if (!prototype) {
|
||||
Log.error(`Prototype for ${x.from} does not exist.`);
|
||||
return;
|
||||
}
|
||||
|
||||
var newobj = this.spawn(gameobjects[x.from]);
|
||||
|
||||
|
@ -1263,14 +1272,8 @@ var gameobject = {
|
|||
this.layer = Nuke.radio(i, this.layer, i);
|
||||
},
|
||||
|
||||
_draw_layer: 1,
|
||||
set draw_layer(x) {
|
||||
if (x < 0) x = 0;
|
||||
if (x > 4) x = 4;
|
||||
this._draw_layer = x;
|
||||
this.sync();
|
||||
},
|
||||
_draw_layer_nuke() {
|
||||
draw_layer: 1,
|
||||
draw_layer_nuke() {
|
||||
Nuke.label("Draw layer");
|
||||
Nuke.newline(5);
|
||||
for (var i = 0; i < 5; i++)
|
||||
|
@ -1281,8 +1284,6 @@ var gameobject = {
|
|||
return q_body(7, this.body);
|
||||
},
|
||||
|
||||
get draw_layer() { return this._draw_layer; },
|
||||
|
||||
name: "gameobject",
|
||||
|
||||
toString() { return this.name; },
|
||||
|
@ -1294,6 +1295,7 @@ var gameobject = {
|
|||
obj.defc('name', name);
|
||||
obj.from = this.name;
|
||||
obj.defn('instances', []);
|
||||
obj.obscure('from');
|
||||
|
||||
return obj;
|
||||
},
|
||||
|
@ -1338,26 +1340,6 @@ var gameobject = {
|
|||
body: -1,
|
||||
controlled: false,
|
||||
|
||||
get properties() {
|
||||
var keys = [];
|
||||
for (var key of Object.keys(this)) {
|
||||
if (key.startsWith("_"))
|
||||
keys.push(key.substring(1));
|
||||
else
|
||||
keys.push(key);
|
||||
}
|
||||
|
||||
return keys;
|
||||
},
|
||||
|
||||
toJSON() {
|
||||
var obj = {};
|
||||
for (var key of this.properties)
|
||||
obj[key] = this[key];
|
||||
|
||||
return obj;
|
||||
},
|
||||
|
||||
set_center(pos) {
|
||||
var change = pos.sub(this.pos);
|
||||
this.pos = pos;
|
||||
|
@ -1479,6 +1461,8 @@ var gameobject = {
|
|||
return bb ? bb : cwh2bb([0,0], [0,0]);
|
||||
},
|
||||
|
||||
stop() {},
|
||||
|
||||
kill() {
|
||||
Log.warn(`Killing ${this.toString()}`);
|
||||
cmd(2, this.body);
|
||||
|
@ -1502,13 +1486,6 @@ var gameobject = {
|
|||
this.stop();
|
||||
},
|
||||
|
||||
prop_obj() {
|
||||
var obj = JSON.parse(JSON.stringify(this));
|
||||
delete obj.name;
|
||||
delete obj.from;
|
||||
return obj;
|
||||
},
|
||||
|
||||
get up() {
|
||||
return [0,1].rotate(Math.deg2rad(this.angle));
|
||||
},
|
||||
|
@ -1552,7 +1529,7 @@ var gameobject = {
|
|||
obj.toString = function() {
|
||||
var props = obj.prop_obj();
|
||||
for (var key in props)
|
||||
if (typeof props[key] === 'object' && props[key].empty)
|
||||
if (typeof props[key] === 'object' && !props[key] === null && props[key].empty)
|
||||
delete props[key];
|
||||
|
||||
var edited = !props.empty;
|
||||
|
@ -1569,6 +1546,8 @@ var gameobject = {
|
|||
obj.sync();
|
||||
obj.defn('components', {});
|
||||
|
||||
cmd(113, obj.body, obj);
|
||||
|
||||
complete_assign(obj, {
|
||||
set scale(x) { cmd(36, this.body, x); },
|
||||
get scale() { return cmd(103, this.body); },
|
||||
|
@ -1590,7 +1569,10 @@ var gameobject = {
|
|||
set friction(x) { cmd(108,this.body,x); },
|
||||
|
||||
set mass(x) { set_body(7,this.body,x); },
|
||||
get mass() { return cmd(
|
||||
get mass() { return q_body(5, this.body); },
|
||||
|
||||
set phys(x) { set_body(1, this.body, x); },
|
||||
get phys() { return q_body(0,this.body); },
|
||||
});
|
||||
|
||||
for (var prop in obj) {
|
||||
|
|
Loading…
Reference in a new issue