Reduce exports from input.js
This commit is contained in:
parent
033b7c5109
commit
ccdcfafdf2
|
@ -29,7 +29,7 @@ actor.timers = [];
|
||||||
actor.kill = function(){
|
actor.kill = function(){
|
||||||
if (this.__dead__) return;
|
if (this.__dead__) return;
|
||||||
this.timers.forEach(t => t());
|
this.timers.forEach(t => t());
|
||||||
Player.do_uncontrol(this);
|
input.do_uncontrol(this);
|
||||||
Event.rm_obj(this);
|
Event.rm_obj(this);
|
||||||
if (this.master) this.master.rm_pawn(this);
|
if (this.master) this.master.rm_pawn(this);
|
||||||
this.padawans.forEach(p => p.kill());
|
this.padawans.forEach(p => p.kill());
|
||||||
|
|
|
@ -322,6 +322,8 @@ var gameobject = {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ent.tag) game.tag_add(ent.tag, ent);
|
if (ent.tag) game.tag_add(ent.tag, ent);
|
||||||
|
|
||||||
|
if (callback) callback(ent);
|
||||||
|
|
||||||
return ent;
|
return ent;
|
||||||
},
|
},
|
||||||
|
@ -523,7 +525,7 @@ var gameobject = {
|
||||||
this.timers.forEach(t => t());
|
this.timers.forEach(t => t());
|
||||||
this.timers = [];
|
this.timers = [];
|
||||||
Event.rm_obj(this);
|
Event.rm_obj(this);
|
||||||
Player.do_uncontrol(this);
|
input.do_uncontrol(this);
|
||||||
physics.collide_rm(this);
|
physics.collide_rm(this);
|
||||||
|
|
||||||
if (this.master) {
|
if (this.master) {
|
||||||
|
@ -670,7 +672,7 @@ gameobject.doc = {
|
||||||
motor: 'Keeps the relative angular velocity of this body to to at a constant rate. The most simple idea is for one of the bodies to be static, to the other is kept at rate.',
|
motor: 'Keeps the relative angular velocity of this body to to at a constant rate. The most simple idea is for one of the bodies to be static, to the other is kept at rate.',
|
||||||
layer: 'Bitmask for collision layers.',
|
layer: 'Bitmask for collision layers.',
|
||||||
drawlayer: 'Layer for drawing. Higher numbers draw above lower ones.',
|
drawlayer: 'Layer for drawing. Higher numbers draw above lower ones.',
|
||||||
warp_layer: 'Bitmask for selecting what warps should affect this entity.',
|
warp_filter: 'Bitmask for selecting what warps should affect this entity.',
|
||||||
};
|
};
|
||||||
|
|
||||||
global.ur = {};
|
global.ur = {};
|
||||||
|
|
|
@ -317,12 +317,6 @@ var Player = {
|
||||||
if (pawn.inputs.block) return;
|
if (pawn.inputs.block) return;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
do_uncontrol(pawn) {
|
|
||||||
this.players.forEach(function(p) {
|
|
||||||
p.pawns = p.pawns.filter(x => x !== pawn);
|
|
||||||
});
|
|
||||||
},
|
|
||||||
|
|
||||||
obj_controlled(obj) {
|
obj_controlled(obj) {
|
||||||
for (var p in Player.players) {
|
for (var p in Player.players) {
|
||||||
|
@ -358,6 +352,13 @@ var Player = {
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
input.do_uncontrol = function(pawn)
|
||||||
|
{
|
||||||
|
Player.players.forEach(function(p) {
|
||||||
|
p.pawns = p.pawns.filter(x => x !== pawn);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
for (var i = 0; i < 4; i++) {
|
for (var i = 0; i < 4; i++) {
|
||||||
Player.create();
|
Player.create();
|
||||||
}
|
}
|
||||||
|
|
|
@ -197,7 +197,7 @@ transform2d sprite2t(sprite *s)
|
||||||
return (transform2d){
|
return (transform2d){
|
||||||
.pos = s->pos,
|
.pos = s->pos,
|
||||||
.scale = s->scale,
|
.scale = s->scale,
|
||||||
.angle = s->angle
|
.angle = HMM_TurnToRad*s->angle
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue